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Make your own game

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Thread replies: 222
Thread images: 35

So how many of you guys on /v/ have attempted to make your own game and how did you find it?
I am trying right now to make a hex based 2D strategy game (similar to Civ, total war etc)
Nothing particularly fancy mine you but im still finding it difficult as fuck! i have no idea where to even begin.
I've spent a day searching for tutorials but they never seem to go into depth about Unity itself.

Anyone know of any good tutorials?
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>>283659738
>So how many of you guys on /v/ have attempted to make your own game
I have.

>How did you find it?
I found it hard, and quit.
I did make a few functional games, like an asteroids, a tetris, a platformer, but they didnt have a menu or additional levels or a scoreboard, just a proof of concept demo.
As soon as I tried to make things right shit got complicated and I dropped it to go play video games instead.
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>>283659738
>2D
>Unity

I thought Unity was for 3D games.
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>>283660840
You can make 2D too. Just remove z-axis.
>>
I've done a bit. The main limiting factor for me is making/finding the 3d models for the concepts that I have.
Probably just going to join my Uni's game dev club next semester so I can be part of a more compartmentalized team.
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>>283659738
I'm in the early stages of making a game for the vita in Unity. I'm guessing you've followed all of the tutorials on their site? Which aspect of creation is the most difficult for you?
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>>283659738
>So how many of you guys on /v/ have attempted to make your own game and how did you find it?

I attempted making an arcade local multiplayer game some time ago. Something in the vein of Bomberman, to give you an idea, although it wouldn't play like it. Then I realized it was a waste of time because nobody is interested in arcade games anymore.

So now I'm working on two projects, a shooter and a mobaesque. I'll never finish them, but whatever. Games are dead anyway.
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>>283660407
Pretty much this.
>>
I'd like to but I'm not even sure where to start.

I mean like what kind of game to make. I lack the imagination for it.
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>>283662384
The best thing to do is acquire the technical skills to make games.
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>>283659738
Do you even know how to program.
'Cuause if don't, don't even bother.
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>>283662384
Honestly just make anything, it's more about the skills you build from it rather then how many creative it is. Sure creativity helps but if it can't function it doesn't mean shit
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I'm making my own horror game from scratch
>>
I gave it a try. Probably will again in the near future.

Biggest challenge to me is finding a good up to date tutorial. Last time I tried following one I got stuck for a while because it used a command that had been depreciated in the newest version. Then I got to a part where if my little block hit something it would explode into pixels but I never got that to work. Copied the code verbatim, it compiled no errors or warnings, just didnt do what it was supposed to. I couldnt figure out why so I dropped it there.
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>>283663538
>copying code verbatim
I found your problem
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>>283659738
If you've already tried making your own game, even if you didn't succeed, then you're pretty much ahead of the curve in video game design and have plenty of potential in it. Right now I'm taking a game design course at my university just to get enough hours for FA for the semester, and most of the kids in the class are token gamers that are basically like "idea guys" or artists. There's even that one black guy who goes to EVO and plays fighting games all the time. The thing is none of them have ever tried to make video games and they won't until someone actually forces them to.

If anyone here wants to actually be part of a game dev team then you should really take up at least basic programming and look up some tutorials on rigging models for animation.

I'm 100% sure ANY game company would hire you if you're proficient in rigging. All the professors try to single those guys out in classes just to treat them like royal gods because no one wants to do that shit.
>>
>>283664259
>game design course at my university

Get the fuck out of there. Those things are a waste of time and money and no employer wants a 'jack of all trades' over a specialist.

Pick what profession you want, do a REAL course for it and learn the rest on your free time.
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i stopped when i realized i suck at art. Now i'm slowly learning how to draw. Might retry when i feel like i've at least grasped the concept of creating a picture of something
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>>283666338
Just make a 3D game
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So about seven or eight years ago I bought that C++ for dummies book and it came with an example piece of code that created a program to tell the weather or something.

Even copying that code I couldn't get it to work so I stopped trying and never looked back.

3 years ago I signed up at Codeacademy or whatever and started with the basic java shit. I got a few lessons in before I hit a brick wall and couldn't get the code I was supposed to be copying to work right. Dropped it after that.

Maybe I'll try again someday. Here's a question though that pertains to my first example of my adventures in coding.

That weather program had a shitload of spaces inbetween everything and I never figured out if I was expected to press TAB or SPACEBAR a bunch or if it was just the way it looked and it didn't really matter.

Well I tabbed a bunch to try and match up the giant gaps like they were on the example.

Sorry for the blogpost.
>>
I'm writing a game with C++/SDL
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>>283665852
I am. Doing CS. But trust me, from someone who knows actual game devs, you're going to have to be a jack of all trades just to understand what the other people are doing. That's the only way you guys can work as a team. If not, then you're going to have to learn just by working with them.
>>
>hex based

Will this fad die already I'm sick of games looking like beehives.
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>>283659738
3 minutes. You've gotta be kidding me.

http://unity3d.com/learn/tutorials/modules
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>>283666982
Also, FA pays for all of my classes anyways and I've saved up enough good boy points to get my parents to pay the rest. Fuck chicken tendies.
>>
>>283666695
Just take some programming courses at your local community college or something.
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I'm making, for a pretty long time. It's tough but fun.
http://a.pomf.se/ulbfys.webm
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I have. Not that hard, especially when you really don't have to do anything yourself but get the idea.
Free models? Internet's full of them. Textures? Sounds and music? Even the coding is easy as fuck when Unity Answers has basically every answer to every basic question and most of them even have some sample codes.

Then just drag and drop the prefabs and objects in game, set up lighting and materials, apply scripts and you'll have a finished game
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>>283659738
A few days won't cut it for everyone. Basic coding classes to learn the elements and logic of language to start.
A great idea, a huge drive to learn, dissect, test, test, test, collaborate, and persist: without that then it's hopeless.
Even with a fun engine like gamemaker, making a real game (not a 1 screen basic platformer or a one screen angry birds clone) is very VERY difficult
>>
I made a /d/ themed text adventure game where you try and escape a castle full of rapey things.

I never finished it and it's technically been in "development for 3 years. There are about 4 or 5 scenes left that I need to write but every time I sit down to knock some words out, nothing but shit comes out on the page.
>>
all you need are concept artists.
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>>283666695
The program will run as long as the syntax is right, but you are supposed to keep the code as legible as possible, in order to solve possible errors or in case you want to modify it. You should also write annotations for what each thing does so you don't forget. If you write something poorly and revisit it years later you might not remember shit about it. That's why the code is written like that.
>>
>>283667661
>>283667661
>Free models? Internet's full of them. Textures? Sounds and music?
Oh my, what a good looking game everyone can create with the help of free models, art and sound!
>>
I'm working on a roguelite. Still in the process of coding up the inventory system, with some guidance from a tutorial I'm following loosely.

Eventually I'd like to get it so you're roaming planets in a spaceship.
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>>283668010
They can?
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>>283668276
Sadly, they can't. Free art is for placeholders only.
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>>283668398
Depends on the license the model is released under.
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I'm working on a game with really crazy controls, first of its kind. I would say more but its a secret
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>>283667840
>nothing but shit comes out
Scat is /d/ themed
>>
I'm trying to make a text adventure in Inform 7.
I have no clue what I'm doing, but at least it's got built-in tutorials.
>>
I tried but I have a crippling flaw that stops me from achieving any meaningful progress: I'm a perfectionist.

I can't code, no biggie, but when it comes to 3D models and specially textures I just can't do it.
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>>283664157

If I copied what was done in the tutorial step for step, line for line, why shouldn't it have worked?
>>
i have a unity game greenlit for steam. i'm remaking it because its bad. its a retro fps
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>>283668792
>I'm a perfectionist.
>I can't code, no biggie
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>>283660840
they added a full 2D mode
unfortunately it's clearly in its alpha stages and, aside from the ability to use a model's motion data to make a sprite sheet (think donkey kong country), has nothing over Scirra Construct
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>>283668398
Define good looking. If you're talking about photorealistic non-cartoony AAA-graphics, then no. But I've seen many good looking games made with free stuff
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>>283668943
Fucked up there, meant I CAN code. It's the artistic part that breaks my balls.
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>>283659738
I'm making a diablo 2 clone with low poly models and am trying to figure out if I want isometric, or just third person camera.
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>>283662384
your first few projects should be clones
this will cement basic skills while having an esay to attain goal

for a tutorial set that will take you through all the steps of 4 game projects (point & click block shooting game, scrolling space shooter, 2d mario clone, 3d mario clone) and 1 tool creation:
http://www.walkerboystudio.com/html/unity_course_start_here__free_.html
>>
I make multiple online multiplayer games.

I could let /v/ try it out really quick I guess. It's multiplayer so you all can join.

Let's see..

Megaman or a text-based rpg?
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>>283669080
>fucking up your post
>perfectionist

Don't worry anon, just start modeling like you post.
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>>283669080
get an artist/modeler
give creative feedback when something's not to your liking
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>>283669318
isometric
the real question is whether perspective 3D or orthographic camera
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>>283669449
megaman, duh
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>>283667771
>making a real game

Define real game.
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>>283669730
4chan is the only place where I don't really care about being a perfectionist. Which is a good escapade because the rest of my life is really stressful.

>>283669732
I don't have the money. I do have a concept I believe is cool but I don't want to get involved with Kickstarter.

I'd probably have to hire someone from Tumblr who just started with Blender.
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>>283671486
if you go to college pitch it to some modelers
you might find one who can at least give you some dev models to play with
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>>283666853
me too.
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>>283660407
I made a simple Dog Days game called Yuusha Run, I actually paid google to let me publish on the app store and I did, however before it even got to be put on the app store I got a strike for copyrights and impersonating a company and didnt see the light of day.

now I feel empty and haven't made the effort to make a completely original (artwise) game..
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>>283671486
>but I don't want to get involved with Kickstarter.

Why not? Money is money.
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>>283671771
>Dog Days game called Yuusha Run, I actually paid google to let me publish on the app store

What the fuck, anon. How did you think this was going to turn out?
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>>283671996
well... seeing that there are ton of fan made games on the google play store, google Sailor V I though it was no biggie, but yeah lesson learned.

actually I think I could republish it IF, I made all the art, but I suck at making art so.. one day I'll make a game that I can publish there.

I just wanted to make some simple anime insipired games anon for fans
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I've made a few simple things like a Snake clone. I've also developed various little systems, like a grid-based movement engine in Java. The main problem for me is that I get overwhelmed with all the content I would need to create to make a game. I'm much more interested in developing systems.

I want a book of game projects where they provide all the art assets, level layouts, etc, and walk you through developing the engines to run the games.
>>
I am making make my own game, and I'm also part of the university video game making clubs.

I usually program other thigns, however a professor said this would be a good oppurtunity to work outside my specific interests so I took it on.

Really enjoying it so far, wish I had a decent 3D artist friend however, as I have programming friends for days, and I also program.
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trying to make a cyberpunk 4x game, but I'm creating assets and learning programming as I go along. It'll be shit.
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>>283673069
Damn dude that sounds cool as fuck, I know programming and might like to hop on it and help if you can run me past how you plan on making this.
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>>283672818
I'll be your 3D artist friend if you'll be my programming friend.
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>>283673493
It's deal friend, you in uni for 3D art?
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Making a custom engine for my horror game
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I followed some tutorials on javascript but at the end I still don't know how to turn what I want the game to do into scripts. Is there a javascript tutorial especially for Unity or any other engine?
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>>283674541
what exactly are you trying to do?
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>Unity
>Making script around CharacterMotor

After a bunch of failures, this one shows promise.
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>>283674541
>javascript
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>>283674825
For example I want to be able to use an object only when I'm close enough
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I'm making my own game, in Unreal Engine 4 though. Hope to finish it this year depending on finances.

Dev blog if you're into that:
http://tavernblog.soderqvist.org/
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i don't really understand how games work

for instance, how do they program AI to compete against? E.g. a fighting game. How do they go about programming the CPU opponents to act like humans?
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>>283675568

AI states. AI is a complete different chapter, even if you're a good programmer.
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>>283675280
Ok learn how raycasts work.
http://docs.unity3d.com/ScriptReference/Physics.Raycast.html
there's one or two examples here that measure the distance to the ground.

The alternative is to add a collider around the player that activates if it touches the target.
>>
>>283675568
AIs like that are based around a state machine.
Basically, when the CPU has a state they're in, then it reads it's surroundings, and define an action in accordance.

For instance, CPU is in state "idle". It sees you standing there and define next action as "punch". If you defend or dodge, it will read it and follow up with another state accordingly.

Naturally, it can get really complex, specially for stuff like fighters. But that depends on what kind of game you're making.
>>
I made a tetris game in C for a course and then started with a shmup,
but got some serious problems with hitboxes and scraped it
>>
I want to make a mobile game (Android with possible port to iOS) that features basic hand-to-hand combat.

where do I begin
>>
I wanted to make an AI for a dog, it just wanders around and attacks other animals but I gave up because I have no idea how to do it
>>
>>283676334
Learn OpenGL. Then you can just make it for both.
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>tfw it's time for a spooky ride
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>>283668975
I thought html5 games ran like shit.
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>>283677221
WebGL isn't too bad
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>>283668915
Because whoever made the tut made a mistake, I guess?

I've had it happen before.
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>>283672369
Unless you're holding a degree in comp sci and are really competent at coding, fuck making your own engine.

You'll end up getting as far as me, a guy with a comp sci degree - fucking nowhere with lots of bits of interesting code you don't know how to stick together.

Use an engine. Unity, GameMaker, whatever. It's a lot less painless and easier to get going.
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>>283678556
Guy without a degree here. I made an engine inside 3 months and because I went out of my way to actually learn how to use a computer I can adapt it to whatever I want the way a good engine should be able to. Maybe they shouldn't give computer science degrees to people that don't know computer science.
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>>283678556

A lot less painful, I mean. But still. People can spend years developing just a workable game engine, and pulling from peoples experience in audio, graphics, logic, maths...

I doubt you want to spend years making a tool just to make a game.

>>283678826

A competent, re-usable engine, or a one off specific built for your game that you'd have to work your ass off to re-use elsewhere in a completely different game?

I've made from-scratch platformers and puzzle games, but it wasn't anything to write home about.
>>
>>283679117
An engine that makes the core components of any game I desire and then assembles them into a functional, working game based on the commands I give it.

The aim isn't to make something that is to write home about, it is to make something that is simple and streamlined as possible so making games isn't a chore.
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>>283679117
Or to put it this way, when I say engine, I mean something like Unreal, Unity, Panda3d etc.

Full blown package, audio, rendering pipelines, animation, etc.

Shit like that isn't made in 3 months.
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>>283679419
Shit like that is also the reason there is an endless barrage of awful half finished Unity games on Steam.

Encourage people to use what works for them but don't go glorifying skimming over important technical skills.
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>>283679652
The kind of people making half done unity games are the kind of people who'd have a half done engine and no game if they tried.
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>>283669940
Shit.

technical difficulties getting the game to work with the HTML5 client and i don't think anyone in this thread wants to install a program to play

maybe in a bit i'll fix it
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>>283679737
Not really, the kind of people that have a half done Unity game are people that would have no engine if they tried because they are too lazy to actually learn to program and it shows in that they have a half finished Unity game.
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>>283679880
So really you're just talking about lazy people copy/pasting.

Lazy people can copy paste the start of an engine too.

But whatever.

Knowing how to program doesn't mean you have to do everything yourself. There are tools out there you can use.

I know how to start a fire with flint and tinder, doesn't mean I won't use matches when they're available.
>>
I've tried but I don't have any talent for 3D modeling or even posing but I've got the idea in my head and know how to program the mechanics to work. Just can't do the creative side...
>>
try unreal engine. its practically made for non-programmers.
>>
>>283679117
Engine usually refers to game-specific code, very seldom something like Source
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>>283680403
Isn't that what people say about Unity though?
>>
>>283680346
Do it with primitives then?

Cubes, spheres, cylinders etc. It's been done before.
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OK GUYS HERE WE GO

IM NOT GONNA HOST THIS GAME FOR LONG

http://www.byond.com/play/66.31.237.188:6112

MULTIPLAYER SNAKEMAN PVP MEGAMAN 3 STYLE

TELL ME WHAT YOU THINK OF THE GAME AND MY HARD WORK

GOGOGOGO
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>>283680525
onl;y clueless people. Unity is great because you can program and script literally everything in c# or java. It's maximum customizable.
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>>283680280
Comparing the creation of artwork to using tinder over matches is pretty stupid. An artist that traces is obviously going to produce something of inferior quality to an artist that knows how to draw. If you have all this shit to just instantly make whatever you want for you, you aren't going to learn to respect the intricacies of it all and are ultimately going to just produce something ham fisted.

Working in a team you have the excuse that there are other people that probably do understand those nuances but on your own there is no excuse.
>>
>can make soso 3d models
>animating is annoying
>can program, but doesnt have a lot of time cause of uni
>need to work part time
jesus christ my things aren't moving at all. I do one or two things per week, than have a bunch of exams, then come back, do some, repeat. After a while I forget how to work with blender properly and need to re-watch some videos. fuck
>>
>>283680689
Really, what if I want to make a game with C++? Oh wait.
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>>283680832
c++ is a shit tier language anyway
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>>283680905
Okay /g/. C++ is a shitty language. Whatever you say /g/randpa.
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>>283659738
I have never found any tutorials useful except for some very small and specific things. This is what I did to learn unity:

>read the unity manual http://docs.unity3d.com/Manual/
>I think I stopped at around the graphics part
>It gave a good understanding of the unity workflow
>I then made 2d platformer test project from scratch, using their 2d example as reference
>then i got to the point where my project became more complex than the example in some aspects and I knew I had learned

I already knew programming before, so that helps a lot. But yeah, do not rely on tutorials, reading and tinkering with the editor yourself is a better use of your time.
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>>283680994
c# is literally better in every way.

but hey, I love outdated things too anon. Are you the kind of person that swears his life on windows XP?
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>>283680510
Now you're talking out your ass.

Engines are a collection of modules that work together to present a game. It's a lot of moving parts.

That's why they call them engines.

>>283680714
Pretty big talk for someone using a computer, who's never made one from scratch using transistor-transistor logic..
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>>283681237
>Going to le other extreme
Epic.
>>
>>283681204
he probably uses NT2kPro
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>>283680561
That's actually not a bad idea. Basically just a bunch of blocks on screen behaving like the models should within the code but just sort of spinning on screen. Thanks anon. Not sure why I never thought to do that. If I actually get anywhere with it in sure I could commission someone to do the models for me.
The dream lives on!!
>>
>>283680689
So how do you program things in the Unreal Engine?
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>>283681204
>c# is literally better in every way.

>>283681316
Big talk coming from somebody that doesn't know how to program.
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based /g/
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>>283681435
>doesn't know how to program
nigga u dont know me
>>
>>283681597
That's wrong though because /g/ thinks C is shit. That image should be Java on the left.
>>
>>283681597
>they're both for faggots

thanks /g/
>>
I'm trying to make one now. I have some experience programming, but not much making games. It's pretty shit, trying to learn how to use Gamemaker. It's just a shmup with a twist. I work on it occasionally if I have some free time. Hopefully one day someone will play it and enjoy it.
>>
I was making stuff with Game Maker 6 when I was like 14 and in school still. Now that I finished my business degree I wonder if I should pick up the hobby again.
(General work isn't really biting for me, I think in part because I don't apply myself enough, and part because I'm not really interested in the actual business work ironically, and I feel like I need to develops some self-sufficient creative skills to go with the business ones)

It's not like I don't have the time to do it. I only work part time at a shitty supermarket, afterall.

I wonder what stops me from starting. I keep making excuses not to. I have drawings, story writings, gameplay mechanics and general idea work all over my house in notebooks and scraps of paper. Maybe I'm just an "idea man" afterall. (Or maybe I'm just too afraid to try and fail)
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>>283681425
you can program, but most things you would normally want are built in to the blueprints functionality.

>>283681435
>>c# is literally better in every way
how is it not?

>>283681597
that's like comparing parent to child.
>>
>>283681315
It's the same logic you're trying to apply to making a whole game engine from scratch.

"I have a ready made tool I can use. But I should do it all over again from scratch or I won't UNDERSTAAAAAND it"

By that logic, you have no idea what you're making whenever you use any tool.

What I'm arguing is, learn to use a quality tool, and you can make a quality game. If you don't invest into learning how to use a tool, what you make will be shit - that would be people copy pasting shit with no idea what they're doing.

Someone who knows or learns to program, can jump into making a game using an engine just fine - as long as they are actually programming.
>>
>>283680994
>>283681204
If you say one is better than the other, that just shows how you really don't know shit all. It depends solely on what you are making and on what platform. If you are building a new engine for example, you basically have to use C++, as it gives you the flexibility to manage you own memory, whereas C# forces you to rely on garbage collection to manage memory which can slow everything the fuck down.
>>
>>283682357
i doubt op wants to make his own engine
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>>283681897
My experience with game maker is you start by thinking it will all be collisions and "if" statements

then you discover how important variables and you think 'ill do it all with variables'

then you realize how complex things really are, that you need variables, arrays, hours of researching the right functions to use or invent, pages of code, etc.

Then you realize that the game you were trying to make isn't even really complex and it hits you right in the brain how hard it really is to do. That's when you think that maybe it's better to just play games.
>>
>>283682159
>By that logic, you have no idea what you're making whenever you use any tool.
And again you're jumping to the other extreme. Nobody is saying don't use tools at your disposal but making games is ultimately a creative endeavour and using something because it is the easiest and the fastest route is how you make something shoddy. The fact you are completely exaggerating how long it actually takes to make your own engine as well really speaks volumes.
>>
>>283681237
>Now you're talking out your ass.
No, I'm referring to a separate usage of engine in indie game circles. When you're making your own engine it's usually something from scratch with SFML/SDL tailored to that one game you're making, not a completely modular re-usable framework.
>>
>>283682542
he's also using Unity, where using C++ is not an option, so I don't even know what your point is.
>>
>>283659738
I use roblox and yet I still ended up with gliches
>>
>>283682357
are you implying garbage collection is a con? With today's hardware it's perfectly feasible and there is barely any difference in performance. an O(n) will be an O(n) in any language, anyway.
>>
>>283674389
>chromatic abberation
>>
>>283682687
I'm taking your logic to it's ridiculous extreme to show you how broken it is. It's called an edge case m8.
>>
>>283682982
>I'm taking your logic to it's ridiculous extreme
Thank you for admitting you are full of shit. That really makes this whole debacle a lot easier.
>>
File: ufufu.jpg (120KB, 798x600px)
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>Want to make a game
>Animate walk cycle for one character
>Don't want to make a game anymore
>>
>>283659738
I did start work on an XCOM clone from the ground up in SDL, but OpenXcom kinda got there first so I gave up.
>>
>>283683204
>he can't handle being shown how stupid his logic is
>he doesn't know what edge case testing is

But here lets go at it like this.

Unity can be used as a tool, and has in fact been used as a tool to teach programming and good coding practices.

http://unity3d.com/learn

http://unity3d.com/learn/tutorials/modules/beginner/scripting
>>
>Programming languages
Just use whichever one you know best.
They're all Turing-complete.
>>
>>283683428
You literally just admitted you were deliberately exaggerating my argument to make it seem worse than it was. You can't expect me to take you seriously now.
>>
>>283683321
3D is much easier give that a try
>>
>>283683692
>3D is much easier
not really. 3D takes like 20x the preperation time. You also need a lot more technical knowledge about a whole bunch of things.
>>
>>283683321
Make a game where the main character is a ghost or a slime then!
>>
>>283684267
>Not making a game where the main character is a Fred Astaire impersonator called Crazy Legs Mallone and giving him a deliberately awful walk animation.
>>
>>283682932
yes :^)
>>
>>283683679
So I shouldn't put your reasoning to the test; just take it at face value and not try to evaluate it?

So no one should ever disagree with you ever then I take it?

Last post, because we're arguing over arguments over arguments here. You're assertion is bullheaded, and demands people who know how to program shouldn't rely on others to make anything. 'Do it yourself or don't do it at all'

I used to think that way. It took forever to make things when I could have launched from a better starting point and gotten the same thing or better with the help of other peoples experience.

I don't view relying on people for help as a weakness. As long as you're making the effort to learn on the way, you can only end up better off in the end.

Cheers m8, I'm going to get back to coding.
>>
I've tried in the past, to make a GOOD game, like something that people would buy, it takes a lot of knowledge on a lot of things. For example, want to make a shadow? okay mister, you'll have to learn shit about convex hulls and geometric programming, a lot about shaders and other things. Want to make your enemies to use pathfinding? okay you better know a lot about graphs and heuristics. There are lots of things like that, making games is a pretty complex thing and ideally you'd use a team that specializes in each area, like one guy who codes shaders, one guy who does the ai, on guy who codes the game logic, one guy who does the scripting, etc.

That being said, doing simpler games it's not impossible, think about hotline miami, very simple concept, perfect execution and nothing that is TERRIBLY hard to pull off, perhaps those post processing effects would take some time to learn how to do them.
>>
>>283682687
Programmers learn pretty fast that the easiest and fastest route is usually the best. When you are doing programming for a living, your employer doesn't want you to spend your working hours writing and figuring out something someone else has already done better.

However, I think that making your first games without the help of a existing engine is a beneficial. It gives you an idea how everything works and makes you a better programmer.

Making your game engine is feasible, as long as you keep the scale small. If you want to compete with the features of the big engines, you don't really stand a chance. You'll probably have to make an engine that's quite inflexible.
>>
>>283684625
>and demands people who know how to program shouldn't rely on others to make anything
Literally pulling shit out of your anus. Insisting people don't use the lowest common denominator is not the same as insisting people don't use anything man made. You are embarrassing yourself.
>>
>>283669050
Like?
>>
>>283684527
Also this.
Look anon. You have a problem with animating fiddly bits right? Then look for a creative way to solve that problem OR a way around it. Don't get caught up in the details. Whatever works, works. It's how all the old-school game developers used to do it, it's why videogames used to be so gloriously batshit crazy.
>>
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>>283659738
>have attempted to make your own game and how did you find it?
Made some at gamejams with friends and also worked as a programmer on a few commercial ipad games. Alone? Nope. Can't into art. Also moved to normal software industry due to getting much higher salary for much easier jobs.

>I've spent a day searching for tutorials but they never seem to go into depth about Unity itself.
Get better at googlefu. Unity is easy as fuck. Babbymode of game making. Also it's own documentation is superior to all other engines. If you want in depth info on how different componoents work:
http://docs.unity3d.com/ScriptReference/

If you just want easy tuorials:
http://unity3d.com/learn/tutorials/modules
>>
>>283660918
>>283660840
It actually has proper 2d elements nowadays. So no longer need to work with your own planes and stuff.
>>
>>283662989
But unity is super easy if you have slightest clue of how logical statements work.
>>
File: perlin map.jpg (221KB, 1616x916px)
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I've got a few things kicking around. I just finished making an island generator using perlin noise and masks.
>>
>>283684759
This. If, IF I get back into making games, I'd make sure I actively strip my ambitions down into their core elements, and see how I could pull it off as simply as possible. It's natural to keep wanting to add more and more onto an idea, but it takes skill to be able to deliver on an idea as simply as possible. A lot of coders I've talked to always tell me how they "cheat" by trying to make something seem much more complex than what it actually is.

Think about Silent Hill 2 for instance. That game has a lot of fog right? Why? Was it purely for the aesthetics? No. Actually part of it was to do with draw distance. They saved on processing power by making everything foggy rather than obsessing over perfecting that particular part of the engine that no-one was going to care about anyway.
Go look up the horrible Silent Hill 2 and 3 HD remakes. They "cleaned" up a lot of the game's fog, and oh boy does it look awful.
>>
>>283685504
The tutorials on scripting are actually pretty useful too. I like the video format over just reading a book.
>>
File: floor_room2.jpg (2MB, 1920x1080px)
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I'm doing freelance work for a game studio right now. Pic semi related. A floor texture for the same project done last year.
>>
>>283686102
Silent Hill 1 it was because of the draw distance. Silent Hill 2 it was a design choice.
>>
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>>283665852
>thinks game design can be done by any idiot on /v/
>>
>>283686627
Aha. Thanks for correcting me anon. I wasn't sure whether it was Silent Hill 1 or 2. The point still stands though, that you can save in one area by using smoke and mirrors in another. It ultimately boils down to getting the end experience right.
>>
>>283682023
because of garbage collection. it is ABSOLUTELY TERRIBLE for video games.
>>
>>283686598
how do you get clients? I have free time and want to freelance too
>>
>>283667771
>a great idea

You know, I'm of the opinion that you should start simple.
If you start with this grand idea in mind, you're very likely to lose motivation when you can't get it to work right away.

Learn the ropes of game-building by making a rehash of something, then go on from there.
>>
This thread has inspired me to download Unity and start making a shitty game.

Thanks
>>
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>>283668193
Are you the guy from the FTL general?
The one that talked about landing on planets and doing exploring and extra quests?
>>
>>283687267
Most video games are simple enough, so that the extra CPU required by garbage collection isn't a problem. Making a large scale game engine with C# is probably not a good idea, as engines are responsible for some complex and performance heavy stuff, but using it to create your game logic or a small engine is perfectly feasible (and a lot easier than with C++). No one here is gonna be developing a game where C# wouldn't be enough.
>>
>>283689236
Speak for yourself pleb.
>>
>>283687847
What are you going to make?
>>
I need to figure out how to make good low poly art
>>
>>283689337
Can you give an example where your game has choked because of garbage collection?
>>
>>283659738
I was involved in a team that didn't complete its project, unfortunately. Got to prototype mode, had most of the writing done, sculpting for the npcs and monsters under way, most of the concept art for the hubs done, and a couple of tracks for the BGM done. Then we had a late arriver to the team who was a total douche nugget "idea guy" who wanted to change the entire storyline to one that was filled with stereotypical video game tropes and cliches, poked his nose into everything, until everyone finally told him to fuck off. By then, the damage was done and momentum was lost. All progress has been halted for almost a year. Had the team lead simply told the guy no, maybe we'd have a finished product.
The prototype was done in UE4, not Unity, though.
>>
>>283689354
Don't know it's downloading right now. I'm taking the advice of anons here and just planning to copy something to get my feet wet.

I have no god damn clue what I'm doing, all I know is that 10 years ago I wanted to make games and even mucked about with the early game making software. Then I didn't and I don't have a good reason for that so why not try again.

Oh and I thought I might follow this.
http://www.walkerboystudio.com/html/unity_course_start_here__free_.html
Some anon above posted it and it seemed alright.
>>
>>283687885
No, afraid not.
>>
>>283690249
Damn yo. How did that douche get into the team anyways? Was he just a friend of one of the other members? I feel like I would never let this happen if I was in charge.
>>
>>283659738
I jumped on to the free to play iOs and android bandwagon with construct 2. I found it extremely hard to start because i hesitated a lot because i thought it would be extremely complicated to start and because my lazyness, but right now it's pretty easy.
>>
What if we made a game together?
>>
>>283691192
always a good idea
>>
>>283690249
How was your experience with UE4? Would you recommend it to someone who is new to game design?
>>
File: 1417056862800.gif (132KB, 280x213px)
1417056862800.gif
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>>283690026
What sort of programming language are you using for this?
>>
>>283691192
WOW ANON WHAT AN ORIGINAL PROPOSAL THAT NO ONE HAS EVER HAD BEFORE
I'll be the ideas guy
>>
>>283659738
>have attempted
Still attempting.
I had a few projects meet dead ends due to feature bloat or not having an idea where to take them but this one is going pretty well.
>>
>>283690026
shading is key.
>>
>>283690653
Pretty much. The team lead was an insanely nice guy, probably too nice to be in a management position. Everything was fine prior, but this guy had some work under his belt from some Halo mod thing, so he thought he might be able to help out with the animation/art end. Then he started poking around in the writer's forums, getting antagonistic. Then he started fucking with the level designer and overall design schemes forums. Turns out, he didn't really have ANY actual experience, but by then, people were so exasperated and pissed off, they didn't really want to even look at the game anymore. This was after one of the programmers got slapped with a C&D warning from Ubisoft for conflict of interest. (He actually worked for Ubi, but didn't mention it to the rest of us.) Maybe it's for the best.
>>
>>283691393
neat
>>
>>283691192
Good idea anon. Here, put this on and sit in the corner. You can be the team's designated ideaman.
>>
File: 1420941507444.jpg (84KB, 720x479px)
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I made a really crappy shooter with C++/OpenGL. It was basically Doom if Doom was set in a series of straight perpendicular corridors, had no enemies, and one gun that didn't always work. And the graphics stopped rendering if you looked at some specific angles. It was complete shit, but very enjoyable to make even if it did take fucking ages.

I then got Unreal Engine and made a far better game in 1/10th of the time. The Blueprints flow chart thingy was a nice break from actually programming (my day job), but just as annoying for doing complex shit. And it's nice to actually make something playable instead of trying to work around obscure graphics driver issues for a week. It just werks, pic related.

I've been meaning to get back into gamedev for a while but kept forgetting, thanks OP.
>>
File: tilestest.png (66KB, 320x320px)
tilestest.png
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I'm working on a meme game.
>>
Did you just say you are trying to make a 2d game in unity 3d?
Can you tell where you fucked up?
>>
it's hard to enjoy your own game when you know pretty much everything before even playing it. that's why i don't make own games.
>>
full time software engineer here.
I use unity in my free time, but i usually get distracted by a vidya game a few weeks into any of my projects and don't pick them back up
>>
>>283691946
Doesn't it tickle you to fantasize about the kinds of /v/ shitposts your game will spawn?
>>
>>283691946
Why don't you make your own game and then smash yourself in the head with a fire extinguisher?
>>
>>283691663
me too
it's a 3d rpg with turn based combat, and all the models are flat planes with images on them for maximum meme-age
>>
File: elove.png (208KB, 512x286px)
elove.png
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http://gamejolt.com/dashboard/developer/games/view/40968/

I made this as a test on unity's networking and RPC calls.
>>
>>283691315
Programmers had a prototype up in a day to a day and a half. I'd say playing with the meshes and building one simple level with it is the best way to start learning, if you already know how to code. There's support forums and tutorials out there for practically everything, but you'll want to spend some time in Maya or Blender, if you want your models to really shine. It also uses Blueprint, a visual scripting system that makes basic games creation simpler. Unity is probably a better place to start, simply because UE4 has a fairly rigid structure, but it also has way more bells/whistles/toys and options.
>>
>>283692107
nice idea, but i don't have a fire extinguisher
>>
>>283692460
Thanks for the answer. I only ask because I'm working with a small dev group, and we're planning on moving to UE4 after we finish our current Unity game.
>>
>>283667585
awesome, it looks brilliant except for the 2d phone. is there a blog or something can keep up with development on?
>>
>>283691323
C++ and OpenGL
>>
>>283691323
>>283693040
C*
>>
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tip.jpg
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>>283691663
same
>>
File: adachi time.png (54KB, 439x452px)
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guys stop joining its not megaman anymore

i should have changed the server ip
>>
If you're going to do hexes, make sure your gameplay is well-designed.
I worked on a hex-based strategy game in college, but rather than committing to real-time or turn-based system, we tried implementing a system where each unit had stamina that regenerated over time, and doing actions like moving and attacking would deplete that stamina. Unfortunately, we never got time to balance the costs of things, so some units could barely move at all, and others were able to attack every few seconds.

Long story short, if I had to do it again, I'd have the programmers rapidly prototype the gameplay, playtest it without art, balance it, THEN go ahead with creating art assets.
>>
>>283694006
boring
>>
>>283694181
i didnt even have a chance to pit you against sephiroth gogeta and super saiyan vegeta all at the same time

i wish i was joking
>>
The great thing about Unity is that whatever problem you're facing with it, someone online has already figured it out and you just need to google it.

Here's a game I'm working on, currently playing with ways to kill enemies. Figuring out how to check if both arms were gone took several hours but the effect was worth it. Unfortunately it's too big for 4chan so I put it on imgur http://imgur.com/r5ULlnN
>>
I tried Unity once but I found out that Unity is meant for creating 3D games where you control a character or smth. I wanted to create a strategy game - obviously I dropped that shit.
>>
>>283697449
If you want to make a RTS, don't. Do something more simple first. If it's a turn-based strategy or a management game, there's really no reason why Unity wouldn't work.
>>
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I made a game as an assignment for this programming 101 course.
You control a snake and eat apples.
You lose if you eat your own tail, or a wall.
There's no win condition.
>>
I've been studying C++ but when I look at game making tutorials they still seem mostly foreign to me.

I don't really know where to start, each time I look up tutorials they seem to assume I know things that I dont. I'm not sure how to acquire enough of a knowledge base.
>>
I really, REALLY want to make a Metroid style platformer with exploration and an auto-populating map and transformations and so forth, but I have absolutely no fucking clue where to even hope to begin, beyond the standard "Create lots of concept art and then cry into it" phase.
>>
>>283659738
Couple of friends and I are currently working on a mobile game that makes use of VR/Google Cardboard.

Because of the Google Cardboard we're limited in input, so it's more like a roller coaster type game without a roller coaster.
>>
>>283698529
Study programming.
It's not that hard.
>>
>>283698941
See, that's how it starts.

Learn programming! It's not that hard!
Except don't learn that language, that's shit. And not that one either, that's also shit. This language is good! Oh wait no it's not.
Etcetera and so forth
>>
>>283698224
Maybe try looking for some open-source game and see how it works? Reverse-engineer it.
>>
>>283699413
Just pick a language and learn it. Programming is more about logistics, so once you learn one you can very easily pick up another language. Just start with something
>>
>>283699413
You'd be surprised how much knowledge is transferable between programming languages.
>>
>>283699845
>>283699795
That's actually very helpful and encouraging. Alright then.

I guess that was my biggest fear; pigeonholing myself by learning the "Wrong" language and picking up bad habits from it.
>>
>>283700071
There is no "wrong" language to learn.
When people want to learn web development they start with HTML/CSS/Javascript and most likely PHP. However, some things are better off with Java or ASP.NET instead of PHP.

When creating games with Unity you will need to know C# and Javascript. Unreal Engine uses C++. You could also create games in Java using existing game libraries (Minecraft, for example, was made in Java.)

The list goes on.
>>
File: Orochimaru[1].jpg (43KB, 640x480px)
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>decline tutorial
>complain you dont know what you are doing

So uh, i made a naruto game when i was 16 years old. It's been a long time, and the bossfights are still so ridiculously overpowered.

http://www.byond.com/play/66.31.237.188:6112

If you played the game "Naruto Arena" in the past, this game is that taken to the extreme. If you want to help us beat Oro JUST ONCE to advance the plot. that would be cool.
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