Pretty good, I'm about to finish roughing out the basic movement animations for the main character. That's still only half of the total animations, but I just need to know more or less what it looks like in-game.
Just make some placeholder graphics and work from there. It's what I'm doing until I figure out what I am going to do about the art because I can't draw. Everything right now is a bunch of rectangles.
I've got a LONG way to go bro, only really have some sketchy concepts, some which are going to be trashed
What are the best programs to make a 2D RPG?
I want the battle to be drawn but the Overworld to be Pixeled
I have friends but they're completely disinterested in me so this should be easy.
>using propriatery software to make your 'game'
We've been discussing for a long time what engine to use and devote our time too, we finally decided to use UE4 for mobile game development, most likely a 2D top down or sidescroller.
Choosing to produce a game in proprietary software like game maker means that you accept that your project is essentialy held hostage by the company that makes the sfotware. You're accepting that you shouldn't have the right to be able to access the source code of your own game and the software that was used to compile it.
My Partner have Discussed making it for months and we have more Minibosses, Gods, Cultures,Lore, and Types of Magic than we have a grasp on the Introduction, the Skill Trees, and Gameplay. So yeah I'd be good for a secession of DnD than a game.
It's not healthy to have that much planned out before you make a game. It's a possibility that when you start prototyping some of those ideas they'll feel bad. And you'll be throwing away a lot of work and time.
>great idea for a game pop into my head
>holy fuck this is gonna be great
>start working on it unabating for like 2 weeks
>instantly lose interest in it after that
this is the fifth fucking time
I guess I can make a cookie clicker with monsters
Its just numbers
No, it really is in this case. only the top 0.1% of mobile games are making any significant money at all, and those are all well-established companies throwing tons of money into making sure they stay well-established and at the top of the appstore. You can't compete with Tencent, nigga.
I mean, if you honestly want to make a great game for the mobile platform, then go ahead. But don't think you can just shit out a flappy bird clone and roll in the dosh.
I figured out that you have to use the joystick controls to use a PS4 controller with game maker, for some reason. So I got that working, at least. Gonna make a shmup where you control two ships at once, one with each stick, and fire with the triggers.
I'm waiting with a devlog till the game is further in development, and I have an idea of what I'm doing.
Until then you'll just have to keep checking out these threads I guess.
Oh waaaagecuck! My delicious McDonald's Cheesycheeseburger appears to have thirty-nine sesame seeds on it. I SPECIFICALLY asked for thirty-seven.
And don't you give me any of that 'more bang for your buck' nonsense. The customer is ALWAYS RIGHT!
Former Neet here
I fucking love being able to buy things again, only need to work 20 hours a week and I can live comfy and still have time
> I'm serious about making a game!
> I'm going to take a source of income that totally drains my energy and regularly schedules third-world shift lengths
You brought this upon yourself.
I made a ton of progress yesterday but now I'm at a point where I'm like "what do I do next?"
Does anyone else keep a schedule or plan out what they're going to do in the future or anything?
The one thing really keeping me back is art
How bad can a game look before it's actually considered a problem? It's taking me hours to make just simple sprites resembling SNES rpgs and I'm wondering if I should even downgrade from that to pure shit like 1-pixel wide noodle people
I write out a massive bigass list of every feature/level of the game, and then break each of those down into what needs to be done to accomplish those parts
Then all work is just a matter of chipping away at the big list
It's a very useful method for keeping an idea of the grand scale of everything that needs to be done, but it does require organisation
>think of kinda cool idea for a game world
>keep adding flavor details to the world and culture
>soon I have pages on pages of sperging about my fictional world and the species that live there
>have barely done any work on the actual game
>if I should even downgrade from that to pure shit like 1-pixel wide noodle people
whatever you do, not this
try designing your game in 1/2 or even 1/4 of its final resolution and then enlarge it
here's Crypt of the Necrodancer, it looks like it's 1920x1080 but it's actually drawn at a much more manageable 480x270 and enlarged 4x.
It's chugging along pretty well I think. It's a traditional JRPG along the lines of FFIV and FFVI where the characters have set classes. It takes place in a land where magic is highly frowned upon due to the misuse of it in the last great war. The protagonist is a rogue Mage with PTSD from the war who's only goal is to find out if his sister perished during said war.
Eventually things blow out of proportion as he's swept away into a rebellion against the tyranical king Achus.
I'm mad, I almost finished drawing a sprite and then I realized it was in the wrong resolution when I was about to add shades and shit.
You are like a runner runing to pay for your gatorade and shoes to (with those items) be able to run to pay for your gatorade and shoes to (with those items) be able to run to pay for your gatorade and shoes to (with those items) be able to run......
I dont know how to code 3 repetition and 5 one rules, 50 step and 75 ones on zillion of games and so the development of my chess variant stalled, and no I wont make the bullshit stuff game companies do and release a game without those rules.
It's all about preference anon, but one of the following:
Ordered from easy to difficult, though I don't think everyone will agree with my order.
Game maker is mostly about the logic - aka when A is down move left, when D is down move right, when the player collides with an enemy do this, etc etc
Then again all programming is like that, but GM lets you work in a very handholdy (albeit severely inefficient if you understand programming) way
Looking at the showcases It seems Game Maker is the most popular one
Ive played some of them and they're all pretty unique
Fucking Hyper Light Drifter looks amazing as fuck
>start making games in my spare time to vent my depressed self
>finish one, start on the next
>too depressed to finish it, too ambitious as well
>never truly got back into it all these years later.
Pic related. Never quite got past testy test shit.
It was a platforming shooter. Nothing too special about it besides the horrifically huge amount of precision platforming.
The sprite work was terribly ugly, and it had no real story until I had just about finished it. I do like the fiction I built around it, though.
For some reason I drew the protagonist without pants, too. Pic related, her sprite.
Actually recently just got started. I've not even started to learn GameMaker yet, just downloaded it. I'm currently working on setting up a plan on how the finished game is going to look and what features it's going to have.
And an in-game screenshot to show off the wonderful graphics. So beautiful.
To a point.
The engine software agreements are really only there for if/when you end up going commercial release. Most software comes with around a 25% cut on each sale, but this varies depending on a multitude of finance options and sales figures not to mention platform and region of release
I'm making a low budget nukige visual novel. It's been a while since I've made any real progress on it, unfortunately.
In case anyone's interested
>Mfw my dad's friend is physician in rural Mississippi
>Works literally 10 days a month, about 12 hours each day
>Doesn't even live there, flies in once month from NYC where he works another job
Truly living the life
I was interested in making an undertail styled rpg based on the yurope novels but the other guys in my production team are bitches and think the game media would boycott us so they want to make a game based on memes instead' I will likely leave this group soon
WELP THERE GOES THAT IDEA. SEE YOU NEXT LIFETIME.
I'm not sure what you mean. Do you mean this?
yea. use the pencil tool and change the interpolation settings bicubic to nearest neighbor so that when you rotate or scale the pixels don't get anti-aliased.
Also, in case you're not aware, there's a timeline window in photoshop for animating.
I think he means that the camera will lag behind/ahead of the flight
as in it has a speed related to the ship, but not the same
not sure if you've used it, but similar to the camera arm in unreal engine 4
It makes it a lot smoother because there's no sudden movements, it's all smoothed out
Ive been thinking about getting into some Pixel art animation, but never had the tools to do it
Do you draw the whole sprite as one image?
What size do you use?
I'd want it to be very fine and crisp
>what size do you use
depends on how large I want the pixels to look I guess
>Do you draw the whole sprite as one image?
yes but in some cases I need to separate some parts in other layers
>>324375970 explained pretty well. Basically the camera would take a small amount of time to match the direction the ship is going (so the ship wouldn't be always in the very center of the screen, but would sway a bit depending on the flight direction). It would be somewhat similar with how the gun models work in half-life2 (and many other modern FPS).
It's just a quick idea though, not much of a game-changer. Your game looks pretty cool as it is. If you have a devblog around somewhere, I'd love to know about.
You mean this?
>That one squad you get once in a while that feels like the best squad ever
I use LÖVE
So it's not what I'd call completely from scratch, but I wouldn't call it premade either.
It's a great tool and I plan on making tutorial vids about it someday.
Love2d is so great. I learned Lua specifically for this a couple hours or so and 3 days later I had a functional online multiplayer card game (of course it was a bit barebones until 2 weeks or so).
A super useful starting toolset for Love2d is HUMP which allows to use gamestates and ezpz camera control.
Just got back to working on it again after new years and my birthday
there's stil la lot to be done though
I've just started working on the trading menu and the first town that the player will be able to do something with, I still need to change it so that you don't buy X values but make a list that you want and then send a guy with the resources to the town to trade.
I've also started a blog for anyone that wants to follow the project more closely, https://projectstrategyblog.wordpress.com/
>tfw full time application developer
>tfw I realize I could be using these skills to make videogames
>partner up with two friends, one is an amazing writer, the other a talented artist and animator
>ready to get started
>writer is taking forever to give me game sequences
>artist is taking forever to give me assets
>I just sit around making shit with random assets pulled from Google just to pass the time
Comon guys. I thought being an ideas guy was the easy part.
I need to push myself so I can draw concept art but I'm fucking lazy
I already learn contour drawing and perspective space with objects
But I need more experience in drawing actual living things and shading is still a fuckfest to master
>have a ton of ideas for adventure game with rpg/rhythm elements
>don't know how to program worth shit
Yeah, I get bummed easily when I design a full PC game (got a city-builder idea) and it looks like mobile is the way to go.
I'm also surprised that nobody moved in with the power vacuum left by Zynga. Motherfuckers had large IPs but they fucked it up.
Where the hell do NEETs get their money from? Seriously.
Is there some hidden gold mine which only NEETs have access to? Explain yourselves, please.
But don't your parents do something about it?
Then you're not a NE"E"T.
How exactly and in which countries?
I know not everyone here is a neckbeard, but I also know that not everyone is a girl either.
No, traps don't count as girls. We've had this discussion before. Drop it.
I would like to use UE4 for making a 3D, but long before that I want to test the waters with 2D to get exp. Programming isn't an issue.
Which is the better engine for 2D if I know C/C++?
Please, explain. How does that even work? I'm neuroatypical as fuck, but I don't see how could the government subsidize me. Which country? I don't understand the process at all. Break it down for me, if you please.
What are you planning to do when they can no longer sustain you?
How does what work? I've got on paper that I've got autism, ADD and social anxiety, so when I signed in to my countries "job service" and handed them my school papers and the papers from my doctor. They basically gave me a free pass and gave me the max amount of money I could've gotten without ever having a job. If I would've had a job I would have gotten like 1500-2000.
Sweden. Even I don't understand the process since I pretty much just gave them the doctors paper and that was it.
Many Euro countries have welfare services for those without employment. Many US states have similar services, but not all states of course. If you're interested in them, research it for your appropriate state. I know in the US you can disability if you have a doctor prove your disability makes it difficult for you to find work/and or hold down a job.
When I meant lewds, I meant drawings/gifs/etc.
NOTHING FUCKING WERKS!
THE PROGRAMS I WANT TO USE WON'T WORK ON MY PC BECAUSE I FUCKED MY DRIVERS AT ONE POINT AND IM TO LAZY TO REINSTALL AND RE DOWNLOAD EVERYTHING
THE ONES THAT DO WORK I AM TO STUPID TO USE
I absolutely abhor doing art. Are there simple techniques to practice that I can get away with and make okay-looking drawings? Sorry that it's not straight development question, but I can't even start because I immediately think "wait, I can't into art anyway" and this prevents my autistic ass to do anything.
You can just do placeholder art and work the development around it. If then you actually manage to produce something solid but with shitty art it's time to either get your artistic skills together if you're not completely hopeless, or find an artist otherwise.
If you opt for Unity you should be able to do with their tutorials
nade ball launcher testing. they detonate once you let go of trigger and can be pushed around by players
i have too much fun writing my game than programming it so i decided to first make it work in a pen and paper setting before creating something that would rival the depth morrowind's worldbuilding had. i'm aware that it's way too ambitious but at least creating it as a working tabletop rpg would help me set a great foundation to work on the game with.
They have Turotials on Unity
But there's also this guy on YouTube "thenewboston" who has great tutorials and gives great explanations
Whatever you do, don't watch the hack videos of "LEARN ____ IN AN HOUR/30MINUTES" unless your able to replicate everything they do while watching
Could I get the help of a few of you real quick by answering these polls for me? It's for my game. What I need you to tell me is the following.
Your favorite candy/candies (choose as many as you'd like):
What you believe to be the most popular choice of civilization today (choose one):
Your favorite basic flavor in general, not limited to candies (choose one):
thank you very much
i have occasionally and it's always helped when i'm in need of advice. hard not to ramble on and reveal every aspect of my plans when i get started
>be one of those "le epic retro graphics" shitposters
>try spriting for one of my games and fail miserably, can't even achieve retraux graphics
Sweet irony, guess I'll just kill myself
>draw like shit
>have to make sprite graphics, which aren't visually pleasing
>recently start learning 3d animation to use a rig for animation and reference for my sprites
Hopefully I'll get results
>You're accepting that you shouldn't have the right to be able to access the source code of your own game
But I wrote the source code of the game.
>and the software that was used to compile it
Why would I want/need the source code of the software?
Where is your sauce for this stuff?
seriously just take a 2D game you like and alter the graphics
nobody will ever know or really care, unless you're fucking with Nintendo
look at fucking terraria, the devs are probably billionaires
not that i can remember but it was released more than ten years ago. it had amazing platforming where your web was always attached to something in the world instead
it's still so insanely popular and regarded as one of few movie games that are actually good, the team that created the physics of it are making a game of their own last i checked. may have been kickstarted
2D? Bionic Commando Rearmed has great grapple mechanics.
3D? Spider-man 2 when you have all the upgrades is really good.
They're complicated but when you get good you have a shit ton of control.
>pretty decent illustrator
>want to make games that just look like regular nice images like vanillaware
>most tutorials and engines are oriented towards pixel stuff
>tfw I've started many projects before but eventually lost interest.
I think I'm just going to bite the bullet and make a small casual game with sprite art and try to get it on android and iOS so I can at least have something to my name. It may not sell but at the least it'll be a portfolio piece.
Now I'm intrigued about where this is going.
Where did you park the car?
summonstrike.com reporting in. We've just implemented some UI changes as well as added 5 new Fighters and Spells.
I don't have action figures so I'll have to do with with animation rigs. They automatically transition between positions, that's handy and more fluid, but of course not as fast
If you seriously can't figure out any other way then get good at pixel stuff. There's no shame in it as long as you do it well. Take this course and follow its advice to the letter
I've been trying for a few months and haven't got anywhere. I'm bad at math, bad at drawing, never made music before, and have no help so I might as well just quit and find a job or something. I wish you all good luck with your games.
I wouldn't know, but if you want something with a lot of premade code try neoaxis3d. It wouldn't be much harder at all than modding a game. It comes with a really basic FPS/TPS already set up.
I mean, I haven't started coding it yet, because I don't know how to program and besides I don't know what program to use. I also haven't planned out the story, or the gameplay... but it's all going well!
>That feel when everything looks like wow ripoff in nowadays
This makes me so crazy that I want to make own indie game with oldschool artstyle
>complex and hard to modify
Nah, they already have all the hard shit done like making a functioning first person shooter. After that it's just changing variables and adding new rules, they already have the movement and shooting and a lot of score mechanics already in the game.
Rule 34 when?
Sorry if you've seen this one a thousand times before!
Was working on updating my animations to my new character design over the weekend. Some of them still need work, but overall I'm happy with the progress I'm making.
Here's a link to a few more that I did on Saturday, if anyone is interested. Did a few more on Sunday but didn't .gif them.
And here's what I was previously doing. As you can see, I'm still by no means "great", but I'm certainly making progress! (I'm out of the "Programmer art" stage anyway...)
>which are the hardest parts
I'm a modeler, not a coder. I was planning on making new stuff already.
Would it be okay to still use the maps from UT4 though? I'm planning on mostly recreating the maps from the Halo series in addition to making my own, but it would be fun to have some of the UT maps, like that one castle themed CTF map in UT4.
remember this is all fine if it's a free game
but if you want to sell it everything has to be your own
I think you also have to pay unreal if you sell a game using their engine
Awh, thanks! It definitely needed a change though. I found that I couldn't make the character as expressive as I wanted with such a small canvas, and I just wanted him to be more distinct anyway, rather than just a blob with some eyes and feet.
Nothing stopping you from converting the UT4 maps to work with your game then releasing them as an unofficial "fan made" map pack that's not packaged with the actual game you sell.
And you don't need to pay anything, Epic Games just take 5% of your profits made over $50k
What are some good tutorials for Blender? My ability to make a game is crippled by having no models.
How long would it take to be able to learn enough modeling skills and coding skills to be able to make a game?
Do every single tutorial you can find after all of this uploader's
At least until you can competently make your own stuff without help, which will take quite a while.
very basic models are EXTREMELY easy to learn
Basic models are still pretty easy to make, you just start working in more complex ways and need to have more attention to detail & knowledge of how things work
if you want rigged characters and such there's a HUGE spike in difficulty
this is speaking from 3ds max, never used blender
Thanks, I'll give that a read over. If you have knowledge on the subject, I have a question though.
My character isn't always going to be in the orientation you see there. The nature of the game involves him rotating 360 degrees. Obviously this means If I do some intricately detailed shading from a light source anywhere other than directly infront of him, it's going to look pretty fucked up when he starts to turn.
What do you think would be the best solution for this? More or less every tutorial I have seen assumes that your sprites will always be axis-aligned.
What if I want to make characters that come in parts like different options for body parts that the play can customize, like Halo armor permutations?
How insanely difficult would that be?
it's actually really easy.
You just use joystick_check_button(0,X), where X is the number for the button you want.
square = 1
x = 2
circle = 3
triangle = 4
L1 = 5
R1 = 6
L2 = 7
R2 = 8
Then for the analog sticks, left stick uses joystick_xpos(1) and joystick_ypos(1) for the X and Y coordinates, and right stick uses zpos and rpos, respectively.
I don't think that's going to be viable. Though some consider it a cardinal sin, it's not that he's facing different directions, it's that the sprite itself is being rotated (ala asteroids). Is there any way that this could look better without "committing" to a directional light source?
What do you guys think about trades between the player and the AI requiring an AI character taking materials from the player to the AI in question, deliver the materials and then take the money back to the player before you get anything? And while the character in question does that enemies can kill the delivery guy meaning the player looses stuff.
What are you talking about?
I've done Blueprint only programming, I think it'd be more difficult to learn than normal programming if you don't know normal programming yet, because it kind of assumes you understand how things work
You could learn from a lot of trial & error most likely, but that'd take quite a while to learn
If you're just talking about level design, it's pretty simple once you sit down and spend like 30-60 min on reading guides
Damn. I'm jelly dude. In my country, the only way to get money from the state is getting involved in politics.
Try to guess which shitty south european country I live in. It's mostly guesswork!
I'm working on this. Video is a bit old. We have jetpacks and LAN-support now (not in the download version though). It's on stand-by for now as we started doing a couple of other games. It's fully playable.
>Those hips and thighs
>Those knees and shoulders
Stop using hentai for your drawing references, son. Since I'm feeling generous today, I'll let you in on a little tip:
Get 'Figure Drawing for All It's Worth' by Andrew Loomis. It's incredible.
But what if I want my game to have some big booty bitches?
How finely you can sculpt an ass is how you judge ones skill as a 3d modeler.
This is more /mu/ than /v/ but
>making game music
>9/10 this is some groovy shit
>come back the next day
>1/10 what the fuck was I thinking
>can't figure out how to continue
Who else unfinishedloopshere
I tried to make a game several times, but i guess my brain have never really grown up because everytime i started learning shit to do it i got scared and bored and just thought "holy shit this is too much no way" and dumped the shit away.
guess making things is not for me, i had the same thing with drawing and writing tb.h
What anon said, you just have to keep trying. Give it some time and go back to it my dude. Inspiration strikes at random times, I feel.
learn the program?
program itself is pretty damn simple
just have a look in various tabs and look at keybindings
as long as you don't have to work with something like hammer, modeling is pretty damn easy
the 2nd one
the game of the year edition
sometimes i wouldn't mind an idea guy because i'm constantly CONSTANTLY wanting to get feedback off my own ideas and progress of my game, but don't want to give away all the details, story and other nonsense on some random imageboard about my game so all sense of wonder is lost when i actually sell it as a game
i've got like two friends that are creative enough to add anything valuable to my own ideas and i don't like pestering them about it much
>tfw no robot girl to pat yourself in the back every time you make progress.
>tfw no robot girl to rape when you feel stressed
Idea guy is a bad meme cause it defames a legitimate role. It's like saying >programmer guy and defining it as a programmer who uses bad practices, is short sighted or can't see the bigger picture. Idea guys are important as everthing is made of ideas and decisions in an artificial construct.
Start drawing using other people's art as a reference. Since you're used to loomis try drawing this, it's realistic enough that it's not much of a departure from what you normally do.
Once you can do that well enough, try drawing some of Raita/Zettai Shoujos' stuff. It's significantly less realistic but a lot closer than most art, in the face at least.
saving thread as pdf for reading later
why do I miss the good threads.
anyway, I'm looking into some engines right now to see what would be the best to go with (and easiest) since I have no knowledge about anything about game development.
Seems like it'll be a fun thing to do , which hopefully will be more profitable than my gaming channel.
Working at a snails pace because of all this vidya but I finished the basics of the placeholder save/load menu, so now I can work on fixing up the pause screen a little bit then work on some text boxes.
Globbal anon here. Always great to see your progress. Keep it up, friend. :)
Hopefully by the end of this week I'll have some of mine to show.
From 2008-2010, I was working on a game that was suppose to be like pic related mixed with Metroidvania elements, but eventually stopped working on it cause I started working. I'm tempted to revise it, but are IWBTG-style games even popular nowadays?
The meme is centered around how anybody can easily say they're the "Idea Guy", not just how easy it is to say a bunch of previously-done concepts and how awesome they can be why-haven't-people-made-this-yet.
It's having legitimately consensually good ideas and knowing your audience (or just how to make it work) that's hard.
Currently polishing/tweaking minor stuff. At this point I just want to move to another project.
After Raita jump straight into the moeshit. It's characterized primarily by a huge bulbous cranium so that more hair can be drawn, eyebrows that are generally way too fucking high to make the character look more excited, and a simpler round face shape. This image should actually be a good place to start for that. The cranium isn't very big and the eyebrows are in a reasonable position. After that you can do whatever you want, just work on drawing facial features in a lot of different ways and seeing which ones you prefer. Also draw a ton of porn so that you can see the differences between japanese bodies and the ones loomis draws.
there are a million shitty gaymen channels with shit videos, do you seriously expect to become a millionaire after one month? making games is much harder, and slower, for less money. if you want a steady income after a month, just give up now and get a job at walmart.
Okay. This thread got me really pumped to create a game, as soon as I'm done with my college work I'm going to learn the hell out of Gamemaker. Thanks for the motivation, anons. It's time to be a creator.
who am i kidding i'm going to quit in the first hour ;_;!
Makin' sprites, makin' sounds
I gave up, too much work and not enough free time to commit
made alot of great assets though
>I don't know where to start
If you want to make 3D games: Unity - https://unity3d.com/
If you want to make 2D games, there are tons of options
Construct 2 - https://www.scirra.com/construct2
Game Maker - http://www.yoyogames.com/studio
Unity - https://unity3d.com/
LÖVE - https://www.love2d.org/
Phaser - http://phaser.io/
HaxeFlixel - http://haxeflixel.com/
LibGDX - https://libgdx.badlogicgames.com/
>So many options! Which one do I choose?
Just try some stuff out. Everyone has their own preference, and we don't know yours, but I bet you'll find something you like.
oh, what could have been if I was a more determined human being
learning GML would teach him plenty about coding, and be less painful than going through some tutorial book as a beginner, fug game maker though, shitty performance, not that it really matters these days
C++ if you REALLY wanna push it
C# if you wanna have a good time with Unity compatibility
well yeah, but if you ever get to a point where you're out of a job, being able to say "I'm proficient in X coding language" is a lot better than "oh yeah I can work with gamemaker"
It'll make learning a programming language a lot easier, I agree. But you'd still have to take the second step
one of the best engines IMO, only problem is it's hard to work with code and blueprints are kinda sketchy
you don't play SF 100s of hours cause ryu is handsome, has kool muscles, has a great story etc. background art is japan/las Vegas/my anus. You play it cause the game mechanics are fun. The "feel" of movement, duration of attacks how they balance out, how vertical is the move set, how many attacks can you chain, what's balance like etc. This should keep busy you for a lifetime lol
I want to use Havok for some 3D action adventure games.
What should I use for lighting, animations, modeling, cloth, and weather effects?
Got into a slump thanks to Christmas / New Year, but I'm starting it back up now. Writing A* pathfinding for a TBS game. Wondering if I should look into the Path functions of GM, but I'd rather try to solve it myself first.
The lighter button clicks with your right-click, and the spark wheel flicks with your mouse wheel, and you rotate the lighter by using left-click
Inspiration is fine, rip-offs are not. You should know the difference. No one is going to shittalk you for drawing an italian manlet plumber that wears overalls, but everyone will shittalk you for drawing one that wears red overalls, has a giant round nose, and has an "M" on his hat.
>first year of coding
>have to recreate an old game for course's final
>decide to do elevator panic
>look all around on how to do the AI
>ask friend who also programs
>find out afterwards about A* which would have been perfect
fuck my life man
No it's because Toby never made a full game before undertale. Look at Hotline Miami or Nuclear Throne. GM is a great tool if you are experienced with game dev. Toby is not, all he ever made were tiny projects with GM and a few romhacks.
It's really fucking fast and everyone and their mother knows it so yeah, as far as game dev goes it's probably never going anywhere. If you're looking to be a professional coder that's another story, they get around more because speed rarely ever matters to them and other languages are often more pleasant to work with.
never finished it, but attempting to make it was a pretty good exercise and I learned a ton
I never finished it
it was supposed to be a game about 420 blaze it in class without getting caught, and you would be able to hide shit in your desk
gave me and my friends a good laugh for a while
Honestly, art takes a lot of time and effort. As long as it isn't hideous Exadv1 tier art, it's manageable. Just put effort into it and it will end up being okay if you aren't 100% shit. Just look at Hotline Miami. It's ugly as fuck but it doesn't get in the way.
Don't outsource it to a "pixel artists". They all follow similar rules and your game will end up looking just as generic as it would have if you did noodle people. At most give them backgrounds or something, but keep everything else under your control.
I'm writing the script and characters of the matter and revolving gameplay around that.
The idea so far is that
magic and memories is what give the world it's colour scheme, so the character starts greyscale, gradually working a palette and personality into them while they play. Older character and more social characters are the most colourful, as so on.
Currently I'm thinking of working on it as a side-scroll RPG adventure. Any ideas as to what software to try shambling this together on?
>Don't outsource it to a "pixel artists". They all follow similar rules and your game will end up looking just as generic as it would have if you did noodle people.
I'd post a list of pixelartists with different styles, but I imagine you'd get rather defensive and/or rationalise it.
Okay let me just try to create one on the fly by explaining it to you.
There are 2 kind of tools you can work with: "Engines" and "Frameworks".
Both are excellent for gamedevelopment and both are used by beginners and experts.
Engines are software. It has all kinds of tools that help you with making your game. Like a level editor, or being able to create objects. That you can click on "This object has gravity". In some engines you can still use code though.
Frameworks are premade code. They make programming easier for you, and they give you more control over everything in your game.
If you want to get serious with gamedevelopment, use a framework. The reason for this is because with a framework, you learn how to program. With an engine however you learn the engine. You learn how to turn on gravity for an object in that particular tool. Sure you learn some programming but not as much as with a framework.
Eh... yeah.. something like that?
hey, that running sprite is pretty neat if I do say so myself
Working on a "hacking" game in c# Its gonna have mindfuck elements
i made a little environment yesterday. trying to make it look better
Longcat is looong!
All your base are belong to us!
Why does a southern man feel such an affinity for the rodent kind?
Because they undertook to commence hostilities in order to fight for their "rats"!
We were actually taught Dijkstra's algorithm during my first year of university, which is a special case A* algorithm, but not one of the teachers ever figured they'd mention that fact. I started looking up resources and realized I recognized the implementation. Anyway, A* (or a variation based on it) is pretty much the default for all video games. Though I'm not surprised your teacher didn't know. Teachers are fucking hacks for most of it.
Do the same concepts apply to 3d modeling? I must learn the art of booty.
Doesn't change the fact that most pixel artists churn out generic crap. Look at Punch Club. No soul or anything.
It's better to have mediocre art that has it's own special look and vibe than to have "good" art that is just generic indie low-res graphics game #55325
I'm currently designing a hardcore stealthgame as my first project. It will have 3 acts, 1st being escaping a facility, last being infiltrating a facility. I'm not sure about the middle. Only saves or checkpoints are the beginnings of acts. What do you think? Would you play a hardcore stealthgame with very light platforming? (3d,fps)
Hardcore as in, no saves, 1-2 bullets kill (but you can use the scarce "magic" healing nanobot liquid thingy you find in the experimentation facility you escape from if you are fast enogh)
Also I'm thinking of optional routes if you can find experimental gadgets as an extended thingy. If I manage to have a good momentum building the game.
Ok I'm really intimidated by the amount of work it would take to make a game, not to mention the lack of skills I have outside of writing music.
Talk me into thinking its a good idea to make a game.
In my personal opinion, a game doesn't get harder just because you have to replay a longer section when you die. How long did you imagine these acts to be? Look at a game like Volgarr, where levels can be beat in 4-5 minutes if you know what you're doing, but they'll most likely take an hour+ the first time around. That's the most I can handle; any longer and I'll just drop the game.
You can always go rogue-lite otherwise.
You already know how to make music? That's a rare skill around here. Just learn how to program, it's easier than you'd think. Make all the characters squares, and you could probably make some decent dosh just out of having good music.
>tfw trying to be the guy who when wants to do something just imagines how to program everything in his mind
>tfw can't do that and just trying to think of something mildly complicated confuses me and ends doing shit
18 and years ago in High school we had programming classes and my best friend who was always the one that was good at everything is better than me
>he is literally better than me at everything, drawing, programming, playing games, he just beats me, but he always gives up on everything he does at some point
>tfw i'm the cliche anime MC who is shit at everything compared to his best friend but never gives up
>tfw i'm just comparing myself to that shit so pretty much my entire life is a meme
>tfw i'm just a meme writing a blog in an anonymous image board
idk, should i just give up hopes of making a game and just an hero already?
Just finished the icons for three of the playable character.
They most certainly do. You will find it much easier to model a cute butt once you can draw one correctly, and unlike someone that only learns to model you'll be able to do it in 2D and 3D. That booty you posted is shit in comparison to the booty you will create.
I'm just now getting my drive back for writing music and I haven't written anything good in a long ass time.
Latest stuff is here and is trash https://m.soundcloud.com/crazy-8-1
you almost had me
There isn't much more unfortunately, I have an alternate icon which I ended up not using
Im aiming for 15 minute gameplay for each act with 45 minutes of actual gameplay each by calibrating the difficulty and complexity of level design for a casual player. Extended goal is replayability.
I may also implement a leaderboard for act completion times
I dunno, my game is about sci-fi super soldiers, and I feel like Bungie managed to achieve the perfect amount of for being tasteful yet sexy at the same, and not being entirely unreasonable for a fully armored woman to be bearing a booty like that.
Thats okay cause I replaced the text a while ago
i know i said that but i have been trying to get original ideas for 3 months and all i got is some FF clone, i kind of have a story but i don't even know if i should make the gameplay first, then the story, or the level design, or the music
it's just hard to not give up
ITS GOING GREAT
My roommate and I are working together. He's designing the bosses right now and I'm making the powers, he's making the art and I'm making the music
We might actually finish a vidya, feels good
You might run into trouble if your game's too short as well - assuming you're aiming for a commercial product (otherwise you're free to do whatever, of course). But with enough variation on repeated play-throughs it might work, especially in the level design as stealth games can only do so much with the equipment. Honestly, I fear it might get too repetitive for that very reason. If you can't randomize weapon and armour drops, because you essentially don't use either in a pure stealth game, then you don't have much to work with. Even games like Spelunky has lots of items to keep the variety going.
But what if I want to keep a realistic aesthetic just be more "vivid" like how the new Unreal Tournament looks, instead of the more dark and gritty art style Reach had.