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How's your game coming along? New thread. >"Game

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Thread replies: 523
Thread images: 141

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How's your game coming along? New thread.
>"Game devs are eternal sufferers" Edition.
>>
saving this bread
post games
>>
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>>370605134
last thread died p. rapidly.
>https://monolithdevs.itch.io/monolith
>>
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I'm not home right now sorry. Have some nice memes instead.
>>
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Reposting this for the sole purpose of educating future indie developers:
http://www.zeldainformer.com/the-philosophy-of-the-wind-waker/
>>
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>>370607215
>tfw to intelligent to aim properly
>>
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>https://boustrophedon.itch.io/project-rocket
slowly getting back to work after demo day. added that little blinking thingy.

tomorrow i'll start working on new levels
>>
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just making stuff while the coder works his magic
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workign on the hardest boss gguy
>>
>>370609796
Oh, I remember you from the last thread. Your character looks cute af.
>>
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Reposting a map while I work on someone else's game.
Also music I made a few days ago for a separate project.
https://soundcloud.com/marcus-dewdney-1/waterfall-temple
>>
>>370605134
Trying to find the will to make my own physic on Unity because the one given for 2D is giving a lot of troubles with ramps.
>>
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>>370610028
h-here I go...
>>
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Trying random things.
>>
>>370610796
Good luck, my man.
>>
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I've been slowly progressing with the new version, almost caught up with where I left off but life just can't give me a break. At least this code is much cleaner so things break less often and are easier to fix and entities are now selected correctly so no longer weird damage bug when changing the party order
>>
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Took about a month off from dev cus stress and video games but trying now to finish up these basic ass enemy guys
>>
>>370610028
Are you a solodev?
>>
>>370609796
that's pretty
nito
>>
>>370611272
I love your style. For both the characters and UI.
I can't wait to see when you start making the environment.
>>
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doing fine, got some good preview feedback
added this little star that appears when you have a weapon upgrade and changes colors when you start running out of ammo
>>
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Features. Bugs. Features. Bugs.

I hope to release this year despite any of the above issues. Working on a new boss today and tomorrow.
>>
>>370611171
aren't jrpgs boring as shit to make?
it seems extremely dull
>>
>>370611526
I like this game.

Make more and put in green light.
>>
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>>370611481
I'm doing the DQ Clone solo, yeah but I'm considering hiring a musician sometime down the line if I can't be bothered to make the music myself.

But I'm also a part of two other projects (one paid and one unpaid) with other people.

The paid gig takes up most of my time because it's my main source of income.
>>
>>370605134
I need to get back to work on it but I've been putting it off.
>>
>>370611526
the notification for drop in co-op is cute as hell.

>You can try too!
adorable.
>>
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>>370611587
Made some branching paths in a few levels too for replayability
>>
>>370611526
It feels so japanese!
>>
>>370611595
I can see how it is bothersome but I actually enjoy coding so it is going well so far
Though for assets I might find an artist as my drawing drive is dying these days
>>
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incredibly slowly because I literally didn't work on it at all for like three months
adding really basic, easy features like sideways spikes and mover balls and the lot
reverted the graphical change I started, but I still need to figure out how I want the game to actually look
>>
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>>370611503
thanks, anon! I did start making some backgrounds, but mostly as a distraction from actually deving and i'm not likely to use any of what i've made, for example, some trees that look really fucking bad in motion, also the old screen size
>>
>>370608996
this game is hard
except when it's weirdly easy, which is usually on the first try
>>
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working on animation. how does the limb motion look?
>>
>>370612334
good
>>
>>370612334
Would fugg.
>>
I always get stuck on the part where you go from the 'coding all the mechanics and having a character that moves around a test room doing all the things you will ever want him to do' to 'okay now time to start making the actual game', I never know when to start.
>>
it's going OK
I got controller support working, I got quit confirmation working, I got external quit catching working, next up is less fun stuff
>>
>>370607215
Do they have a proper release date yet?
>>
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>>370605134
Coming along splendidly!
Really happy with how these textures are working out
>>
>>370612630
What's your process for making textures?
>>
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>>370612419
I'd start from the beginning, story, characters, a basic idea of the maps you're going to use...
>>
>>370612630
Snazzy! What did you make these textures in?
>>
>>370612113
>Robot
>In forest
>>
>>370609796
>meme game
>>
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>>370611687
thanks
unfortunately by the time putting it on greenlight would make sense, gabe will probably already have killed it
>>370611841
thanks, it's a nod to pocky & rocky
>>370611954
t-thanks
>>
>>370612630
Your textures are 2 gud and i hate you
how long does it take you?
>>
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>>370612807
I use many different techniques which I've developed over time, but I made this video tutorial on the basics a long time ago:

https://www.youtube.com/watch?v=8L7QIXIsrcc

Hope it is of some help!

>>370612895
Thanks!
I'm using MS Paint and Gimp
>>
>>370613045
>t-thanks
I'm serious. The umbrella gun really caught me.
>>
>>370612869
>story
*sweat*
>>
>>370608350
Got the thing that shows the graphical trickery of the game?
>>
>>370613264
Why? Could you tell us more? We might help you.

>>370613297
Not sure if I understand you.
>>
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>>370613083
I originally made a lot of those textures for a 2D metroidvania (pic related), but the project was cancelled. I don't remember how long it took me to make them initially, but I've been spending two days reworking them for this 3D FPS now. I have to fit everything in a very small texture map because we're releasing for 3DS (which has very little VRAM) and still make sure it tiles smoothly and stuff, so it's been a bit difficult, but the results seem to be worth it.
>>
>>370612112
and here's a bit more gameplay (cut the quality by a bunch to get the whole video in, the game is kind of really ugly here)
playing with the small window instead of fullscreen for recording purposes sucks

got a little to-do list in front of me and I'm slowly trudging right through it
>>
>>370613402
It showed how the sea foam and explosion swirls worked.
>>
>>370613512
Made me remember Sonic.
>>
>>370613512
Sonic?
>>
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>>370613193
thanks, i'm glad you like it
>>
>>370612630
>>370613443
are you the guy from vg who makes the space and griffin game?
What you mean you releasing for 3ds? arent you just an amateur
>>
i gave up a year ago

i have 0 artistic talent
>>
>>370612960
if it makes you feel any better most of the forest is also robots
>>
>>370611526
>>370613045
>>370613768
cute!
>>
>>370613870
There are many pleasing art style that don't require much talent or even effort

You could do low poly ps1 style graphics, then not even texture them, just choose nice colors for the polygons
>>
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>>370613814
>are you the guy from vg who makes the space and griffin game?
That's me, although the griffin has been dropped. I'm working with a programmer from /AGDG/ to make a 3DS FPS, somewhat similar to Metroid Prime: Hunters. We're just amateurs, but we think we can do it. A lot of the ground work for networking and basic shooting/dying, picking up items, etc. is done.
We started out making a Spyro clone for PC only (with he gryphon), but the programmer hadn't played Spyro before, so we thought it would be better to aim for something we could both relate to better.
>>
Decent. I'm writing the script now. I've realized I'm very good at making characters and writing from scene to scene, but I'm shit at creating conflict or a finished plot
>>
>>370614347
>3DS
that sounds mental, a lot of extra work for a limited userbase on a last gen handheld
you are also releasing for pc right?
>>
>>370613870
I'm gonna tell you something that nobody said to me when i was starting. Just be yourself, bro.
>>
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oh oh, also I got this spawning animation done. nvm the missing textures/lack of tube doors moving ;-;
>>
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>>370605134
Just gonna nuke this and start over,got way too complex for what it is.
>>
>>370615273
Why is it moving so fast?
>>
>>370615416
screen2gif is atrotious
>>
>>370613685
>>370613737
No!
Well, kind of. Sure. I want to make a game that's like Advance 2 but a bit more... solid, if you know what I mean. Didn't set out to make a straight clone when I started, but anyone who likes and enjoys Sonic would be right at home.

really, I decided I could get away with this after Freedom Planet happened

>>370614250
honestly, this
had another game on the back burner that's a boss-attack game and all of the graphics are built out of tons of glowing rectangles -- stopped working on it because building a game around boss design is more taxing and there's a bunch of shit I flat out need to rework
was going to go for that sort of graphics again for this game, but I really don't want to since I already have a game I might go back to looking like that

kind of want to make a game that resembles the Sega Model 1 look at some point -- very clean, bright look with a fairly solid poly count
always loved how Virtua Racing in the arcade looked more like the appearance was deliberately stylized to look more "virtual" rather than it being a technical limitation of being made in 1992
>>
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>>370614790
Yeah, I guess we're a bit mental.
It's really fun to find workarounds for the hardware limitations, though.
I guess it's also a sort of "excuse" to work on "retro graphics" - I'm a huge fan of Quake and stuff, and working on the 3DS we actually need to build our game graphics in a similar manner to old games.

We are making a PC version simultaneously, and we're looking at making a port for the Switch later down the line too.
>>
>>370615704
This looks like a mix of the Chemical Plant and Casino stages.
>>
>>370613870
just keep practicing and you'll improve
>>
>>370612334
very good m80
>>
>>370616172
Heh.
none of the stages are even close to final, that was just a test stage I made to see how all the different objects interacted in something that resembled an actual level
was going to make the water something other than purple, but I just never bothered changing it (it's currently the default water color)
>>
>>370614424
>I'm shit at creating conflict or a finished plot
This actually come from the real life. Try to experience what you're writing.
>>
>>370612113
And my gif?
>>
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>>370615401
I like flight simulation games. Tell me more about your pic related.
>>
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>>370617339
Creating assets for stores.
only straight up 3D models of Cold War era planes,working on a MiG23.
>>
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Programed a how to play thing for the demo.
Right now it plays after you press start, but it might get moved to playing if you sit on the title screen too long.
>>
>>370617876
Sounds really nice, desu. Where could I see your work?

Currently I'm enjoying X-Plane 11 beta, btw.
>>
>>370618665
>Where could I see your work?
Nowhere for now,I will post here once I finish everything I have in mind.
>>
>>370605134
Just ideaguying the setting and game ideas for now.
I could at least learn to draw, darn it.
>>
I was struggling at making 2D mechanic on Unity, I just realized the lazy way was just to make 3D with constraint

I just saved my own ass a week of work.
>>
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Posted last thread, but last thread dead.

Work on Showdown Zones, the whole arena is switched to a Hex-cell field a la Transformers/Furi where enemy waves come with shifting level geometry. A fun way to design more arcade-inspired arenas without having to think about how they fit with the overall level aesthetic, since Showdown Zones are just plastered the fuck into whatever level you're in.
>>
>>370620240
your first enemy explosion is drawn behind the darkness filter and it looks silly
>>
>Started Unity two weeks ago
>Wanted to a roguelike dungeon crawler like Pokemon Mystery Dungeon
>Couldn't figure out how to properly do the movement and collision with walls and shit
>Gave up

The end
>>
>>370620154
muh Vector2
>>
>>370620757
For a grid based system you don't really need colision, just check if the player can walk when you press a button, and if it can, then move it
>>
>>370620757

>needing collision
>on a tile-based genre

for what reason
>>
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>moving into a new place thats a 5 minute walk from work
>tfw gonna get 4 more hours of potential devtime in my day without being fucking tired
>might actually have a demo for Demo Day 15 at this rate
>>
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>>370621324
>>370621081
I don't know man. I've only been doing this for two weeks and I really couldn't find what I needed exactly via Google. But I will try again now since I was enjoying it.
>>
>>370621713

https://unity3d.com/learn/tutorials/projects/2d-roguelike-tutorial
>>
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>>370620573
Actually if you look close, ALL the particle effects are rendered like that, because of a transparency sorting issue with the postprocess which I've since fixed. Good eye, though.

Also, been retuning attack transitions and generally tightening up some command-specials; the Follow-Up divekick now works much better, also added a command launcher (not a rising launcher) on crouch+light.

And by /agdg/ request brought the overall ambient lighting up to the next band in the cel shader, which makes the whole world more vibrant and better looking.
>>
>>370621713

You insert a line of code that checks to see whatever time you are moving into has a solid block there.

If yes, you don't move. Add a 'blimp' sound effect and animation so people realize why they can't move into the wall.

Literally that easy.
>>
does rpg maker vx ace count?
>>
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Made the cockpit view more immersive. Now you can even play the game almost completely HUDless because all the information is displayed on the projection screen. its all faked though

Other than that I improved the camera movements in the cockpit to make it a bit more exciting.
>>
>>370621032
I'm saying that I'm going to go the lazy way and use 3D for the character controller so I don't have issues with the Rigidbody2D.
>>
I the past week I polished up on of my Unity assets, but it has only sold 1 copy (at $14) compared to my primary asset that sells 10-20 copies a month (at 20$)

Have a new one that helps protect you against cheat engine that I plan to put up for 15$, just gotta make some videos, screenshots, and a little writeup and submit it. It's already coded and documented.

After that I'm going to make my first 2 asset compatible with a lower version of Unity

Then I'll work on a game. Kinda miss doing actual dev work, but getting real money is nice too.

If anyone is interested in trying out https://www.assetstore.unity3d.com/en/#!/content/77432 I could give out some codes
>>
>>370621947
Yes, post it.
>>
>>370622053
I'm not into flight sims but I feel I should say, this game looks visually amazing for an indie effort.
>>
>>370622053
Tight.
>>
>>370621840
Can you make those dark gray particles any color you want or is it part of the models? If they're nanobots I understand why thematically but they look dire as fuck for such a cartoony game
>>
>>370621861
What's the solid block? An empty game object? I mean on the screen it's just two different sprites.
>>
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>>370622053
>Makes a cockpit for slav shit first
>>
>>370622578
I mean, I CAN, but they're supposed to be shards of spent core material (that bright blue shit that explodes out of the core she collects when she clears the arena). She summons these shards of rock/gravel/whatever to herself for her powers.
>>
>>370620757
Was that your first time trying any engine or game development at all?

One of the biggest mistakes is trying to make a full blown game as your first project. It shouldn't even be a project of yours among the first 20 that you try. What you should be aiming to do is making much smaller games, but making them as good as possible so you learn something from it.
>>
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>>370622053
KAIJU FIGHTS
WHEN
H
E
N
>>
>>370622960
Yes
>>
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>>370622960
Threadly reminder that Dixie is my first game
>>370621840
>>370620240
Well, I guess in a way it's my second (since I rebooted my first game into it partway through), but then my first game was webm related which wasn't much smaller in scope
>>
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>>370621713
>>370621861

To visually build on what this anon is saying in case you can't picture it

(half of it is pseudocode, fill in the blanks)
>>
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my programmer is slacking so i decided to come up with some concept art
>>
>>370623085
cept it took you like 1-2 years to get to that point in the webm with it while the other dude might've not lasted a day
>>
>want to make game
>too lazy and undisciplined
>have too many ideas

Help
>>
>>370622053
Are you the guy that is making Ace Combat clone? Looks great!
>>
Probably you already realised it guys, but remember to prepare your game for future translations (don't embed your text into the game’s core file).
>>
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>>370622960
Project Wingman is still my first game.

>>370622450
>>370622519
>>370623494
Thanks anons

>>370622696
s-sorry

>>370622981
Mechanical Manmade Kaijus sure.
>>
>>370623449
True. My point is, be committed. You don't have to stop and start a dozen times to learn, you just have to be willing to experiment and refactor.

There's a lot of motivation to be gained from seeing your Dream Project come to life, much more so than some pong clone you made to learn about collision systems.
>>
>>370611171
Is this in Game Maker? I can't for the life of me find a turn based rpg battle system tutorial. I'd like to end up with something like yours. Got any advice or places I should look?
>>
>>370623576
It's not. Any kind of 3D is a bad idea in Game Maker.
>>
>>370622053

Neat.

What are you using?
>>
>>370623085
>Threadly reminder that Dixie is my first game
And it looks it. It looks like it took a bit of time to do, but still looks like an entry project.
>>
>>370623665
There is some autist on /agdg/ who has a literal clone of Megaman Legends in Gamemaker
>>
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>>370605134
Is giving up considered progress? I think I'll start wagecucking this summer. Time to grow up, build a career and all.
>>
>>370622805
They're supposed to be rocks? That smooth glossy uniform shit isn't quite there yet. Gravel is pretty rough and heterogenous.
>>
>>370623797
It's doable. But it's a bad idea.
>>
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>>370623535
>tfw gonna fight Mechagodzilla in a cheeki breeki fighter jet
>>
>>370623576
It's in unity, but the coding logic should apply to any engine if you know what you're doing. Youtube should have a lot of tutorials on RPG battles for many engines but the logic is just
>wait for player to selection action
>do action
>make enemies do their actions
>repeat
The hardest part is coding the animations and the little details
>>
>>370623131
I do understand the concept. But I'm thinking I should try a much simpler for now, because I'm not even sure how you would implement this.

And what about randomally generated levels? How would you differentiate which block from which? Like what I mean is when I'm actually doing it. So I have to set code to each wall block and each ground block so they have the properly assigned 0 or 1 to them?

I will do that tutorial someone else posted and hopefully I understand it all. I appreciate the help.
>>
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been adding some stuff here and there, also working on level design
>>
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>>370623876
>>
>>370623841
Maybe "rocks" isn't the best way to describe it; you can picture obsidian shards if you like.

They're supposed to be something like "magical glowing gemstones, but the power is largely sucked out of them". So dark, but not literal GRAVEL.
>>
>>370623734
UE4
>>
>>370624305
>So I have to set code to each wall block and each ground block so they have the properly assigned 0 or 1 to them?

Yep, under ideal circumstances when you procedurally generate your dungeon, you'll have a sub-function called "SpawnWall()" or "SpawnOpening()" that will adjust myLevelArray at that location. Think of it like a farm, where farmers do all the work of tilling and planting a certain crop, then they place a sign saying "corn" next to that field so they remember what the fuck they planted 2 months later.

Using colliders to move things might result in unintended behavior since it's part of the physics side of Unity, so IMO it's much better to do the logic on the map side rather than the player side.

>I will do that tutorial someone else posted and hopefully I understand it all. I appreciate the help.

I was that person too :^) good luck
>>
>>370624551
Just curious, what made you choose UE4 instead of CryEngine?
>>
>>370612869
>game engine

Does your game concept really require a custom engine?
>>
>>370623085
fix geometry, more vertices plz
>>
>>370624723
Not my pic, to be honest. I simply wanted to share a Gantt diagram with some usual steps for a game dev.
>>
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>>370624908
Where can I see the updated version of Loli Sim? That guy is doing god's work.
>>
>>370624694
At the time I knew more people that could help me answer questions with UE4 rather than CE as I was learning it. I still don't know anyone that uses CryEngine.
>>
>>370624908
Don't get me wrong, I've written custom engines, but they're a HUGE hassle to get the same pay out unless you're doing something totally different.

I mean, Unreal/Unity have huge dev teams just making those engines, and they have a TON of features. If you're a small team, you're almost guaranteed to make something worse.

That aside, I guess I should contribute to this thread:

>I'm working on a game for young kids. A virutal pet that's meant to teach math to 8-9 year olds. Going fine, but it's sort of hard to get in the headspace of an 8 year old. I don't have a ton of confidence that kids will -like- this, as they seem like a particularly fickle demographic.
>>
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>tfw your dream project's scope is too big and even implementing the basic mechanics and features would be a massive load of work even for an indie team, much less one person.
>you will never make a Morrowind clone
>>
It's on Gamejolt, it's an rpg, it's recent, it has a sequel.
>>
Been working on the same game for a while, got a demo here.
https://www.scirra.com/arcade/action-games/guardian-demo-16218

It's still got no music or sound, just hired a composer.
>>
>>370626540
>have this fantastic 10/10 game idea
>even with placeholder art the sheer volume of assets required makes it impossible to develop
end my life! End it! fuck
>>
>>370623814
>Arrow keys instead of WASD

I can see where you went wrong
>>
>>370626746
Nice. But you're going to need a bigger life bar.
>>
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>>370627139

Asset creation is the fun part.
>>
>>370627395
You might be right, I've scaled up the view since that was made.
>>
How hard would it be to learn to make an arena shooter in Unity? I have a pretty cool idea that I've never seen before, and the assets could really be pretty simple. I have the time and possibly the patience, but I've never made anything before and I don't know how to code.
>>
>>370627658
Not for me. I like engine dev but hate everything else
>>
>>370624359
cute
>>
>>370623085
This being your first project is really impressive. Keep it up dude, but don't be afraid to explore more ideas or try new concepts.
>>
>>370626119
make it five nights at freddy's or minecraft themed. that's what kids like, right?
>>
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>>370627139
>Have an amazing idea for a video game
>Realize that it's far too similar to another franchise and that you'll just be accused of being a rip off if you were to make it
Damn it, Atlus.
>>
>>370629834
No, it's teens, what you are looking for is Call of Duty Black Cocks
>>
>>370629834
Minecraft is actually huge with that demographic, but it's because of the creation element. Kids like the freedom to express themselves. Basically they want a lot of customization options. Which is a bit difficult for me being just one person to generate that much content, but if the concept is sound it should be pretty clear.
>>
>>370629902
>Realize that it's far too similar to another franchise and that you'll just be accused of being a rip off if you were to make it
do it anyway
>>
>>370630638
Anon, my game idea is literally just Persona but not in high school
My best bet is just to learn nip and slowly climb the ranks of Atlus
>>
>>370629902
Then make it better, problem solved
>>
>>370630812
>literally just Persona
well, I kind of guessed that much
do it anyway
>>
>>370631001
...I'll take that to heart, Anon.
>>
>>370630812
persona is literally just pokemon but in high school and you shoot yourself in the head to send out your 'mon
>>
>>370630812
it's not like personas belong to jojo or atlus anon

that's just perception and all you have to do is differentiate yourself enough
>>
>>370613045
you could try to get it greenlit now
it certainly looks polished enough to make the attempt
>>
>>370631440
Point taken. Now I just need to start brainstorming.
>>
>>370623756
>t. amateur asshole
I bet you're the perfectionist kind of type who doesn't get anywhere with his projects. That game looks dope. If he did that all by himself it's truly great and if he keeps on making games he has a future no problem.

everything is about getting shit done cunt
>>
>>370631774
there's no need to get butthurt
>>
has anyone tried out gamemaker 2 yet? is it worth the upgrade?
>>
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Been testing out some new plugins for RPG Maker MV. In particular pixel movement plugins with the ability to set custom collisions.
>>
>>370633219
That looks really well done!
>>
i'm drawing game over CGs for my porn game
>>
>>370605134
Spring Break at Uni right now, so not much being done by the club. Current state is most art done, movement done, animations 1/2 way. Next up is damage changing character configurations, and maybe an extra level or two for alpha state.
>>
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I wanted too much, I should've kept it 2D.

Honestly I'm stuck just thinking of ideas to make this fun.
>>
>>370632819
If you have the modules from humble bundle and you're making games for those platforms or are about to finish a game, probably not.

The new UI looks prettier imo, but I feel like I get less done. I think I have to get used to working with the workspace, althought having several tabs can be useful for organizing your work. I'm more used to having a bunch of windows open and just alt tabbing.

If you're into tiling, the new tiling system makes it easier to tile.
https://www.youtube.com/watch?v=j3cQn3aMGX8
I remember doing something like this with a script in GMS1.4. So it seems like a nice addition.

Apparently 3D has been reworked, but I don't really care about 3D in GMS, so can't say anything about it.

Overall, it seems like it is worth purchasing is you don't already own GMS1.4 and several modules or you just want to try out GMS2 because you are actually planning to use it and not be a lazy fuck who keeps starting new projects.
>>
>>370633219
https://www.youtube.com/watch?v=S9wnuZoK090
>>
>>370632710
t. Faggot who sucks more cocks than makes games.
>>
>>370634523
someone points out it looks like his first project and you get mad? it wasn't even an insult
>>
Not much change, changed some values to make colors more readable. And then Friday I'll either start on an entirely new sprite or edit another sprite to match the new design changes.
>>
>>370635181
kek, you made that animation like a year ago.
Is this all you've got??
>>
>>370611526
>press start
>you can try it too
Already got me
>>
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>>370635831
>kek, you made that animation like a year ago.
See pic

>Is this all you've got??
Also no.
>>
>>370634354
thanks for a non meme reply

i've still got almost all of the modules from one of the humble bundles, so i'll just keep using the old version if i want to get back into gamemaker i guess
>>
>>370621947
Yes
>>
>>370636020
>See pic
It's certainly at least half a year since you first posted that walk?
And nothing else
>>
>>370637884
That was a different animation my dude. I started over from scratch. And between then and now was a 2 month gap of no work at all due to medical problems.

>And nothing else
Just because you weren't here when I posted doesn't mean I haven't been posting progress on other things.
>>
>>370638174
>That was a different animation my dude
No, it was just a different colour.

>I started over from scratch
No, you didn't. The animation is identical.
Also, you're still at scratch.

>Just because you weren't here when I posted doesn't mean I haven't been posting progress on other things.
Like what?
>>
>>370638309
>No, it was just a different colour.
That's a blatant lie.

>Like what?
I've posted other sprite animations.
>>
>>370638450
Why aren't you posting them now, then?
Would be easy enough to prove, wouldn't it?

>That's a blatant lie.
Post the original, then, and let us see how "different" it is ;^)
>>
>>370639047
Sure one sec.
>>
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>>370639460
>>
>>370639460
RIP nodev
>>
>>370613045
You have a sound/music guy yet? I love the style of your game.
>>
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>>370635181
Boobies
>>
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>>370639714
>>370640093
Impatient. The program has issues copy pasting into different files but it isn't important that the colors are slightly fucked up since this is about the animation. And someone with eyes can look and see the only thing that's the same is the lower portion of the face.
>>
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>>370640389
>1 year of progress
>>
>>370640389
You got any sort of dev page i can follow? Im curious. I like this design and animation.
>>
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>>370640389
I also posted this car sprite, but it's an older version I need to upscale.
>>
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>>370640389
So tell me about your game. What's the gameplay gonna be like? What's the story concept, if there is one?
Can you code? Do you have any code work done yet?
The artwork is nice, looks cyberpunk-ish, or at least sci-fi. Where can I follow your progress? I wanna play your game.
>>
>>370640554
Dude, he has made one animation in one year.
Do you really think he has enough content to fill a blog of any kind?
>>
>>370640389
Fapping to this right now
>>
>>370640665
Shit takes time nigger. I wanna see this anon's shit.
Where's your game?
>>
>>370640516
>1 year of progress
Show me a timestamp of me posting it a year ago.

>>370640554
Sure, do you have an email I can send it to you.
>>
>>370640778
I'm not going to post my game because I don't want to be persecuted for being a bully, but I make continuous progress every day :3
>>
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>>370640815
>Sure, do you have an email I can send it to you.
Why not drop a link anon?
>>370640880
>I'm not going to post my game because I don't want to be persecuted for being a bully,
GAAAAAY
>>
how 2 code

me dumb dumb
>>
How long do you think it would take to learn enough to make a full fledged game?
>>
>>370611272

this actually looks good. I will buy it when you release it. Any way I can keep in touch with you to know your progress?
>>
>>370640815
>>370641016
>Why not drop a link anon?

Was kinda wonderin that to.
Not gonna make you share your blog or anything in public, but I also don't wanna share my email.
Good luck either way mate.
>>
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>>370640642
>So tell me about your game. What's the gameplay gonna be like? What's the story concept, if there is one?
I'm still hammering out mechanics with people but it'll be an isometric ghost in the shell style game. Hacking that isn't simply minigames and combat, etc.

>>370641016
Cause shitposters, but give me a sec and I'll grab it. Give me a sec and I'll grab bit.
>>
these threads need some challenges. like, people challenging others to make simple games or art just to hone their skills and keep things interesting.
>>
>>370641576
>I'm still hammering out mechanics with people but it'll be an isometric ghost in the shell style game. Hacking that isn't simply minigames and combat, etc.
Kewl. Will there be combat? Need I ask?
>Cause shitposters, but give me a sec and I'll grab it.
Double kewl.
>>
I just need a halfway decent turn-based battle system tutorial for Game Maker. I can make the rest if I can just get it started
>>
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>>370641792
>>
>>370641223
like 3 years
>>
>>370641223
depends on how smart you are.
>>
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>>370641576
>>370640642
tumblr.com/blog/prototitanindustries
I've been trying to build up a following and network on here as I make more progress, regrettable but not many places other than tumblr that I know about and twitter. Only other websites I'm familiar with is blogspots but never been sure how much traffic those get.


>>370640642
Also my bad dude was distracted and forgot to answer your other question.
>Can you code? Do you have any code work done yet?
Yes and yes, but not a huge amount at the moment. Sprite walking around, and been setting up more environmental stuff like terminals and doors.
>>
>>370641792
I think what you want is /agdg/
>>
>>370641857
>I just want something that tells me how to make my game
>>
>>370641853
>Will there be combat?
Yeah, though the combat will be a little more oriented around tactics than say action packed DMC stuff, that's the plan at the moment anyway. Also I've been up since 2AM and it's probably showing. So if I disappear suddenly I went and passed the fuck out.
>>
>>370642102
>tumblr.com/blog/prototitanindustries
The link doesn't seem to work... Brings me to a log-in page...
>Yes and yes, but not a huge amount at the moment. Sprite walking around, and been setting up more environmental stuff like terminals and doors.
Cool. It all sounds interesting. Really I don't think you could be working on it at a better time, since interest in cyberpunk is running pretty high right now.
Films like GiTS, Blade Runner, and games like Cyberpunk 2077 and RUINER.
I will watch your progress with interest.
>>
>>370642648
http://prototitanindustries.tumblr.com/
Try that instead, and thanks anon. Feel free to hit me up with questions or ideas any time.
>>
I'm going to rip off Undertale but I will remove the furries and make it more anime instead

How much money will I make
>>
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I'll be finished soon

then I can finally die
>>
>>370643151
Mine.
>>
>>370642364
Yeah, exactly. If cawadoody can drag and drop, why can't I?
>>
>>370607218
>[s4s]
kill your self
>>
>>370643270
was getting killed part of your plan?
>>
>>370627139

You need to block that thought from your mind and just think "which one next?"

Smaller goals get completed faster than big ones.
>>
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>>370642627
Neato. Sounds promising.
>>370642861
It worked, thanks. I will certainly squawk if I think of anything.
As a parting thought, I just wanna say again the art is great, really digging the backgrounds I see on your page.The new work on the MC is definitely an improvement over the earlier version, both in animation and the overall design.
The only thing I can say is you're gonna need some killer music to go along with that wicked art.
Best of luck to you anon, I'll keep my eyes open for you.
>>
Have to strip an entire block of code and rewrite it. After that the bare basics of everything will be fine so I'll just start building from the top
>>
>>370643390
how the hell does CoD do drag and drop?
>>
Here's my game idea:
you are a futanari MC succubus and have to corrupt pure girls and turn them into succubi so that they rape girls.
>>
>>370643514
Thanks anon, I appreciate it a lot.

> you're gonna need some killer music
Yeah I don't know what I'll do for that, but I'll cross that bridge when I get to it. I'm not going to try to learn how to make music so I'll probably end up hiring someone for that. Anyway I'm going to head off, you take care of yourself.
>>
Shilling my music in a dead thread that I made for Blanco

http://vocaroo.com/i/s00V5OYYbjHs
>>
>>370643723
CoC already exists
>>
>>370643270
>puzzle requires you to die to proceed
0/10
>>
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>>370643723
Now make it.
>>
>>370643916
How do you make this kind of music?
>>
>>370644304
Magical 8bit Plugin and a degree in music composition. But in all honesty, just rip some chords from a song you like and write a melody over it. It's called a contrafact.

If you want to make sounds like Undermeme, go get a soundfont player and the animal crossing soundfonts, lot of fun to play with. All of the above mentioned is free, minus the huge waste of money music degree.
>>
>>370643192
Vectorboy?

Nice sprite work.
>>
So if I can't draw, I should just do 3D modeling right
>>
>>370645112
If you can't draw, your models will consist of a cube and/or a sphere.
>>
>>370645264
So what you're saying is, I have to learn how to draw
>>
>>370643506
I do lots of smaller games. My college has a game dev club and we do lots of jams. I hate those insufferable faggots but I always win money

I want to try a bigger project now but the asset creation is killing me
>>
>>370645445
Just like how you learned how to code.
>>
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>>370644758
>spend 3 years getting a music degree
>use my skills noodling around and making 30-second tracks in reason
I feel you anon. I started my gamedev project as an excuse to score a game.
>>
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I'm making an Ace Attorney clone set in ye olde Not-Medieval-England. Unfortunately I can't draw for shit, so I'm just working on the script and putting some missing features (like a save system and an options menu) into the game. It's been a while since I've posted here, but I've reworked a few parts, mainly the camera system and how it handles testimony/presenting after a choice.

Not too sure what to show, so here's an updated version of some section I showed a while back.
>>
>>370645640
That's what I keep telling myself I'll do. Make a game to showcase my music. Glad to see I'm not alone. post your music
>>
>>370645615
I haven't even done that yet
>>
>>370645769
me neither
>tfw nodev
>>
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Starting to make attacks again after doing some graphics rework, here's a cool one
>>
>>370645752
https://drive.google.com/open?id=0B-mjpeCuhA4ebDNsQkdjQmdHLXc
Different guy here though. I wrote a lot of "video gamey" music before, but it's hard to find projects I wanna work with. Most amateurs aren't serious enough, and it's hard to break into professional projects.
>>
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>>370644028
not text-based
>>370644150
I can't code, but I can sprite mediocrely.
>>
>>370612334
I don't like the motion of the head. Feels like she's saying no. You're a real animator though.
>>
>>370645901
pretty fuckin cool battle system
>>
>>370646094
I've just been working on small projects hoping they get pushed to Steam and adding them to my resume.
>tfw almost worked on Yandere Simulator
>>
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I'm looking at some good money soon that'll double the amount of wageslaving I'm doing right now and essentially kill any personal dev'ing of Paper mario super star saga i'm doing. Though i'll be able to privately fund a team to finish over the chassis i've already built so there's that.

How many of you actually use the emergency block in paper jam?
>>
>>370646258
Thanks. Designing the enemies around it is pretty tough though
>>
>>370634341
Make it a SRPG shooter, none of that bullshit where you can freely move in front of an enemy's line of vision on your turn like most turn based games. It should be death to be in an open area, you can go from cover to cover if the unit is fast enough or the enemy is suppressed. You will also save a lot of time in animations.

Optionally, add porn or both.
>>
>>370641320
thanks anon, i wouldnt keep your hopes that high this early on, but if you wanna see my slow progress ive got https://twitter.com/scarfdev and http://scarfdev.tumblr.com/
>>
>>370645901
>fade away to alternate battle dimension
please, it's not the 90s anymore
>>
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>>370645752
Hoo boy.
https://clyp.it/adpa5xiz
Village theme made years ago for BroQuest. The experience... soured me somewhat.

https://clyp.it/kye1lcbp
Boss theme based off a track from the aforementioned project.

Pic is my WIP Zelda clone. Hopefully I'll be posting in this thread more often once I've planned more of the content. The 1-man-army struggle is real.
>>
>>370646427
dodged a huge bullet there
>>
>>370612869
Thanks. Saving this.
Honestly, between 5 friends, only myself and one other person is interested. I've been getting familiar with the Unreal engine, as well as attempting to use Blender, but i have close to zero artistic skill.
Basically two people are writing lore and a story for the world itself. We already have a few different races and we're both working on seperate coming-of-age stories for the two leaders.
Literally any help would be appreciated.
>>
>>370647213
I asked to make a contract with him and he was like lol I have a bunch of people lined up wanting to work for free.
>>
Any good tutorials /site for learning c++ or c#?
>>
>>370646640
I think the future of a lot indie developers is partnering with other artists and their franchises. The most recent example is the Steven Universe games. If you have the financial base and a prototype I think it would merit some consideration to contact indie artists. Why not gather an already existing audience and an attractive artstyle and story? I'm not saying going to CN, Adultswim or Nick but there are plenty of indie authors and online comic writers with huge autistic fans.
>>
>>370647151
Good shit anon. I want to make a rhythm game, but they sound like a huge pain in the ass.
>>
>>370646785

Kinda like valkyria chronicles? I like that idea, but I'm a tad worried about the scenario of just stacking units in an area and they all just blast anyone that comes through; I guess you can balance it by enemy suppressors or something. Definitely interesting, thanks anon!

Also I'm a sucker for lewd, but that requires competent art, and since I chose 3D I'm kinda making it difficult.
>>
>>370647359
He really has brainwashed his fanbase hasn't he. Tinybuild is insane for making a deal with him
>>
So how do you get the interests of artists/music people? This is if you're a dev.

without money
>>
>>370648150
accept that they'll work very VERY slowly because they have other jobs/interests.
>>
>>370648150
So how do you get the interests of devs/coder people? This is if you're an artist.

and also an ideas guy
>>
>>370648150
Not very fucking likely.
>>
>>370648427
>>>370648150(You)
>So how do you get the interests of devs/coder people? This is if you're an artist.
>
>and also an ideas guy

The obvious is a portfolio as an artist, but as a dev how else do you show competency unless you've already made a good looking game? An artist doesn't care about complex code (and it isn't too apparent at first glance unlike art) but how you utilized whatever art they may provide.

I guess I just need money.
>>
>>370648150
[email protected]
Send me an email and we can talk. I have an extensive portfolio and have worked pro in the past. I haven't worked on a project in a long time and am looking to get back into it, if there's a project that interests me.
>>
>>370648775
Personally, if I saw the game and was interested, I may work on it some.

The other thing is a contract. If there's something in writing, that's also promising.

send me an email [email protected]
>>
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>watch GDC 2017 vault
>stumble across a conference talk by a woman
>it's about cuteness and why you should dotted eyes to everything
>>
>>370626540
>>370627139
Pretty much the same thing here, but I mock things up occasionally for it.
>>
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>>370648427
>and also an ideas guy
Hello there! I am ideas guy! Nice to meet you!
I have very extensive portfolio, I'm actually a bit of a prodigy! I've been daydreaming since I was four (4) years old! I have consumed a multitude of various types of media, from video games, traditional/card games, literature, film, all the way down to novelty items such as action figures!
See my attached portfolio! I think you will be very dissapointed!
Please contact me with a (You) if you are interested! No need to hesitate!
Thank you for your time and consideration!
>>
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>>370649753
what do I win?
>>
>>370649916
Severe depression
>>
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>>370649916
>>370650182
>>
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Making dialogue portraits.
>>
>>370649753
>>370649916
HARNESS THE POWER OF GARBAGE
>>
>>370611272
good character design
>>
My game have nudity (not porn, sorry), should I consider the people who don't want to stare at 2D tits and add the possibility to hide it?
>>
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>>370650740
Posting a best.
Keep up the good work.
>>370651274
Yes, its probably a good idea. The implementation will depend on the type of game.
>>
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I'm flip flopping back and forth between three or four ideas, and I get the impression that what I make is going to be a horrid mishmash of all of them.
Tell me what sounds the most fun, anons:
>tactical shooter with /cyb/ elements
>fire emblem plus m&b napoleonic wars
>semi-post apocalypse/scifantasy with mecha
>roguelike megastructure exploration
I had the most planned out with the first one, but then I realized writing for it was going to be very hard and I couldn't find a consistent visual style I liked.
Aesthetics aren't a problem in the others, but I'm not as enthused about the gameplay ideas.
One isn't going to be any harder than another to program and design.
Pic unrelated.
>>
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>>370651630
>>semi-post apocalypse/scifantasy with mecha
>with mecha
>mecha
Mecha?
Mecha.
>>
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>>370651630
>One isn't going to be any harder than another to program and design.

>but then I realized writing for it was going to be very hard
>>
>>370651630
>>semi-post apocalypse/scifantasy with mecha

you can't do this one
>>
Yeah, seems like writing for that idea would be the hardest.
>>
>>370643270
nice puzz
>>
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>>370651857
???
>>370651795
I don't know how to make any meaningful contributions to the genre in terms of gameplay in that department, otherwise I'd be all over it.
I'd probably just end up making an armored core knockoff.
>>370651807
I mean that's balanced out against how I feel about doing the other things.
>>
>>370652149
>I don't know how to make any meaningful contributions to the genre in terms of gameplay in that department, otherwise I'd be all over it.
Eh. As long as I can zoom around in a sweet ass mech and murder some dudes in an interesting setting, I'm cool.
Its your game dude. You have the final say anyhow.
>>
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>>370652149
>I mean that's balanced out against how I feel about doing the other things.

number one, fuck the writing, it's one of the easiest parts

number two, you are deluded if you think all of those are equally challenging in terms of art and programming

number three, art and programming are 90% of the work, so pull your head out of your ass and address those first before worrying about your porno's story
>>
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>>370652360
Yeah, I guess I'll just have to muddle around in my 3d programs until I develop some things a bit more.
>>370652462
>number two, you are deluded if you think all of those are equally challenging in terms of art and programming
It's funny how you know all these things when I have given you zero details about any mechanics whatsoever. It's unity, my dude. I'm familiar and I'm not worried about it.
The number of assets I'd have to make for any one of those depends on the details.
And writing is hard if you want it to be good.
>>
>>370652832
>And writing is hard if you want it to be good.

so write a book
>>
>>370653035
Even choose your own adventure novels aren't very interactive, anon.
>>
>>370623485
Just start making assets and see where it takes you
>>
What would be a good engine for a resource management third person shooter game? I'm propably going to attempt it on unity but I've never seen good npc interaction done on it before
>>
>>370653965
Unity would be fine, NPC interaction isn't really an engine dependent thing
>>
>>370653965
>I'm propably going to attempt it on unity but I've never seen good npc interaction done on it before
Unity's main failures are its performance and its lighting, which even good users can only work around.
Beside that, it's up to the programmer to put together decent gameplay.
There's not reason why you couldn't program some decent npc interactions, and I'm confused as to why you think any engine would be better or worse at doing something so specific.
>>
>>370654332
>>370654279
Dunno, just went by what i saw and played and assumed there were some weaknesses that i haven't heard of before.
>>
>>370654752
Never judge an engine by what people have made with it.
Unity's the easiest, so a lot of people make a lot of garbage with it.
But it's also what is being used for Verdun, Satellite Reign, Pillars of Eternity, and a bunch of other quality stuff.
>>
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https://triumphofthecosmos.wordpress.com/
Coming along nicely, lots of work to do still. I don't really like the name so I'll take suggestions (for names or anything really). You can read the about page on that wordpress or this:
Starts as an rpg in space where you control a single space ship, and you will progress through several realms of gameplay into an empire that can span the entire galaxy. The engine supports pseudo-realistic physics (actual orbital mechanics, although you don't have to worry about them much like Kerbal Space Program) and a dynamic time scale.
>>
>>370655538
btw I'm currently working on the most fun part, making space ships work within the engine. It's definitely a bit of a problem but I've really enjoyed thinking about how to solve it and I think I'll be able to do it within a few days now.
>>
>>370610796
>early access
go and stay go
>>
>>370605134
Bampu
>>
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>>370649753
welp. i tried to be honest, but a few others might apply too.
>>
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>>370612630
That's it for now

Good night, people!
>>
If I go ahead and map a collision box to every major bone in a character's body in unity, how much do you folks think I'll be losing performance wise?
If the prefabs are any indication, it seems like they don't want me to do this, but I feel like that would make for irritating gameplay in anything which requires this sort of precision.
>>
>>370660531
>If I go ahead and map a collision box to every major bone in a character's body in unity
depends what those boxes are colliding with. This is what games do for ragdoll death animations, but most games have a strict limit on how many ragdolls can be around at once (5-10 maybe?). If they are just collision markers and not simulated rigid bodies then it's absolutely fine on performance, half life and counterstrike used hitboxes 15 years ago
>>
>>370660531
It's mainly a question of how many collision checks you'll be making.

Games like TF2, for example, have collision boxes for every bone but they are only checked for collisions with bullets.
>>
>>370660647
>>370660706
>If they are just collision markers and not simulated rigid bodies then it's absolutely fine on performance
>have collision boxes for every bone but they are only checked for collisions with bullets.
This is good news, thank you anons.
>>
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>>370649753
Pathetic piece of shit with no one to blame, but himself coming through.
>>
>>370661131
iktfb

i had a lot more drive and direction a year or two ago, but now i just feel useless, apathetic and lack motivation to do pretty much anything dev related

how do you get it back bros?
>>
>>370661867
start a new game
>>
I don't understand how to learn how to code/program. I've been at this for six months and still can't finish a game. Children can do this and I'm still fumbling with everything. Seriously considered committing sedoku today.
>>
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>>370649753
Pretty good compared to the other faggots here.
>>
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Rate my main menu. not final, but almost ready for demo
>>
>>370664682
I'm for it.
>>
bumpu
>>
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>>370664682
Show us what happens when you go from Options straight to Main Game
>>
I was doing pretty well for a while but crashed and now am insanely demotivated.
Any programmers wanna help an artist/concept guy get some simple projects going? Could help me get back off the ground.
>>
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just need to finish some icons and do some quick balancing and i'm good for a public alpha
>>
Dicking Around in FL studio
Does this sound decent?
https://drive.google.com/file/d/0BzRmcqMg36oFZGpfMmt0RVd3d0U/view
>>
y'all niggas need to sort yourselves out
>>
>>370664682
Very nice, reminds me of Conker
>>
>>370634124
Tell us more about this, please.
>>
>>370645740
what's he lyin about
>>
>>370667202
good, thanks
>>370669515
it just slides to that camera, it might go thru the floor a bit. still moving them around
>>370671278
cool thanks
>>
>>370605134
Lumberyard any good?
>>
>>370675201
Little thing to prevent the camera from going through the ground is to force it to go back in the center in-between transitions.
>>
>>370675379
Its rebranded Cryengine.
They both lack documentation and the one there was changed from version 3 dramatically in version 5.
They only work with 3DS and Maya since the Blender plugin is unfinished.
>>
trying to code a proper battle>battle animations>back to battle system is harder than expected.
>>
>>370669801
What's this, a sprite-based Civ game?
>>
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Working on assets for a sell-out visual novel in order to fund the project I want to actually work on.
>>
I finally decided to try out some ideas that I have. Starting researching technology and tools that I will ned. I'm a pretty good coder myself. Plus I'm ok with sound editing and producing. Shit at art though, so it will be a problem. Probably can learn some simple pixelart and find some artanon later to work on more serious stuff.
>>
>>370675645
It's shit, then.
>>
>>370676480
>Furry
Are they going to cross swords?

If not it's still really degenerate
>>
>>370622053
question : What tech do you use for smoke? Alpha sprite?
What about the clouds?
>>
>>370650740
You have my interest.
Tell me more
>>
shameless bumpo
>>
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>Makes 2D and pixelshit
>IMMA GAMEDEV!!!!
>>
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How is it possible for an AAA studio to make eyes like pic related : There are tons of manuals for eye shaders in cryengine/UE4.
>>
>>370678489
>make dumb frogpost
>IMMA SHITPOST!!!!

Every time.
>>
>>370676787
Really is,any example code that was there was stripped when they sold out to Amazon and the Flow Graph editor is way behind of the one in Unreal engine.
>>
>>370678489
>Makes 3D realistic games
>Never releases a single game because making a game like that solo would take take 10+ years
>>
>>370678582
Hire mcDonald cashiers
>>
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Enemy sprites!
>>
>>370679173
Nonono. Even mcdonald cashier would have done a better job :
>google "eye shader"
>first result is this : http://docs.cryengine.com/display/SDKDOC2/Eye+Shader
>"2014"

HOW THE FUCK IS IT POSSIBLE TO MAKE AN EYE LOOKING LIKE THIS>>370678582
ITS 2017 FOR CHRIST SAKE
>>
Working on this dumb runner style mobile game. Finally nailed my level unlocking system which was a bitch since there are so many ways of doing it so I ended up with my own.
>>
>>370676663
>Can't do art
>Go for pixelart
What a typical lazy bullshit indie solution. Fucking hire some broke-ass freelancer to do your art once your game mechanics and shit is on place.
>>
>>370678582
it's not a shader issue at all.
It's just a shitty artist that colored that shit in 20 second, using primary colors.
>>
>>370680124
>>370679879
I wonder how many shitposters are in this thread. I bet it's always the same one guy.
>>
>>370679879
>Fucking hire some broke-ass freelancer
I don't think you ever tried to budget that stuff yourself for a whole game, even at the lowest price/quality available.
>>
>>370680184
My eye comment isn't shitposting. The issue on that face is painting the iris and sclera in ms paint then putting it on a photo realistic skinned face. Shaders are an after effect, they won't fix something that is fundamentally flawed.
>>
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>>370680124
>>370680289
I really doubt that it's an issue about the iris art only.
It feels like the eyes is made of porcelain.
You can check the other characters it's always the same shit.
I really think they skipped entire parts of the eye shading process.
1st time i see bad eyes in a recent video game.
>>
>>370680202
I highly doubt the scale of your game is going to be AAA tier. Freelancers don't charge much for decent sprites and textures but whatever man, do your generic pixel shit.
>>
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Added a melee and finished up jam clearing animations for our Trench gun today.
>>
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I'm on a quest to make the most obnoxious visual choices ever
>>
>>370680648
>sidera
did someone misread "sclera" with bad kerning
>>
>>370680670
So, as expected, you have no clue of the work charge. Typical.
>>
I'm so fucking sick of how shitty Unity's lighting is, I swear I'm going to just switch to Unreal. Unity's lighting engine is just downright broken, full of issues and lighting artifacts no matter what you do.
>>
>>370680648
you are over zooming and seeing problems that don't exist on the original.
No amount of wetness will save that 2 color job.
Take art class, it's important.
>>
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I can't decide between 2D or 3D for my game, 3D will look far better and be much more immersive but will sacrifice gameplay features whereas 2D will look worse but allow me to do more stuff.

And then their is the issue of trying to pick an engine, how do I know which one is right for my project and skill level? I haven't even started and I am overwhelmed.
>>
>>370611171
This looks awesome
>>
>>370681590
the answer is, as always :
-2D
-homebrew javascript engine
don't even try to argue with me on this.
>>
>>370681156
Make the tap little bit faster and energetic.
>>
>>370681832
"Life is too short to write an engine for each game"
>>
>>370681832
>homebrew javascript engine

I understand a lot of people here are trying to make games, not learn CS, but come on. Unless you're specifically making a browser game, pick a sane language.
>>
Whats your guys opinion on UE4?
>>
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Answer this honestly:

Would you play a futuristic rpg in which you kill abominations like pic related?
>>
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>>370681832
>homebrew engine
>javascript
dumbest shit I've ever read in these threads
>>
>>370682326
sorry! my bad. if you want quick easy results then assembly is the way to go, you lazy piece of trash
>>
>>370682478
are you fucking trying to rip off rahxephon?
>>
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oh boy time to reshill
>>
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workin on tiles
>>
>>370682478
Depending on the combat
>>
>>370682478
You mean parasite eve 2?
>>
>>370682478
Describe the gameplay, "futuristic rpg" doesn't tell much
>>
>>370613768
holy shit this game is 2cute4me
>>
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thread still alive? nice
>>370631570
thanks but i don't think i could make it through for a few different reasons
>>370635864
thanks
>>370640181
glad to hear! i prepare most of the sounds on my own with a few contributions for the game; no music or musician currently
>>
>>370618060
I like it, I would add some animation when the ship moves up/down so it doesnt look so static
>>
>>370682559
Ease up, man, I'm not trying to shit on you. I'm only saying there are better tools for the job. You want to play around with js, be my guest.
>>
>>370682478
>Would you play a futuristic rpg in which you live in weird city full of said abominations then get out of said city with help from ara ara only to find out ayyyliens have taken it over, your mother is half ayyylien and ara ara is actually your 1st crush and then find out time stopped for you but she still loved you and then you get on the fucking mecha and ripntear shit?
Yes.
>>
>>370682659
Look into a game called Hurdler

>https://www.youtube.com/watch?v=PZxrHxM_tQ8
>>
i know source has a bad reputation here but does anyone know a specifically good retard-proof tutorial for vscript?

I want to port some things from gmod into other games and really don't know how to get started
>>
>>370682632
I only used that image as an example. I meant to say that you can kill weird creatures like the angels from evangelion or the dolems from rahxephon. They're easy to animate and serve to give the impression of an alien world.

>>370682683
Turn-based but couldn't decide if like chrono trigger (in map, without transitions), like darkest dungeon (in rows), or like mother 3 (rithm based)

>>370682727
Haven't played it.

>>370682764
I'm a big fan of morrowind, so I'm trying to do something similar (alien world with lots of lore). the game will a 2d open world rpg. Nothing special, really. turn-based combat, crafting, getting new party members (like suikoden 2), side quests, etc.

I have most of the lore written.
>>
>>370683219
Where is that from?
>>
>>370683386
Ah man, the memories. Sometimes you're alright /v/.
>>
>>370683176
i'm teasing, i'm not used to these threads and i'm browsing AGDG at the same time and the overwhelming cynicism of that place is rubbing off on me
in all seriousness tho js is what i've been coding for years and i've made some pretty neat stuff with it, but it's obviously not from everyone. i start my engine nearly from scratch with every new project, it's kind of exhausting and i wouldn't judge someone who wants to just make game with an existing engine instead of muck around with code
>>
>>370683469
RahXephon aka Evangelion but better.
>>
>>370669801
Can you tell/show more? Looks interesting.
Rarely you see some building/management/civ like games in these threads.
>>
>>370683613
I'm an idiot, I've already watched Rahxephon but couldn't recognize the story you were telling me.

I like both.
>>
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>>370681281
>obnoxious
Then you must use Comic Sans. I hate the people that use it.
>>
>>370683598
I know what you mean, I've been using JS for a bit for work related stuff, but honestly, I wouldn't use it for games. Recently we jumped over to Typescript with angular2 and all that jazz, which I prefer over javascript.
>>370683613
>Evangelion but better
that's reserved for Bokurano.
>>
>>370683824
Thats just abuseful
>>
>>370683092
Cuuute.
>>
>>370678489
>Plays games for graphic not for actual gameplay & mechanics

You should be better off watching movies.
>>
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>>370683662
it's browser-based and semi-idle, been working on it for most of the past year
goes up to early iron age right now but stuff like agriculture etc will have to wait until after the alpha release
>>
are youtube tutorials good for learning code or should i just buy a book
>>
>>370684254
What code?
>>
>>370684254
Read a book nigga
>>
>>370684254
No one can answer that for you. Some people prefer them, some don't. It depends entirely on you.
Here's some advice: try everything and see what you like most. Personally I can't stand video tutorials.
>>
>>370684254
honestly i just google tutorial blogs, and then every question you have beyond that can be found on stackoverflow
>>
I have a question.

Why people are getting triggered if I have a few triangles in my meshes?
Modern engines should be agile enough to handle them right?
>>
>>370684102

I fucking see you there, Orteil.
>>
>>370684254
use codeacademy
>>
>>370622161
Your promotional material looks really amateur which might be why it hasn't been selling well.
>>
>>370684803
game is almost done and i felt like dicking around, sue me
>>370684651
what's wrong with triangles ? doesn't every engine just chop every quad into triangles before sending the mesh to the GPU anyway ? heck maybe that's even done by your modelling programming when exporting
>>
>>370684803
Holy fuck Orteil still comes here? Thought he left 4chan ages ago
>>370685192
hey nerd
>>
How do I into a color palette that doesn't looks like diarrhea?
>>
>>370684651
what? you're supposed to be triangulating your meshes. do you mean n-gons?
>>
>>370685329
less brown and babyshit green
>>
>>370685329
Read about color theory.
>>
>>370683598
Alright, I see you. Personally though, I just can't truck with dynamic typing and the general insanity of the js ecosystem.
>>
>>370685341
No not n-gons,straight up 3 sided polygons.

>>370685192
>doesn't every engine just chop every quad into triangles
Then why the fuck everyone even in tutorials is saying to avoid triangles in meshes and do everything in quads?
>>
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>Want to make a game but I'm too untalented/inexperienced/unmotivated/lazy/retarded/afraid of failure and criticism

Should I just kill myself?
>>
https://my.mixtape.moe/bjphsc.webm

I have pick up-able ammo now, along now working on multiple weapons.
>>
>>370685547
https://www.pluralsight.com/blog/film-games/ngons-triangles-bad
>>
>>370685721
I totally didn't see that model belonging to this game.
>>
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>>370682662
Cute cowtits. Unfortunately I'm into lolis.

I keep asking updated info about pic related.
>>
>>370682383
It's not everything I wished it to be, but it's pretty fucking good. I thought I'd scoff at people using that blueprint shit, but it's actually pretty handy when it comes to whipping out prototypes and shit quickly.
>>
>>370685329
colorhexa.com
>>
>>370685535
different strokes i guess, i personally can't be arsed to deal with typed everything and memory management. js is nice and sloppy and that suits my lazy ass just fine
>>370685547
when modelling, quads are much easier to work with when subdividing and looping edges; if you're doing low-poly or just some chill amateur game tho there's no need to get too autistic about it
>>370685626
most of that stuff only really matters if you're looking to make a game for other people. you can make a game for yourself first, that's just as valid (won't bring in the dosh tho)
>>370685265
i never left, anon.
>>
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>>370685870
It'll work out. Once I get the base everything down, then I can focus on solidifying the art style.
>>
>>370685792
It doesn't clear how exactly the problem is caused by using triangles.
"may cause problems during animation" is really not enough.

Thanks anyway.

>>370686104
>when modelling, quads are much easier to work with when subdividing and looping edges
A model is a model,for what usage is irrelevant.
I wanted the reasons for avoiding even a single triangle in a mesh since I constantly hear that from everyone.
If the right way is to use quads only i want to hear the logic behind it.
>>
>>370685626
How old are you? If you're over 40, then it's probably over, otherwise apply yourself, you fuck.
>>
>>370686265
Basically triangles cause skinning algorithms to mess up because of how the mesh is triangulated internally in Maya or whatever engine you use. Really it's the mix of quads and triangles rather than triangles themselves. If you model using purely triangles its fine.
>>
What are the absolute essential pieces of software needed for cartoony style 3D graphics?

Think Pokemon XY and up.
>>
>>370686605
Wait, so are in-game models composed entirely of triangles and not quads?
>>
>>370686778
Yes

No game engine can run quads, everything is triangulated.
>>
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>>370686607
Not software, but I guess that you're going to use some cel-shading, right?
>>
>>370686778
Technically quads are just two triangles rendered together. But yeah, models are always triangulated
>>
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>>370686605
Alright thats much better,at least I now know the root cause for the autism.
Thanks anon.
>>
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>>370686265
>>370686605
Pic related.

>>370686830
>>370686965
Modern game engines, yea. But
>No game engine can run quads
isn't quite true, the saturn and the diamond edge 3D card (which was basically saturn hardware shoved into a graphics card) ran quads.
>>
>>370682662
Your game is almost out for like half a year and it's still not playable. What in the flying fuck.
>>
>>370686963
did that guy suffer an oxygen shortage or something
>>
>>370687527
Wait, what?
>>
>>370686963
That's what I'm after. Think Ni no Kuni too.

Are you implying this is difficult to achieve digitally?
>>
>>370680289
>>370680648
plus, they didn't model the "iris going in" and then add a transparent dome on top (to get the correct highlight/reflections), they just modelled the iris outward so it looks like everyone's wearing bad contacts.
>>
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>>370605134
>every type of game has been done already
>the game you want to make has probably been made already and much better than you can ever do because it was done by professional artists and developers
>even if you manage to put in all the effort to create the game thats only half the work, you then have to market it afterwards or else no one will play it
>In the end you lose more time and money than you can profit
>companies would rather hire people with computer science degrees than 'self taught' game dev's

whats even the point? unless you're doing it for fun game dev is worse than drugs or gambling

t. someone who actually wasted years and thousands of dollars to make a game and failed miserably.
>>
>>370681590
prototype the whole thing in 2d. i repeat, THE WHOLE THING. then adapt it to 3d. you'll thank me later

but do occasional practices of 3d modelling/coding to get a feeling of what is necessary, how long x feature takes, how the pipeline from modelling/texturing/animating to working in game logic works, etc
>>
>>370688335
You failed because your game was shit.

There are plenty of ways to create a successful game, you just need the right skillset and mindset.
>>
>>370682659
with that tech you can probably get some neat gameplay/puzzles out of shortening/extending legs, walking on walls/ceiling, having more than 2 legs etc

looks really noot
>>
>>370687870
I have never tried, but it doesn't seem complicated.
>>
File: 4628468248.jpg (140KB, 1350x900px) Image search: [Google]
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>>370685948
Does that game have the option for headpatting and cuddles or is it all about the edgy?
>>
>>370687761
the creator of that image

he writes like a retard
>>
>>370682659
Why do I keep imagining the bird making an autistic screeching while running?
>>
>>370623359
i like it anon
>>
Can someone motivate me? I'm tired after exams and I have alot of freetime. The only thing Im doing is playing videogames. HELP
>>
>>370605134
>lumberyard
Is there any point?
>>
>>370690210
work on it just for 15 minutes. pick a thing to do, even if its just writing down ideas in a notepad or excel file, or looking at tutorials, or coding a super simple feature, or doing a 15 minute speedpaint/speedsculpt/speedmodel/speed composing a beat

do this ESPECIALLY when you don't feel like it. you'll feel good about yourself afterwards because you did it
>>
>>370690346
Free promotion through amazon.
>>
>>370690346
Star Citizen moved from CryEngine to this.
>>
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>>370688248
I'm not such a graphicwhore usually but damn. Good looking "pbr" eyes became a standard on this gen. Every dev did it right.
It's painfull to see this kind of work.
>>
>>370690346
Integrated twitch support
Free as freedom,no royalties
Cons are documentation and must have 3DS and Maya since it is designed from ground up to use them at maximum.
>>370691668
Its literally the same engine,just re-branded.
>>
>>370692304
i get the feeling most of the problems with the new mass effects models and animations looking off is a combination of:

- mostly low budget/very short time of development
- inexperienced art director, rigging director, animation director
- over-reliance on scanning actors faces instead of modelling from scratch or polishing said scans
- over-reliance on motion capturing still expressions (the extremes such as pain, happy, sad, etc, plus phonemes for speaking) from said actors and then not knowing how to correctly deform between them (needs a good rigging director and good animation director + time)

but mostly not enough money/time, and quite possibly nepotism/hitting minority quotas for your main art positions (as we can also see with the voice acting, the tone of the writing and art style)
>>
File: Sakeretsu Animated Logo.gif (27KB, 640x640px) Image search: [Google]
Sakeretsu Animated Logo.gif
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Pretty good, just wrapping up development now. bugfixing/balancing.

http://steamcommunity.com/sharedfiles/filedetails/?id=793755731
>>
>>370686607
You need a modeling software to make the basic models and something to make the textures for them. And you need a 3d engine so that you can write a custom shader for the outline and the shading.
>>
>>370688335
If you have this little imagination then you'd be better off doing something else.

Some indies have been making bank just by remaking old games. Just because a game was already made doesn't mean it can't be made again.
>>
>>370669728
I'm interested anon
>>
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help me out here, goys
trying to figure out colors for the starting levels of my game, which one looks better?
I made a strawpoll but feel free to give me some criticism here on the thread too
http://www.strawpoll.me/12542888
>>
>>370695480
1 if you're marketing to boys, 2 if you're marketing to girls
>>
>>370695480
bottom def better, but only because the contrast on the background is better on the bottom one, kinda bad on the top one.

the green color scheme for the foreground you used on the top one is nice. maybe pull a sonic 3 and make it different colors in a same level
>>
>>370695480
Neither of them look bad, but I don't like them either. A little bit more detail would go a long way instead of just having blank flat colors. Like, you have little flowers for the ground, but you completely ignored the foreground of the walls.
>>
>>370695480
bottom one has a lot of contrast between fore and background -which isn't bad per se, except the grass... tips, also blend into the background, and looks far too desaturated everywhere except the pink

honestly really no contest here
>>
>>370633219
Haven't used RPG Maker since the 2003 version. I might give it another try. This looks really good.
>>
Homework prevented me from actually coding but I have a decent idea that I could realistically make since I've already made an Asteroids clone. Bosconian roguelike.

Just gotta finish up watching tutorials on Gamemaker so I can feel more comfortable. Need to know how to screen scroll as opposed to having fixed rooms.

Also jumping between Gamemaker and coding Java for school is a headache.
>>
File: artillery map unit.gif (51KB, 320x320px) Image search: [Google]
artillery map unit.gif
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made a cute little artillery cannon sprite/animation last night.
It's going to be a boss, and is 4 times the size of the other map units.
>>
File: image.png (199KB, 1009x791px) Image search: [Google]
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>>370696981
Also some shitty concept art for a chef/short order cook NPC for some Mother-like I might make once I get better.

Fuck hands and shading dude.
>>
>>370697757
Feels very early 2000s newgrounds.
>>
>>370692446
>just re-branded
And limited to what Amazon want to give us.
>>
>>370697286
I like it but I would either add a few more frames or slow down the animation speed.
>>
>>370611171
whats your twitter handle?
>>
>>370697849
Well it's concept art. Was going to use it as a base for when I make it into pixel art

But yeah it's kinda shit.
>>
>>370611272
whats your twitter handle??
>>
>>370697757
super meat boy?
>>
File: assets.png (27KB, 573x602px) Image search: [Google]
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I've just been drawing assets, mostly. I have a laundry list of things I need to draw and it's a mile long.

This was way easier when I had ADD medication, I have a really hard time finding the motivation to work nowadays.
>>
>>370698398
>This was way easier when I had ADD medication
This shit makes you work?
>>
File: FF_Goodnight.webm (2MB, 1280x720px) Image search: [Google]
FF_Goodnight.webm
2MB, 1280x720px
Cozy progress here
>>
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>>370698628
Yeah, when I was on ADD meds I could sit down and work on my game for 12 hours at a time.

Now I have a hard time doing anything at all and want to puke whenever I open GM:S.
>>
>>370698037
paperbugdev
>>
>>370698628
you've never heard of ritalin? have you been living under a rock? it's famous for being abused by college students to keep up with their studies
>>
>>370612334
most people keep their head straight on when sprinting, the shaking of the head is really obnoxious imho tbqh famalam
>>
>>370698696
is this a rune factory clone?
>>
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0iraglassquote.png
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>>370690210
>>
>>370698238
Yeah everyone I've shown it to says that.

It's a fair comparison since I had reference art of him, Anger from Inside Out, Bob Belcher, and the cop from Freakazoid next to me.
>>
>>370698628
>sheltered anon
>>
File: ANGER_Fullbody_Render.png (980KB, 862x844px) Image search: [Google]
ANGER_Fullbody_Render.png
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>>370697757
hmmmmmmmm
>>
File: dad-anger-inside-out.jpg (47KB, 320x240px) Image search: [Google]
dad-anger-inside-out.jpg
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>>370699097
oh ok, that makes sense. Might be a little -too- similar though
>>
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barrels.webm
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Currently transforming this game from a regular kings field clone into a bit more.
I realized that fighting enemies is nice and all, but since I take notes from Thief in level design I need to introduce some emergent gameplay elements.

As so often this starts with blowing shit up.
Essentially I want the player to be able to break open doors with this in case they cant find a key.
>>
>>370699412
That's neat as fuck.
>>
>>370690769
This actually sounds helpful. Thank you very much anon.
>>
>>370699156
>>370699097

Too slow on the draw

>>370699352
Yeah. Hopefully I can make him look better behind a grill.
>>
>>370698398
>370698398
plague dev youre still posting? get your stupid ass on agdg for christs sake
>>
>>370699635
Oh fug I've never seen the movie does he get a mustache in it? Shit damnit.
>>
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>>370699638
I've been around, I shamefully lurk agdg but post naught because I'm ashamed of my lack of progress

I did make this though
>>
>>370699412
good

fallout new vegas had a mod that let you blow up locks with explosives, requiring high explosive skill levels to blow up high skill locks. Was really great desu.
>>
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>>370699728
It's the Anger in the main character's Dad's head
>>
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asdf.png
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H-how can I turn the "Granblue Fantasy" art style into 2D platformer pixel art?
>>
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BlockStockZen.webm
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Working on high-level/late-game combat mechanics from Mayhem League that I had been meaning to reimplement.

+Zen (Witch Time) and Reflex (Bullet Time) are back. We now use a master slow-mo manager to handle both, as well as to handle juice slow-mo (for example, the little slowdown right when a perfect dodge is triggered). Using a manager guarantees against corner cases where two causes of time dilation adjust trigger simultaneously and there's a global/custom mismatch, which can lead to extraordinarily long bullet time, the player moving through the normal world at 10x speed, etc.

+Zen now has VFX/postprocessing. I've got something planned for Reflex as well but it isn't implemented yet.

+Block Stocking is back! This is my favorite. It's slightly modified from Mayhem League in that Dodging now has no effect on it, rather than acting as a non-conditional override (block is a conditional override and will only stock a move if one isn't stocked; in ML a dodge would overwrite any stock, but in Dixie the only way to overwrite a stock is to use it).
>>
>>370699817
Damn, night in the woods was a real let down but looks good dude.
>>
>>370699412
Why are the barrels made of porcelain?
>>
>>370700060
Aw, I really loved it. Probably my favorite "Game" to come out of the last couple years.
>>
>>370699020
More or less. Focused more on dungeon crawling and making fat stacks of dosh rather than all the relationship management stuff
>>
>>370700139
that's the world grid standard texture, still need to apply a proper texture to the broken parts
>>
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>>370700037
Look at FFTA art
>>
>>370700412
I was referring to how it breaks into shards instead of splinters and boards
>>
>>370700412
I think he means because when they break, they fracture in clean lines like a flower vase instead of splintering along the wood grain like a wooden object naturally would.

I know Voronoi cell destructibles are a UE4 automatic but you might look into whether you can use some sort of world-space pixel offset on the fractured-surface inner material to create "splinters" jutting out of the wood parallel to the grain or something.
>>
>>370699828
Sounds like I should probably steal more shit from various Bethesda mods.
>>
>>370700039
Are you the next Taro Yoko?
>>
>>370699878
:( back to drawing board I suppose. Or maybe change the stache idk.

At least I have solace in that the super sentai NPC is original if kinda based off the blind dude's outfit from Mirai Nikki
>>
>>370686963
Speaking of cel shading, on the cel chading Wiki pedi article, there is a passage that reads: "There are similar techniques that can make an image look like a sketch, an oil painting or an ink painting."
Would anyone happen to know what these techniques are called? Particularly the oil/ink painting methods?
>>
>>370700723
If you mean the next Takahisa Taura (the gameplay design lead for Automata), I hope not. Taura's games are among my least favorite from Platinum.

Really, shooting for Kenji Saito more than anything.
>>
File: UE4StylizedExample.jpg (111KB, 1281x500px) Image search: [Google]
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>>370700804
It has to do with how lines are rendered, though honestly if you're going for ink/oil it's less to do with how you render the scene and more to do with how you set up your textures in the first place.

UE4 has an example project on "stylized rendering" that pretty accurately captures the feeling of a watercolor painting in a storybook, but it's 90% how the assets themselves are designed with only moderate application of a bog-standard cel shader (banded lighting and outline rendering) as a postprocess.
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