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GAME DEV

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Thread replies: 73
Thread images: 22

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How's that game you are working on, anon?
>>
I don't have any ideas
or art skills
and I'm shit at math
I can do music though, I guess
>>
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>>363376565
reminder, our friends at /agdg/ are showcasing their demos and need feedback https://itch.io/jam/agdg-demo-day-12
>>
>>363376565

If you're not doing C++ and SDL/SFML for 2D, or OpenGL and C++ for 3D, you should just kill yourself.
>>
>>363376826
>Monolith is there again
Yay!
>>
>adobe air
Never again
>>
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>>363376565
Just got the dialog system up and running. Cursor's getting hidden though by something somewhere, which is annoying. Once I get that fixed and figure out how to swap the bg of the convo with the bg of the picture on the right and swap them back, this thing'll be running on all cylinders.

Still not really ready to be played - but it's stable and there's places you can go and things you can look/talk at/use.
>>
psst
play my game
................ v
-- > https://itch.io/jam/agdg-demo-day-12/rate/110355 < ---
................ ^
>>
I've got the skill set and I have this amazing idea for an online game but I doubt I'd ever be able to afford server costs so I'm just sitting here in depression thinking about what could have been.
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>>363378153
Server costs? What would entail significant server costs? You're not planning to do an MMO are you?
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>>363378153
>YOU SEE IT'S AN FPS SURVIVAL MMO PROC-GEN..
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>>363378153
>server costs
apache's free yo
>>
>>363378153
>>363378284
>>363378462
>NO YOU GUYS IT'S NOT JUST AN MMO
>YOU PLAY AF GIRAFFES WITH LASERS
>YOU HEADSHOT ENEMIES TO GET A LONGER NECK
>BE KING GIRAFFE
>>
>>363378284
Pretty much. I love the genre but it's filled with WoW clones and garbage like >>363378462 that anon's idea so I'd like to have a take on where I think the ORPG genre should have went.

Server costs are super expensive in more ways than one though.
>>
>>363378806
giraff.io when
>>
>>363376826
oh man, clarent was pretty cool.
Did 100% but i think i wasn't suppose to kill the red knight first.
>>
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i'm making a mobile only game

Try and stop me
>>
>>363378849
Anon, I hate to break this to you but your big buy won't be server costs. It'll be making the dang game. The server costs are only applicable after you've launched.
>>
>>363378153
>idea guy
>idea is an mmo
>he thinks server costs would be the main problem
>thinking this is at all plausible
you're an idiot
>>
Clickteam fusion.
>>
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>>363376565
i hope at least one of these threads sticks.
>>
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it's done, currently trying to put up a good trailer for release

previous shitty one:
https://www.youtube.com/watch?v=FNmbHkNFZ5Y
>>
>>363376565
I'm working on an inventory system, but I'm trying not to make it unoptimized shit.
Basically I've got two separate things going on with it: A database variant of an item class, and an "instance" variant of an item class.
The database variant is an IColleciton of POCOs; the collection itself is the scriptable object.
The instance variant instance variant, which can actually be attached to GameObjects, contains read-only C# properties that directly reference the fields of the POCOs. I did this because if I have like 1000 GameObjects of the same item, all of the non-instance properties (i.e. base stats like weapon base damage, max durability, etc) will only reside in memory as fields in a single POCO. There will have to be instance-specific properties loaded in a different manner, because unfortunately Unity's AssetDatabase is a part of the UnityEditor (which cannot be built into a game client obviously). A major benefit, other than low memory footprint, is that I've found a pretty easy way to make custom editors for groupings of fields (lots of my fields are organized into structs), which is useful for when you have different kinds of "things" that may share the same fields. For example, a unit "stat" struct could establish the base stats for a unit, but also establish the required unit stats for a weapon, or the bonus unit stats provided by equipment.
I recently had everything working, on the database and instantiated object end...then I got into UI development.
Holy shit what a clusterfuck. I mean I got things to work like drag-and-dropping items into inventory slots...but the spaghetti code...ugh. I feel "dirty" having my views calling methods that manipulate my models (my instantiated gameobjects).
I'm in the process of trying to wrap my head around designing a system that will allow me to use a pseudo-MVA (Model-View-Adapter) design pattern; I think it will work if I make use of delegates and Unity's EventSystem.
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>>363379627
>The instance variant instance variant
Whoops.
>>
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>>363376717
https://www.youtube.com/watch?v=na4KHCO9lO8&t=6s
>>
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>>363376565
just fine, demo is up and official account of junji ito liked my post
https://panstas.itch.io/world-of-horror
>>
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I hope you guys like walking simulators with absolutely 0 (zero) characters, dialogue, objectives, gameplay or plot... because I do. I'm making this because I wanted more games like this to exist
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>>363376565
doing good enough
made a preview for demoday
https://itch.io/jam/agdg-demo-day-12/rate/96210
>>
>>363376565
I'm trying to pin down a specific style for my graphics but I can't come up with something small and easy to animate that doesn't completely ruin the main character

There's no fucking way I can use this one as the main sprite, but it looks nice I guess
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>>363380531
Can't you just use plain colors?
>>
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>>363376565
Submitted a demo using version 1 since 2 still doesn't have the battle system ready https://itch.io/jam/agdg-demo-day-12/rate/110370
At least now I can move on and make better things.
>>
>>363380702
I'm using flatter colors on my current sprites, but I'm not really digging the style - it's very stiff and doesn't have enough room for a lot of animation

If I were a more skilled artist I could probably use that one as-is but there's also the issue of the sprites being too big, another reason why I wanted to change the sprites in the first place
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>>363380203
sup cancer
>>
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>>363376565
fucked up twice, here's the link.
https://itch.io/jam/agdg-demo-day-12/rate/84427
>>
>>363380203
Sounds like you'd be better off making a program and assets for a real estate agency.
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it is okay. the demo has 14 levels

https://itch.io/jam/agdg-demo-day-12/rate/110418
>>
>>363382269
I unironically want to steal this idea
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I would continue, but I ran into the issue of "my art ability is complete shite".
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>>363382442
do it anon
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>>363380327
Was breddy gud. I kek'd when the Gradius music came on.
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>>363383143
So was mine 17 years ago. Work on being a good artist diligently and you'll become one. Besides, you don't need good art to make a good game. It just helps a lot in drawing people in -- but you can draw them in other ways if you're clever.
>>
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Not the best it could be.

Going through a recent loss, which is really messing with me, but I won't let it ruin Blanco.
>>
>>363376565
I've been thinking of a few ideas, but the most promising would be a crash bandicoot-esque linear platformer. Would anyone play that?
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>>363380829
Never played paper mario and don't like bugs, but can definitely appreciate this. Art reminds me of games like runman monster fracas with a bit of okami. Hope it comes out someday, anon.

>>363381805
really good, loved the sprite quality, specially the animation on that bonus item where the thing closes the ship in.
>>
I'm learning GMS but i'm fighting against a crippling depression that doesn't let me do anything.

I follow gamedev stuff though, seeing progress of people makes me relax
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>>363383317
True, but when you're making an Ace Attorney clone, good art is a plus.
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>>363385124
I think if you can get to this level, you'll be alright. I'm not as good as Ace Attorney's artists, but I can at least do characters in front poses.
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How difficult is getting a network mode for 2-4 players to work on any of these engines?
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>>363376565
I've been pretty lazy today, but I tweaked my twin-stick controls a bit and implemented animations for aiming in different directions. I'm starting to remember my dislike of Mecanim, though.
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>>363380327
>that treasure-like action
>the Rakugaki Showtime-like artstyle
>the charming characters
>the satisfying slap noise on the boomerang
>the going fast possibility
>that clear gunstar heroes inspired boss with the shaking face when hitting him

god fucking dammit, full game when?
>>
>>363381246
I love your game, the fact that you use GMS gives me hope about me wanting to learn GMS
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i've been coming to these thread for nearly a year now and i have nothing to show for it.
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>>363386186
Make smaller games. It's OK to fail and good to prototype. Be happy with making 5 minute-long game proof of concepts - you'll learn a lot more through failing to make good games than you will stumbling into a good game design.

Embrace failure; reject apathy and the urge to not work on a game.
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>>363385521
Guess I'll need to study up then. I'm not that great.
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>>363387180
It's not just about studying though. A lot is in the practice.
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>>363380327

Lookin' good
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>>363376918
C++/SDL here

OpenGL is perfectly fine and neat for 2D too
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>>363376565
It was cancelled by Microsoft
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>>363376565

Why does /v/ care so much about whether or not I make a game?
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I don't have the skills to make the game I want to make.

I don't have the ideas or motivation to make less ambitious games
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>>363391159
Sounds like what you need are lackeys and money.
>>
>>363390781

Maybe you shouldn't blocked them
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Make fun of this
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why am I so bad at the one thing I care about /v/
I'm too retarded for even a platformer or bejeweled clone to work right
the only practice projects that actually work are stupid top down shit games I don't even like those kinds of games
how the fuck does tetris even work fuck me
>>
I'm too retarded to learn game programming I need to tutorial that literally tells me every step of making Pong or Breakout in whatever engine so I can learn it.

Like I look at XNA tutorials and even after making it to the end of the set I have no idea where to begin.
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>>363393365
The outline of the hair doesn't match the rest
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>>363393671
The best start is Game Maker.
It's not too hard to make a platformer
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>>363393365
Did your mom gotcha nose and never give it back?
I like how much gel you used on your hair gurl
Are you ice-skating to work or is all that arm movement to make sure that your steps are counting on that pedometer your doctor made you wear because you "could stand to be thinner"
Nice life jacket though, it goes well with your beard
>>
What the fuck is ogre
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>>363395212
Game engine
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>>363385680

plz rspnd
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>>363385680
>>363395391
Don't know much about the others, but it's really fucking easy in Unity.
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>>363395624

Thanks

I just want to make a simple Castlevania: Harmony of Despair clone
Thread posts: 73
Thread images: 22


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