Are you making a game?
Tell me about it.
i'm making application to aid designing and building offshore oil rigs.
i'm at work now and this is what i do.
i've wanted to make games, learned Unity from scratch, made couple simple ones, tried to get hired in couple game companies but they said i have too little experience.
but what i've learned was enough to get my current job.
>but what i've learned was enough to get my current job
That's good. I don't have the best perspective from my position as an employee, but from what I hear it's very difficult to get a decent paying job if you don't have a foot in the door. I hear a lot of bellyaching about how there are too many graduates and not enough positions, but you know how it is, everyone's always complaining about something.
>What's so bad about it?
>You should leak something here, do it
A bad job is better than no job, and I'm paranoid, so no leaks. As for what company, I don't want to say either, not directly, but you'd know them well enough if I said no one has ever disappointed you more by using only a couple different color filters.
The looming is what's bad about it. There's a constant bait-and-switch where they tell you "we hired you because you're the best! We want to see your creativity!" Then you do something creative and they say "We value your hard work! That looks great! But, maybe that's too experimental. Games are meant to be fun, and someone has to access something to have fun. Can you bring this closer to that spirit?"
That all translates to something like what that one kickstarter video said, I can't remember for what game, where a parody of a publisher goes "but is it like angry birds?" That's basically what it means. There's a looming force that works into everything with a mindset that's basically like "is it like angry birds? Is it like Skyrim? Assassin's Creed? If not why not?"
But it's more complicated than that. Most of the people you work with use the word "awesome" constantly either genuinely or otherwise, or they just want to get something done in a typical way.
I'm continuing this, the post is too long
I could rant forever, but the reason why it's so terrible is that it's a constant game of wasting time making something you're passionate about and then having that hacked away by someone on top until it's basically indistinguishable from anything else, probably until your spirit breaks and you just make shit, or you become a shill manchild because it's easier that way.
And if you try to argue the point to make something with more integrity you'll get semi-excluded. You might find yourself with only one open position that "only you can be trusted with" that involves an extra quality assurance stage for all the normal maps. Then you do bullshit like that for the project duration while someone else does something significant and plays ball.
Gonna post the same thing I always say to these things: A cel-shaded rail shooter with an array of different weapons. Sort of a shout out to killer7.
First idea is fighting a rail conductor who shoots/guides trains at you and also uses them defensively (it's literally a rail shooter)
>Games are meant to be fun, and someone has to access something to have fun. Can you bring this closer to that spirit?
I don't even have a reaction image to express the kind of soulshredding experience it would be to hear that in real life
con't again actually
Just to give an example, because I'm still salty about it, I worked through HUD concepts for a game I know most of you have played.
Early on I had the best stuff working. Like, what if the player's armor would pulse or change color relative to his health? Easy to do, and it doesn't show up on the screen to take someone out of the experience. What if the player does more damage as they get close to death, so their shots become more intense? The shots crackling and glowing, and maybe the weapon as well, could show the player being hurt.
Ideas like that.
>We love your ideas, but etc. etc. etc.
Thanks to the looming force, I put a big red bar on a 16:9 screen to scale and sent it in.
>Excellent work! Your best yet! We love it!
why am I still typing
>from what I hear it's very difficult to get a decent paying job if you don't have a foot in the door
i've been in IT / graphics design for years. finished collage in IT, postgraduate shool in graphics design, done couple of years freelancing making web pages and simple shit like that, got through couple companies. i'm 30 now and i know my shit well enough.
Ah, but you see, the looming force is everywhere. You'll think you have it pinned, but you don't.
But to give a more serious answer, it's both. It's both the creative directors who have some control and the suits-without-suits that pick them out.
Do you think her animation could be a bit faster?
Right now it looks like it'd feel really slow. Maybe a jog would make it feel better? You don't have to change the actual speed she moves at, just make the animation a little faster.
Progress is slow. I can't draw so everything is rectangles. Trying to think about how I want to handle wall-kicking right now. After that I'll probably work on aerial attacking.
thanks. it's to test oil rig design in every way before oil rig gets actually build, to avoid situation where you'll in the middle of the see and, for example your crane doesn't reach some place or a pipe is too low and obstructs the way of some other machine. it's hard to make adjustments when you're in the middle of the see.
there's a lot of shit that needs to fit on an oil rig
Yes, I am.
I am making a modern urban isometric SRPG
Just finished adding a way to use recovery items outside of combat a few days ago.
Now, I am just waiting for my audiobro to finish the last of the sfx needed for the demo so I can release it.
Just started this an hour ago, I want to make a frogger clone (think frogger and Frogger 2 of the late 90s) but with some added mechanics like wall jump and possibly attacking
It doesn't look like much yet but I'm doing a clever thing to link all of the 'tile' places together upon initialisation in a way which means they don't need to be equal lengths apart or axis aligned, which will allow for some super fancy stuff like curved lines, spherical worlds and ramps
In other engines, you need an extra decade or so before you can put out something more buggy and terrible than Unity.
See Age of Decadence as an example. They use Torque and they paid the price by being forced to work on something for more than a decade for something that have less playtime than Undertales
oh, we're talking this simple
try Construct. i've done some simple games in that. easy as fuck, requires zero programming, and can do some cool shit like physics.
with some practice you can make moderately advanced games in that in no time
there's nothing inherently wrong with ideas, but 95% of all the idea guys I've met have barely scratched the surface of their own ideas.
They sound good but the instant you ask questions it gets "uuuuuh haven't really thought about that... yet xD" every time
I've only met one person ever whose ideas were great and he had them all planned out. Did Proof-of-Concept demos, even. He no longer vidyas and is stuck with a wife and a nine-to-five.
why did it have to end like this, Jay ;_;
I want to make a card game but I can't into art so theres that dream dead.
Yeah, it's going to be an arena FPS in the likeness of Halo. F2P not P2W. Might make a story when the timing feels right. I got a few test environments going, I'm using UE4 so I'm using the free stuff and the Epic Games stuff as placeholders with a few basic models I threw together. Ran a few test online games with some friends, they said it was headed in the right direction. I got a good ways to go.
shit's gonna be super rad, theoretically I can do any surface at all since it's not using any of unity's tacky built in physics
10 minutes in MS unity
Most important for card games is testing, and you really don't need art for that.
You can commission the shit you want when you've got the rules and balancing (and preferably a working prototype) laid out.
there are over >9000 card-based video games already in the market and more to come.
seriously, just go ahead and check if you don't believe it
What makes yours so special?
other than you just want money and you think gamedev is actually the field to get loads of it.
i'm testing it for things like "something doesn't fit where it should or can't operate because of design flaw."
simple flaw like some element being 10 centimeters too wide and therefore blocking operation of some other element can stop entire operation for weeks.
finding and avoiding such future problems is our job here.
Nothing really but I'm not in it for the money, o just like card games and want to make one that caters to my own tastes.
Art is literally grind until you get good.
I'm a professional 3d artist, and from my personal experience it's mostly just working for a few years until you start making stuff that looks nice. Most people are not magically born being able to create the next Mona Lisa. It's just continuous work on improvement.
A guy I know used to be in the army, and at the ripe age of 28 decided to become a concept artist. Started by drawing stick figures, within three years proceeded to become the lead concept artist at a fairly well known studio.
Consruct 2 is a cool and moderately powerful engine that requires no coding at all.
Here is something I am currently making for a client. Or do you mean stuff I did years ago?
About a week and a half, but I worked fairly slowly on this.
High-poly -> low-poly -> baking -> map compilation. 3ds Max + Photoshop + xNormal + Substance Painter for dirt and scratches.
Just chugging away at my already released game, adding new shit.
Recently I finally got around to adding mouse support / proper gamepad support for smooth aiming, which is worlds better than the 8-direction-only bullcrap I had before.
The gimmick of my game is permadeath but also only one (or two) hitpoints to make it through the whole game, with items to help make it less unfair.
Oh right, I get you
That's definitely on the to do list and I know exactly how to do it, I'm more concerned with getting the model's direction and up vector to match the dir and up of each point, but I just sorted that out so I may as well do that next
It's called Frost, and it's almost done. Probably like a month or two
There's some real talent in this thread tonight
I'm making a
platformerRPG, hoping to have combat and exploration in a similar vein to Terraria but with more emphasis on the RPG part.
I'm working on the buff/debuff system at the moment but yesterday I improved the scripts that change stats when gear is equipped/unequipped so that all I need to do is put a string on the item saying what stats they have and in what quantities to make new items.
I am an environment artist mainly, but generally I started characters with a rough blockout of the body to make sure the proportions were right.
Then sculpt, then retopology or making the model from scratch, unwrapping, baking, and finishing with the colour/roughness in some sort of painting software.
I'm in the middle of programming boilerplate for a game somewhat inspired by Crusader of Centy/Soleil. It's going to be as faithful to the Sega Genesis as possible; right now I'm working on accurate palette swapping. I found a really spiffy VST for totally accurate FM synth emulation, no bullshit pseudo chiptunes using garbage sound fonts.
>sculpt, retopo, uv, texture & bake, rig, animate
This is pretty much the guts of it, although I tend to start with a low poly block-out before sculpting, especially on more unique characters just to get the proportions and topology figured out, sometimes i'll even jump straight into rigging, weighting and animating the character before I start sculpting it simply to see how it works in motion, figure out where i'm going to need additional geometry, if the character can physically do what it needs to do etc
You ever hear that joke about body builders not being able to wipe their own asses? That happens pretty frequently with extreme character designs, be it stylized little characters that heads get in the way of everything, or fuck huge beefcakes that couldn't even do their pants up.
Also you do your bakes before your textures simply because you can do 90% of your texturing in bakes, be it ambient occlusion, normals, spec etc even if you're doing a straight up hand painted diffuse character with nothing fancy, you can get most of that info through bakes and save yourself a ton of time and get a much nicer result.
I'm making an adult game. here's the combat gameplay. please excuse the obvious placeholders.
when you say adult game, I was expecting some kind of adult content in your webm.
I am disappointed with it.
The graphics and art style look nice but also look mobile tier and everyone going to go with that assumption
This model's temporary btw, it's just ripped out of Frogger 2 (I did just start on this no more than 3 hours ago). Ultimately I'll have a proper character (thinking of making it a fennec fox because they're adorable) that has little jump/hop animations for movement
im adding a bunch of skills and attacks, done with 6 different ranged ones for now and moving on to melee attacks
who what that?
i can't post those here directly, but there are some in the blog: blightspawn.blogspot.ca i'm currently making the first 'scene' and maybe post a pic in the blog later. - as for the mobile thing, i have no plans to go there. it's good enough for me that you think the art style is good. in the end, it's all about the fappin' for the players.
here's the main character btw.
still have to read some books like pic related.
be sure to post her here so we can fine tune her moe to spec
it's a science
everyone see this and want a share of the pie considering how shitty the game actually is
>$41000 a month for that shit
That's fucking staggering
Hadn't heard of that before but it's basically the same as frogger so I'd say it's a good comparison. Blitz made Frogger 2 just two years prior to that so it's quite possibly a lot of the same team that worked on both, I'll keep that game in mind
As a creative lead, I know what you mean. I was in advertising and moved to illustration and the whole way into being my own boss was paved with that shit. All those shitty cooks stirring the pot. Anyone can come out of the blue and hate what you just did. You may never find out who.
The best thing I did was find a dude who can code and make dank gameplay off the cuff and do everything else he isn't. After the first game, I became bossman. At least I know what not to do.
nothing new to show since last time, however i do come to you with a question
on the left is the main char with normal maps and lighting, in a lit 2D environment. On the right is some unlit, un-normal mapped sprites. Should i make the lighting less intense? I think it looks hella cool to put realistic lighting on sprites, however I also kind of want the 'charm' of the original sprites to shine through as well
kinda looks like horizontal River Ride
Nah, it's just a clone of pic related I put together in a couple of hours.
i've made these for android
Tic Tac Toe is 100% done
Dices are 70% done
Moon Patrol Clone is like 30% done
i'm too lazy to finish them and post them on Google Play, i made them to learn unity
don't remember. first some basic Unity first steps tutorials, then those about whatever i was needing at the moment.
but i knew programming and graphics design before, so it wasn't that hard for me.
I'm making a match 3 game with an emphasis on player control and weird strategies.
Basically a ripoff of Dungeon Raid.
I'd like to learn GML. The tutorials all seem pretty intimidating.
I only ever learned to use Construct r2 (back when it was Construct v.099.99.99999 w/e) but since that hasn't been supported for like 5 years I'm a little worried that anything I make on that would run into issues on W10 and above.
GML is the fucking easiest thing in the world. Start by gradually replacing those drag-n-drop blocks with lines of code, and before you know it you're doing it all in GML because fuck using those inflexible and slow-to-use babby blocks.
After that, you can start moving on to real programming languages since you vaguely know how the basic concepts work, so you have a little bit of head start in that regard.
>one guy likes it
>two guys like it
>second guy also donates a bit
>three, then four and so on and so forth
>just a bunch of snowballing donations because more people hear about it
Sports stars don't stop getting paid when they get rich, it's the same thing here.
>Me: Your tools suck.
>Chef: Okay I'll get better tools.
>Still get a mediocre meal because the chef sucks, no matter how fancy the tools are
Been learning Blender over the weekend. This is my first character model so far. Worked on it for 2 hours yesterday. Gonna try and finish the head and hands tonight.
I've since fixed it's stomach and pulled around the vertices a bit.
>he works for bioware
Having fun animating those gay sex scences?
I can help you design the characters if you want to. I've worked for alot of indie devs and some smaller projects that mostly never see the light of day.
I'll help you out for free just because i love little projects like this. Makes life more cosy and enjoyable.
Here's the first model I did on Sunday. Was just a sword and scabbard.
I actually spent more time learning to properly unwrap and export the UV for texturing. Unwrapped the fucking thing a dozen times before I learned how to keep most parts in 1 big unfolded piece. Retextured it twice because I didn't bleed the texture enough and had a few white seams.
Unity 5 is a great intro engine and there is absolutely nothing wrong with it. But that's ok. Keep parroting your ignorant /v/ hivemind thoughts.
I got you covered bro.
>go on YouTube
>subscribe to an intro to Unity channel
>watch each episode parallel to you working in the engine
It's how I've learned Blender, rigging, animation, and coding so far. It's easy as shit.
Just keep at it. If you get stuck on something that a specific video doesn't detail enough, you can always search it and find a solution in another video. It happened a few times for me but I always got past it.
That's your first character model? Shit dude. I took 3DS modeling in community college, and even with a front and side profile pic provided for us, most people in the class, myself included, had some seriously garbage character models going.
Good job man.
Sword looks pretty alright too, if you're going for a low poly look. I'd work on it a bit more.
that's wrong though, you think paypal actually cares how you make your money as long as they dont get in trouble or receive a damaged reputation from you? just use an established intermediary like itch.io or patreon and you're fine.
Working on a fighting game, most of the basic mechanics are added in. I'm now in the process of implementing the guy in the white suit.
The way I started was I learned Blender and made 2 characters. One for player, one for AI. I also made some trees, boxes, pots, and a sword.
Eventually I moved over to Unity, and started importing my objects. "Borrowed" and AI script from somewhere, applied it to my NPC model. Then got the controls figured out for my Player model.
Eventually learned how to make my boxes and pots break, and got my trees working. Also learned how to make my own grass and shit.
Eventually made a closed in area full of obstacles for AI and player navigation.
These are the steps I've taken so far with my game. I just won't post it here because /v/ are faggots.
Modelling is fun. Still trying to figure out how to make non-garbage textures though.
Yeah I'm still learning proper texturing. So far I've just been pulling stock images, squishing them, and smearing a filter across them to make the textures look better on low poly stuff.
I've got a huge boner for low poly, and I really want to make a game with low poly assets. It has more charm and character to it imo than games with high poly shit and hyper sized textures.
I've only been doing it for 3 days so far, and I love it. I've been moving really fast and getting the hang of it.
Alright, do you have a semi-clear idea? Something to compare it to maybe?
This is a quick concept (30-60 minutes) i made for a comicbook that never went anywhere. Don't have alot of stuff i can show on my laptop.
I'd gladly help anyone who needs characters or creatures designed for small projects or just for fun. Love doing smaller things.
I tried hand painting them but I couldn't figure out how to make them look good. Maybe it's more of an aesthetic/skill issue than a technical.
I've gathered a crew of about 12 people (me included) that're working on an RTS/RTT game right now in UE 4, starting with a peer-to-peer multiplayer demo. There were setbacks in the past year, though, and we basically failed our self-imposed deadline for the release of the demo.
So we're having a meeting to establish a new schedule this saturday.
Here's what I did for stuff when I was a graphic designer at my old job-
>find a metalic texture for something
>adjust the hue, sat, val of it to get it the color you want
>download some dirt, dust, grime brushes
>low opacitiy that shit
>start lightly detailing the texture
>work it until you think it looks fine
>move on to the next texture
For glass I would do a very lightly tinted grey or brownish shade, and then find some smudge and glass brushes to "texture" the texture.
It really is. Back when I was big into using Game Maker, I initially did everything with those blocks until I had to access the more powerful GML-only functions, which forced me to use those code snippets. After a while I realized that writing a few lines of code is way faster than hunting for the correct drag-n-drop blocks, so I started learning it by rewriting the block code as GML and learning tutorials.
It didn't take long until the drag-n-drop blocks were completely eradicated in favor of straight GML, and the results were completely worth the initial learning effort. I could suddenly make massive rewrites in seconds instead of having to waste my time wondering what blocks should I use for this large hunk of code. Everything being far more readable was a definite plus as well, and like I mentioned it did help me out in learning real programming languages down the line.
that wire is pants-on-head stupid
There are also some good filters out there that can downsize textures to give them that "pixelated" look without any mip mapping or linear filtering or any of that. Good old vintage PS1 textures, if you're into that kind of thing. cvant recall where I saw them though, Dig around and you can find it.
learn how to program then, its hard getting oyur head around it but just learn some basic shit and use it to make gameplay elements
Im working on game mechanics which change the elemental states of certain platforms and elements, doing all the problem solving and making it work right is all part of the fun, the hard shit is learning how to art, i cant be doing with that crap yet so im just making mechanics still
>Yeah I'm still learning proper texturing. So far I've just been pulling stock images, squishing them,
are you using stencil painting in blender? from your post it sounds like you're just texturing in photoshop, and stencil painting is so much better for photosourced textures.
Nope. No idea what that is. I LITERALLY just started using Blender Saturday.
I'm aiming for pixelated textures. I wanna have a PS1 sort of style. Kind of pretentious, but my boner for low poly low res shit is huge.
A game where you play as a firefighter, running into burning building, axing doors down, locating people to save.
I can't code for shit, I can't get the character moving. I scrapped the whole thing and I'm going to start again tomorrow morning.
If any anon could teach me that'd be great.
They're parallel though, it's just that it's in perspective view.
A game where you play as a firefighter, running into burning building, axing doors down, locating people to save. It's for my final year project at the college I'm attending.
I can't code for shit, so I'm just frankensteining fragments of code from examples I found online, but I still can't get the character moving, much less actually coding the whole damn game. So I made a scene with some assets first, finishing the environments.
I scrapped the whole thing and I'm going to start again tomorrow morning.
If any anon could teach me that'd be great.
It was kind of easy because most of us met at the same school. Also my "written" concept (it wasn't written down when I initially started 'recruiting') seemed to impress.
The problem we're facing right now is that these 12 people have differing private schedules and because I can't finance their work, it's basically all an off-time project for all of us until we have proper visual and interactive material to advertise our crowdfunding. This was the biggest reason for our setbacks, as their daily jobs or further education, understandably, had higher priorities.
red are ngons, blue are the triangles you don't need.
Even cleaning that up, it's still an uneven polyflow and you've got a lot of areas where you don't need as much if you go for low-poly.
If it doesn't contribute to the silhouette - remove it.
I wish i could point you in a direction of some tutorials explaining good poly flow and what constitutes a fine uw map, but i don't think there's any good ones.
instead of using photoshop or w/e, you just paint directly onto the model with blender. you can paint with regular brushes, clone etc but also use a photo as a "stencil". look it up on youtube, once you get the hang of it you can photo-texture shit extremely quickly. or if you want a low-res "pixelarty" texture it's still more natural to paint it directly onto the surface of the model in blender rather than use an external image editor.
Meh. I tried doing that initially but was having a lot of trouble rotating my object at the right angle to reach certain parts. I honestly found exporting my UV to PS. If I needed texture to flow in a direction, I'd just paint arrows on the model for the unwrap.
trying to optimize my shitty netcode
>with long ass triangles with I also hear is a bad habit.
it is, you'll get texture warping like there's no tomorrow.
>know the syntax
>doesn't know how to apply it to anything other than trivial stuff
Besides shilling on /v/, where should I be promoting this? I just released 2 player co-op this weekend and got 1 d/l (compared to about 80 from AGDG demo days). It's still an incomplete game, but it has 3 levels, a bonus stage, and a boss to end the demo.
If you're interested, it's called "When It Hits the Fan" on itch . io
This is me, but I'm more of a visual / heands on learner. You can explain the syntax to me in great detail, I won't grasp it. Show it to me though and show me several ways it can be used, and I'll nail it.
We just spent 3 weeks (1 class a week) going over functions, and my professor kept telling us STUDY STUDY STUDY because functions are a cunt.
Man, I passed every quiz AND our Functions exam with As and Bs, and knocked out each group of homework assignments quick and easily. I fucking love functions.
What the fuck? Is that shit for real?
auto-setup because people are afraid of options menus for some reason
Yes. I looked up some reviews, and they said that the book has some points but offers few suggestions on rectifying those issues. It's also very out of date, it was written in 2003. Now stop getting triggered about things that aren't all that important.
So I finally got to the texture mapping part of my mesh, but I pretty much have barely any knowledge of how this works.
What program is the best for this?
Also how do I get the shapes on the unwrap to remain the same size as those on my model
>people genuinely believe / have believed for years that gaming wasn't gender inclusive
>people still fucking think this, despite hundreds and even thousands of games having large female character roles and even female protagonists
>constant remarks on how women aren't included in the industry enough despite there being several women who were key to development of some major games, and even in overcoming huge technical obstacles in game development, but never are realized because they're there to do their job and make vidya, not sit on twitter or instagram and soak up attention and praise for being a stronk indipendint womyn
>people somehow think shit like this book needs to exist
Amazing. Truly amazing. I've never experienced a bigger non-problem treated like it's the one thing collapsing the industry.
Pure trash. Whenever I install a game and I see files ending with .assets I just cancel that shit and delete it. Honestly, what are lazy ass developers so attracted to Unity? At least use a decent fucking engine like UE4.
Pretty rad man.
You might want to work on your seams. Seam around the base of the arm, and then another seam along one side of the arm so you don't have those ridiculous "tube" meshes. You're gonna get some ridiculous texture warping.
No, but it's more like the fact that it exists in the first place and that other devs might read it.
What you use is up to you. Blender has a built in texturing tool but it's kinda limited. You can export the UV map and use Photoshop, GIMP, Krita, Paint.NET, etc.
So what? Plus, it's 12 years old, whatever harm it has done has already happened.
Welcome to the age of Entitled White Middle-Class Millennial Social Justice. There's nothing for them to actually fight about, so they find useless retarded shit to fight about.
i'm currently writing my own content management system to plug into unity's because i'm running into too many problems with the existing system
since object references have to be placed manually in the unity gui, it's impossible for me to properly serialize references unless they're also explicitly and manually tied to a global object in the inspector. meaning e.g. every time i create a new Equipment permutation, i have to go place it in the global object and then have to mantain references to those global templates through aaaaaaagh
anyway i know what i need to do to make this all work but there's nothing like the feeling of having to take a month-long detour (i have a fulltime job i'm having to work between) just so can get back to doing "real" work on the game
not to mention there will come a point when i have to stop using untextured primitives and get real art, which man i better hope somebody i know is willing to work for basically free or i'm going to have to get real creative
Would you play a 3D Captain Toad + Lost Vikings?
Nah. Add a seam down the side of the torse, along the side of the arm, and down the side of the leg. You don't want your meshes to unwrap as tubes. You want them to just be one big flat piece.
Like I said, when you apply anything that isn't a flat texture to that, you're gonna have some wonky stretching and warping.
One more. My favourite ingredient so far.
Finally someone points that out; work's a bitch.
I keep thinking its been at least two years old actually
Are those characters from the Unity asset store?
It also has that mobile game aesthetic in the other assets, and even in the bootleg sounding name, if it really is Lost Champions.
Otherwise looks like a fun game. Depents entirely on the level designs you make, though
I'm still working on player movement mostly. Doing wall related things right now. I do not have a single artistic bone in my body.
Oh wow, now it makes much more sense. Yikes.
I'm afraid I don't know much about youtubers other than people watch them a lot. I've always been about playing my games rather than watching them (but understand the importance of LPers in getting word out).
Any suggestions to get started?
I know a not-so-cancerous LPer by the name of "iDubbbztv". He played a lot of indie shit when he was just 1 channel. Now he split off into three. Try contacting his gaming channel. Not sure if he will reply.
man this looks awesome as fuck really dig the artstyle (that color change to gray after the enemies die is a nice touch)
tl;dr: demo released for Halloween, feel free to try it and give feedback.
Released a short demo for Halloween.
It's a total conversion for Amnesia: TDD (horror/adventure), I already posted a few screenshots/infos some time ago in those threads, some anons gave some nice cheers.
Feel free to try it, the installation instructions are in the zip archive (read them, you'll see: it's very easy and isolated from the main game, so it's clean).
WARNING: you might crash if you have others mods and/or TCs installed, it has not been 100% confirmed yet but it might be the case.
You may have a "lagfest" on the first demo map (someone reported that problem and he has a pretty decent rig). It's "normal" sadly, I'll have to optimize this map (again), let's say the game engine was not made to make stuff like that, you'll see.
I'll work on this problem for the final version (released in the close future).
I still got quite some work on one map (code+design still early) and I need to finish some little things on two other maps. The rest of the maps are ready.
Feel free to give me good and especially NEGATIVE feedback, it is very welcome. If the thread dies you'll find contact infos on the website or moddb.
those characters look like they came straight out of a porno
xhe gets fucked by jamal while the guy watches masturbating furiously with her smelly, brown stained underwear in his mouth
>old fashioned UI
Steam Early Access when family?
Is this an electric junction box? I see for the first time in these threads someone can design in 3D.
could you post a screenshot of that bear model please
i might have found my new goal body
Thanks, well it's in a very premature state.
Here, have a video of me hiding in a locker.
Is Unity particularly versatile/powerful regarding 2D games or should I stick to GM? Keep in mind I don't want to make pixelshit - something more painterly like Ori is what I have in mind.
Casually working on a 3D strategy game. Thinking something along the lines of C&C Generals with longer games and bigger maps (always felt a bit confined to me, especially singleplayer). Also want an even greater emphasize on over-the-top units and technologies.
Currently dabbling with some modelling and texturing. Still pretty damn new to all this, but it's fun to work on as a side project.
Pic related is meant to be one of the EU base defenses - the Accelerator Turret. Essentially a small particle accelerator mounted on a stand.
not that anon, but just curious, I was toying around with UE4 before just to see what it's like and I was wondering is there a good way to transfer variables or objects between level transitions? I didn't really see an easy way to do it, but i'm not a huge fan of the blueprint system and prefer unity's approach with c#
>unity always has shit performance even on high end computers
I don't really know the details about this, but I would assume that UE4 will work worse in high pcs than Unity since it's more prepared for games with realistic graphics.
>I know UE4 better than Unity
This is a strong point if you know what you are doing.
As you might've guessed, I don't know anything about game development, so I may as well ask. With how many features and how bloated modern game engines are, I theorize that there would be 'diminishing returns' when you design lower poly models or simpler terrain. You could have N64 like models with 64x64 textures, but using those won't perform much better than using something more advanced, like pic related, right?
Currently working on a
pornRPG maker game.
It revolves around a sexually frustrated teenage girl who lives in a very religious home. She reads a book each night before bed (player chooses the book) and then plays out the sexually tainted book worlds in her dreams.
If there's any artist here who's looking to be commissioned, I need some portrait sprites done
I've been working on a spooky pumpkin that will act as a tower that will shoot flames at enemies. I've just made some quick baking tests to see how the results are so far.
Been wasting way too much time on these little effects.
super late reply, but Deflemask is probably one of the better trackers out there today for FM synth music.
For the longest time VGM Music Maker (alt. called VGMM or VGM MM) by Shiru Otaku was the best Genesis/MD/SMS tracker out there and could export several GEN/MD file formats.
make sure to have at least USD$500 and above ready in your paypal if you want good art from competent artist if you want a set of portraits for one character. For multiple characters, open your wallet wide and get some part time work because nobody skilled is going to do that for less than a few thousands dollars.
If you are crappy and shitty ones, just trick one of the stupid drawfags hanging around /agdg/ for it. Either that or steal them from RPGMaker and hope Enterbrain and their autistic fans does not notice
I recommend seeking them out in deviantart seeing that you can view what kind of art style you wanted from each artist before commissioning them.
Don't commission from here or tumblr, you will just be burn.
Yeah I'm unfortunately well aware how expensive art can be. Honestly I'm probably going to just do a demo of the game (2-3 scenes for four worlds and only about 5 sprites) and if people like it maybe they'll donate some money to me so I can continue.
I actually like it anon, it feels...
It's a sidescroller hack n slash about a little girl going around beating stuff up with an umbrella, with a focus on exploration. It's not a Metroidvania though, you have a number of quests to complete and can just do them in whichever order you want. I'd show you guys some stuff but I don't think I can.
I came up with the basic concept years ago and decided to work on it as a
project for college (I study, but being a group project somewhere along the way I sort of lost control and over time it became something else entirely in style, art, plot, etc. It's also in 3D which, in retrospect, was a mistake and now I'm stuck animating this shit for at least another couple of months if I want to graduate. animation)
>needing more than two layers
NES games only had one background layer and a sprite layer. You just need to git gud.
I enjoy realism a bit more than cutesy stuff. Although at times, cutesy can be hotter. And i can most definitely do cutesy.
You're looking for anime-style stuff, right?
ah ok. If you're not passionate and don't really feel anything for it, just power through it and use the freedom that will come when it's over as motivation. And when you're done, start something you will care about, and don't let anyone change it that much.
anon, i am hoping you can actually pull off a demo that can make people give you kikestarter/patreon money without spending any money on art beforehand but let's be honest here, that's bullshit and both of us know it.
especially since you are using RPGMaker, which means that you can only bait anons with good art and audio in the demo, both of which need a lot of money. Also notice the and. It's and, not or. RPGMaker can't do new gameplay mechanics and if you can code new mechanics, you won't be using the software in the first place.
Start working and collect the dough. You will need it all when you start making your porn RPG again.
If you want to be lie to, just head over the nearest Fallout 4 thread, not this one.
> without spending any money on art beforehand
Oh you misunderstood me anon, I'm going to pay for the art in the demo.
What this guy said.
Fucking quit now anon.
How do you draw UI in unity ?
Do you use their Integrated bullshit?
Or do you use bullshit from asset store ?
Or do you just place textures in front of camera ?
Or do you use some bullshit magic ?
Honestly if I the rest of the group's grades weren't riding on this I'd have bailed out already. I had so much hope for this way back then, I'm even quite proud of the combat system I designed for it, but this is not the same thing anymore.
I do have another game I want to work on, I just started with a few designs but I lack the time to work on it and depression isn't helping either. Guess I'll get around to it over the holiday.
Thanks for the advice and for listening to my rant, anon.
looks comfy,if it released during winter I would totally play it while drinking hot chocolate in a comforter and having my TV on in the background playing random Christmas themed shows.
The problem is that i'm shit at modelling 3D characters. No matter the filter I add, it's still shit.
Using voxels (currently using magica voxel) is easier, but it's limiting the detail level I want on my meshes.
>two artists is redundant.
>Implying you have the resolve to do lines and full colour at a steady pace.
Youre nothing without me kid, thats it, youre fired out of ShittyComics™, me and baneposter have been putting up with your bitchy shit for too long.
Me and a m8 want to make an RTS but we've hit a major snag.
I don't know how to make 3d models. How do i make 3d models
Still animating. keyframes need a bit more work and then I definitely need to put in some in-betweens I think.
good game need time and passion to make it. Good thing I have plenty of both to spare. Now I only need to grind my shitty art skill to match....
Um, I didn't just do it only like that? If you notice, I used the UI as an inspiration and add on features that make sense and add more options that the players have when facing the challenges I have set in the game.
It would make more sense in the game, but the demo is yet not ready so you will just have to take my word for it.
well glad that you like it as well.
>How do i make 3d models
go to /3/
I could change their shoulders but I'm not sure what that would accomplish. I imagine it'll be about as successful as my attempt to draw new faces.
the grassy part of the game I'm working on now is pretty comfy but later on everything becomes real bleak and destitute and then the main character has
a real bad time
i lack the determination to do anything, teach me how to find resolve.
Quick question about GameMaker, which I picked up for funsies during the Humble Bundle.
Will it just shit itself if I try using high quality 2D animations? Not so high as Skullgirls quality, but in general high resolution sprites for the player, all enemies, hand-drawn backgrounds?
if the pic is yours, holy shit you can really draw.
you can bait many coders to work on your lewd project with this kind of art.
what's your tumblr?
I'M AN IDEAS GUY I HAVE LIKE A MILLION IDEAS AND THEY'RE ALL GOOD YOU'LL SEE WHEN I'M MAKING MILLIONS FOR MY IDEAS
Its coming together, after years of having the crab model being a baked animation, i finally took the time to make it more dynamic. now it can walk around uneven terrain and have its claws find footing.
Nice sketch. I believe in you man. With that type of idea and a solid sketch behind it, it's perfect.
That reminds me of a guy I once knew in a coding course. Somehow passed but couldn't code for shit. Said he was an ideas guy not a coder.
I wonder how it's working for him.
For me it's horrible, coding shitty apps and getting paid shit because I'm simply sitting down on a computer and not really doing back breaking work. Old people don't understand.
>he want to make mobile games
>you can bait many coders to work on your lewd project with this kind of art.
I did once, from /v/ even. But I wasn't sure what I really wanted to actually make and I mostly just forgot about it after two weeks.
Maybe I should start smaller.
>start uv mapping
>everything is fucking stretched
jesus fuck why
do i need to put more fucking seams?
Y'know what. I might take you up on that offer.
I've got a bill to pay and I'm ten dollars short for the next payment so if you could pay at least that much I wouldn't mind animating whatever for you.
ignore those retards that want to limit your creative scope.
don't mind and feel free to draw anything that you feel like it at that moment.
that said, you should start doing art commission.
While this may not bring you closer to finishing a game, at least you will know more people and get some money with that skill of yours.
Hopefully, during that, you will learn how to manage your time well and can finish a game.
I'm sure it plays differently than TO, but the interface isn't simply "inspired" by it. Your game flat out looks like a rom hack.
That's being too nice.Even your resolution is 6 pixels less than that of the PSP's. Kudos on your progress, but come on, you need to put more effort into your design work. I've seen your other gif of the character selection/equipment screen.
I'm gonna work on the inventory for my game tomorrow.
It's about a week I keep saying this but this time I will. I'm pretty much gonna follow a tutorial series and adapt it to my need, nothing else.
I've also come up with a nice way to make every tree different so I wanna try that out too.
i have several ideas for my dream games but the one i want to do most is just too ambitious for now. i've gotta break out with something more simple but still in the massive world i want the dream game to be in that i've been writing for
i just can't decide on a specific gameplay idea that would compliment a sequel in the world. i mean, what kind of game could go from a more arcade-y seeming genre to a massive d&d-esque rpg that rivals morrowind? something like gauntlet?
can you animate at all? if you cant animate then you should learn to, because your still art is pretty good. either way, to make a game you need to be able to animate whatever style you chose to do well.
DON'T WORRY MY IDEAS ARE UNDER NON DISCLOSURE AGREEMENTS WITH MYSELF SO I CAN SUE MYSELF FOR DAMAGES IF I EVER RELEASE THEM
not a game, but I'm working on a map for E.Y.E. Just figured out the custom scripts they made for the game now I just need to figure out a good map theme and design. Right now I'm just playing around with basic apartment buildings.
I don't know I'm not that creative and will probably drop this by tomorrow.
Kinda. I'm more just building skills to do it solo. Messing with unity, I'm a competant coder and made small projects before. I have some music making software I've gotten decent with. I have a pad for drawing on my computer and can make neat stuff in gimp. If I can do those three, am I missing anything?