Slow. I have to learn how to animate.
Bird of Paradise DDR. Pulling off sick combos gets you points. You use the points to buy bird colors/hats.
I'm curious, as someone who's hobby is game making, how does one actually get hired into the industry? I make next to nothing on the games I put out, yet I do enjoy it. What would one have to do to make this into a career or even just a part time thing
I don't use unity.
I think I'm going to keep it just a hobby.
Today is a quiet day, but on average, it gets 10 players per day.
>and everything that isn't the programming
>The free version has all the features
I was actually contacted once by a guy who played one of my demos and said he'd be willing to do art for a game.
We came up with a neat idea for a game and he sent me some, surprisingly nice, concept art. However, he quickly started taking over the whole project as well as asking me to help his friends program their own games they wanted to make.
I ended up spending weeks being his little programing bitch for him and his friends and he never sent me more than a few half-assed models for our game.
what kills me is my constant efforts to use non-placeholders.
I can create basic shit in 3dsMAX that looks decent, but thats as far as i can go. Creating textures is impossible for me. I can't use photoshop or anything more complicated than Paint.net
I usually never reach the part where i have to add sounds.
All my projects are silent. Makes me sad man.
I was looking up some maze creating algorithms today. Within minutes I have one modified to fit my precise needs. Writing the code is a formality.
But then i have to create something other than fucking 3d white boxes for the walls of the maze. So fuck it.
I just can't man.
Wow, you get a theme and a custom splash screen.
I had a programming class in my community college that would give 0/100 on assignments if even one thing wasn't what she wanted. The program could work perfectly fine elsewise and it'd still be a 0.
I just started screwing around with Unreal Engine.
Blueprint is kinda crazy. All the scripting, none of the sitting down and writing scripts. It's completely brain-dead now, shit's bananas.
There has been an aching, empty hole in my soul where Advance Wars used to be.
Just the mild bit of faffing about in Unreal has seriously tempted me to take matters into my own hands
I know that feel. That's why I'm doint most textures procedurally, bake them, fix them up if neccesary. There's so many nice dirt shaders for max and maya, it almost paints itself.
don't get me wrong man, i can do basic stuff.
i can take a basic material and work with it to make it look ok-ish.
I can make very little things from scratch.
And then you got to understand how there is an artistic limit to what i can do. I am not an artist, I am a maths man. Thats what i am naturally good at. It's not about learning how to use the tools.
I am so slow at it, it takes hours to create something as simple as a room. Let alone whole buildings.
I am simply not an artist.
Coming along fine
have a very old gif
If only you finished this game a little earlier
Whatever happened to Broquest?
I've been following their team and their blog, but they haven't updated lately.
Is it dead?
Speed comes with proficiency, anon. And you can't be proficient unless you practice, and you can't practice unless you allow yourself to suck and make mistakes.
Don't be so down on yourself! It's okay to suck. You only fail if you give up, and all those other cat poster sayings.
>is it dead
That game has gone through so many stages of death and undeath that it's become a real life version of Waiting For Godot
thanks for your kind words anon.
I always work on something. It's fun for me.
My artistic limitations is what keeps me from ever producing anything that could be considered a complete game.
And then there's my actual job, life etc etc. I cannot spend hours on end everyday in the hopes that I can finally create good art.
Besides, it's not something i want to do. Bother with the art that much that is.
It's still happening.
Though there's still a lot to do.
I'm just a hobbyist, not planning to do anything other than just make a game. Is there a better option than RPG maker that doesn't have the difficulty of making it ramped up 10000%?
Last I saw it was just a bunch of idea guys and the only talent on the team was the artist, and after he got drafted into the army and couldn't work anymore everyone stopped caring and abandoned it.
Unless some other group of idea guys have picked it up since then. It still hasn't got a snowballs chance in Hell of happening, though.
You can walk left to right now. I mean, I only started the other day and I've never done anything even close to designing or making a game before, so good!
It's a 2D thing, should I use MF2?
I want to make a game, and I have the story and basically everything planned out, but I don't know how to program. All I need is a basic 3rd person platforming engine with interactions with npcs. any ideas?
It's a TBS, animations much like Super Robot Wars. Though you can walk around your base and town and speak to bros.
There are many characters.
We have no music.
Boss fight, of course.
>3rd person platforming engine with interactions with npcs
>I don't know how to program
Get Unity and make pong. Use C# when you do it, all the other languages it uses are shit.
It's going to be a long time before you can make a proper 3d platformer, so start with simple stuff first
Unity 5 does not have any royalties or fees for the free version
so you got it all planned out?
you got like concept art of all the characters, all the dialog written down, detailed descriptions of every single usable and consumable item in the game?
And of course a fully planned out a designed blueprint of every single level in the game in detail?
Is that what you have?
The in-game scenario for the battle is that you're fighting Abraxas, eccentric and batshit insane tyrant ruler of hell. It's a boss fight of massive scale, taking place on an infinite floating conveyor belt that's about twice as wide as your character model, while Abraxas (who is the size of a skyscraper) floats overhead and unleashes his onslaught of attacks while laughing maniacally and making taunting puns.
Half the game up to this point is built up to this battle, and at the time you fight him you think he's the final boss, but spoiler alert: he isn't.
The actual final boss (who I'll tell you about if you want) uses this theme: https://soundcloud.com/iwilldevouryourkittens/the-cacophony-of-chaos
Yeah, I get it, I'm way too ambitious. Should I post some of the game's character designs?
I have 400 000 words written out, still needs editing, plus 80 000 or so words of world-building.
I've got several character concepts and designs ready. Pic related.
I also ran several board game simulations, and I came up with the 4 basic player-character roles I want.
Now I need to program, but that's hard.
>I have 400 000 words written out, still needs editing, plus 80 000 or so words of world-building.
You know if you try and make this game all people will say about it is WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS
Note that >>285630023 is not me. I'm not even trying to make a platformer, I just need a basic platformer engine to start with. I figure I can just dissect it and tinker and just work from there.
I want to work on an SCP based game.
SCP-432 to be precise.
I barely need animation, if at all.
I just need a person to do 3d modeling/texturing who i can communicate with on regular intervals to take care of the details.
The technical details. I don't want anyone to work FOR me. Just with me.
Film school drop out with a focus in screenwriting reporting. How's that dialogue coming along anon?
Serial killer gets cuck'd by the love of his life, to spite him for being a massive ass.
After a night of reflection an an axe to the face, the serial killer decides it is time to turn a page, and become a genuine, no-bullshit superhero.
He recruits from nearby inmates.
>Kid Kommando, Pyromaniac.
>Admiral Asshole, Nazi.
>Gregor Gutsplitter, Rampaging Orc.
>Trevor Touchdown, Master Assassin.
>Jack Manhammer, He has a hammer.
And himself, to go around and right evil wherever he goes.
The objective is to start in a sandbox, with a simple objective like saving cats from trees, help an old lady out or stop a robbery. That's how you win.
The twist is, you have to do this when every single one of your skills is extremely destructive, and killing your objective fails the mission.
Shenanigans ensue when you order Kid Kommando to blow up the street so the blast sends the old lady to the other side of the street.
Unharmed, of course.
well fuck me sideways. didn't even think about checking if there was one out already.
It does look like shit though and is basically that old windows screensaver maze.
Yeah i think i can do orders of magnitude better than that. 432 is a great idea.
Add inventory management, comunication with a base and not 2d walls. Add actual graphix.
Was that thing made by a 14 year old?
Before we do anything, tell me what you want to do.
I've had hundreds of e-mails that did nothing but clutter, so you'd understand I want to be wary.
You are the music guy, right?
I have a bunch of really big ideas, but I think for a starting project we should do something small. I have an idea for a roguelike, that sound cool? If not (I know the term "roguelike" is a turn-off for a lot of people), I have other ideas.
I'll save that email and contact you tomorrow.
It's late here. I'll be happy to get started in the morning.
Do you have a way I can contact you? I wouldn't mind running you through the basics and such on your preferred language.
I'm currently working on a princess maker clone-ish game and it would be great if I could stream line a few things. I could do everything in playmaker as I originally planned but I know a custom C# set up would be much more convenient.
Working on a racing game at the moment, have my movement scheme down and am now moving focus to how to tackle the environment, just model it all in Max or use Unitys terrain assets in conjunction with it.
I can tell its shit already but meh Il be happy if I finish one project for once
[email protected] (it's my /k/ email, ok?)
Email the type of game and setting you've got in mind. The more you describe, the better I can work- including sending me hand drawn sketches (yes, even if they are totally shitty) to get the idea down.
I've got a full time life, but I'd love to do finalized concept art, models, and animation on a regular, if slowish pace.
I mean, I know the basics of programming: Variables, classes, methods, loops and all that. I assume that making a game is several levels more difficult though.
>KSP will never be 64 bit
>I'll never run all the mods I want
helium tank arriving soon
You can do some fairly complicated stuff with blueprints from what I've heard. Also, I'm fairly certain the logo is required, because you didn't make the engine for it yourself.
Been learning OpenGL in class. (excuse the shit .webm quality, I'll record a better one with fraps or something later).
I'm gonna start playing around with UE4 once I have a bit more free time.
>No artistic talent
>No programming talent
>Can't even be an idea's guy because too creatively bankrupt
hahah i would but i'm not that comfortable sharing so much on the board
like I'd be thrilled to write some drafts
personally I'd just be happy with the expereince because I'm trying to build a portfolio
If it's any help back in the day I was chief editor of my highschools paper haha
but I guess that doesnt count for much here
If you're not capable of creating art or programming currently, those are skills you can actually work on and get better at. Just because it might take you longer than normal, or you don't think you ever improve when you practice doesn't mean you can't learn how to do it either. It can take lots of time or a little time, but everyone is capable of doing it if they try hard enough.
Zachary and Claire never saw eye to eye. It was simply one of those things that others told them would work. He was captain of the football team and she was the head cheerleader. Naw, I'm just fucking with you. They were simply two ordinary teenagers trying to make things work, but between his videogames and her outgoing personality, it just wasn't. Now when it came down to it, the decision for a clean break up was the one they agreed upon, no drama, no fuss, just say how they felt and walk away. However things never work that easily.
".. and that's why I think we should break up"
"because I couldn't beat windwaker?"
"no, because you have shit taste in games"
"well you're just a fucking loser who stays at home all day, it's like pulling teeth trying to get you to come out, let alone see a movie."
"hey don't turn this on me, I was the one to ask you out to begin with, if you didnt want this you could've easily said no. You knew I was a loner"
"well I thought I could change you, you're cute enough but clearly you're as dumb as they come"
wasnt sure the tone you wanted - my apologies i just tried to have some fun with some stupid scenario
No idea. It'd be neat, but I figure if people out there are making good stuff that others enjoy and are happy to pay for, they might as well test the waters and make a bit of coin.
But who would want a mediocre technician over any of the many many more skilled ones? And I don't really want to end up doing soul crushing work as a lesser code monkey or shader for a large company
If only they finished that a lot earlier
I'm feeling down.
I need a team to keep things interesting. To bring some much needed insight and experience, to discuss the game and all it entails.
I have a game going on, and concepts and story, but it's far from being in a way you can show it, so I'm trying not to post anything yet, out of fear of scaring people away.
But that's the problem.
Progress is slow without help, but I can't get help until I have something good enough to convince people to join.
in b4 blender sucks. I know, I know, but blender logic bricks are easier for me to understand than unreal blueprints.
I've got concept art, a working game and story.
I guess I just don't feel like it's the time to reveal anything yet.
But it doesn't matter anyway. I just wanted my insecurities out of my system.
Maybe later, I'll share and ask for help.
The point of making a game is that you want other people to play it, if you've got a working game what are you scared of? It sounds like it's your first game, feedback is incredibly important when you begin in anything.
I am the ultimate content creator. My programming prowess is second to none. I am an incredibly skilled artist. Unfortunately a good idea for a game always escapes me and the ones with ideas would never share with me. Why are idea guys so difficult to find?
I'm using construct 2 because I can't program fro shit. Unfortunately I'm either up to date but limited by free version, or outdated as fuck with full version. I don't know why its so hard to have an updated torrent on TPB.
I'll never finish my game anyways so it doesn't really matter
progressing I guess, heres an old gif. working on the backgrounds now
Polycode. You can also use Unity for free and sell games until you make $100,000US per year before having to buy a license for $1500. After that, you can make as much money as you want.
I'm almost finishing it but I still have to test it over and over and over to see if there are any bugs left, add more translations that some people asked me if they could do, and market it (send it to GAME JOURNALISTS and see if they want to talk about it).
Here are a few keys for Steam if anyone's interested, it's a shitty 2D platformer with no action based on Yume Nikki, but it has steam cards.
i know how to, program, 3D modeling, image editing, animation, and i can do single audio compositions,in general however i have yet to do music like the one you do, im hoping you dont use real instruments, copuld you give me some hints about where to start to make music like yours? what software do you, where do you get the notes, sounds, and instruments? anything that can help me start doing music like yours
You're a doll, thanks.
Hey I get an error when I run the game
It opens a window that says "Uncaught node.js Error " and a bunch of stuff at the bottom.
I did some googling and the results were basically responses saying that it would get fixed on the next update. Those were pretty old posts, though, so it's probably something different.
Am I screwed.
Try checking the file integrity, or deleting and re-downloading.. if still happens, right-click the game in the steam library, go to the "Betas" tab and select "rc_test" from the dropdown menu, it should update to the latest version.
I'm stuck because I'm not sure how to approach a grid-based system in Love
My goal right now is to have a series of tiles that change their properties between two different modes when I click on them, but after countless research into how I could do it I'm not turning up with anything good or useful.
And also have a tune play during the menu so people can adjust their sound properly, I'm noticing you can't change options while in game.
Small complaints but still true.
A mecha musical, except instead of weapons the mecha use magic. It uses the hand drawn/3D combining technique seen in games like Ni No Kuni. The music has elements of Sondheim, Schönberg, and 1970s soul/funk. The Mecha aspect is a pastiche of both super robot and real robot. The magic system works as follows: your HP and MP are the same thing, and you have a separate meter that you fill with your HP/MP, this meter determines how much HP/MP you can use at a single time. Both this meter and the HP/MP meter are upgradable. If a spell's cost is less than your fill meter, you can fill it up even more to boost the spell's effects.
Maybe someday ;_;
>some hundred or so people are making games in /agdg/
>barely more than a few of them are actually working together
When will 4chan idiots learn that any game made with less than 10 people, especially when you are all untalented amateurs, will be complete garbage?
By the way, I forgot to mention - the full game is not yet released out in the open, if you want to play the latest version you have to right-click the game in your Steam library, choose Properties, go to the Betas tab and enable the "rc_test" beta there. The game will update and you'll have the complete version.
I'll take a look but it's probably something I can't do without messing with too much of my code. IMO it should be like you say though.
And if you update the game you'll get the options while in-game too.
I'm not based but here you go
The problem is working with ANYONE. I have tried to work on multiple games multiple times with different people and every single time the same thing happens - they're just not committed enough. I end up having to do everything by myself and give up asking for help. I'm jealous of my friends who actually have a team to work with.
I don't understand what the deal is with the compass, is it not supposed to work in the desert? It just keeps spinning.