[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

How's your game coming along? New thread. Cont. from

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 282
Thread images: 71

File: 1489467393725.png (109KB, 592x952px) Image search: [Google]
1489467393725.png
109KB, 592x952px
How's your game coming along? New thread.
Cont. from >>370605134
>>
>>370701293
Made me remember Okami.
>>
im a retard

how do make game
>>
>>370701845
Don't do what Electronic Arts do.
>>
What's the learning curve like for Unreal? I want to make a 'choose your own adventure' walking sim.
>>
Working on UI is the worst
>>
>>370703321
Why?
>>
File: 1366455043404.jpg (43KB, 282x444px) Image search: [Google]
1366455043404.jpg
43KB, 282x444px
>>370703467
Because it's all "oh this needs to be 2 pixels higher" and it's tedious
>>
https://twitter.com/TheeWhiteReaper/status/841773679860166660

Hows my games audio /v/?
>>
>>370701572
Fixed issues for my character controls, now back to sprite animation

>>370703547
Then make an animated UI, after that it'll be ez pz pns skz to make a regular UI
>>
>>370703830
sounds RPG-ish
>>
File: we.png (865KB, 1366x619px) Image search: [Google]
we.png
865KB, 1366x619px
i've been working on a tilemap system for unity, since the free one is garbage and i'm not going to drop money on a paid one that might turn out to be garbage

i've never done this sort of thing before, so it's been slow going, but i think i'm finally over the hump - the system can support hundreds of thousands of onscreen tiles before performance starts getting concerning, and they can be painted up to around 200 at a time without visible chugging. there are a couple of optimization pressure points i can work at down the line to improve this further, but i can't image a scenario where i'd need more than a few hundred visible at once

but it's also taken like a month longer than i'd hoped, and i still haven't sorted how (or if) i plan to handle tilemap-based collision. still todo are a better set of tools with a better interface, and support for some sort of broader "tileset" concept than just a material palette
>>
>>370705226
I'd buy it for a dollar.
>>
File: 1454649804947.jpg (316KB, 700x795px) Image search: [Google]
1454649804947.jpg
316KB, 700x795px
>>370701572
Redpill me on Unity, guys.
>>
I want to make 3D models like Bravely Default, but I don't want to make the environments like that and want them to be PBR based environments, so I'm wondering if I can make the Bravely Default style look good with realistic lighting. I would just try the models in Unreal or Unity (diffuse only, PBR) but nobody has ripped them.
>>
>>370705943
It wasn't made by jews so it's fine.
>>
>>370705226
What's the game need for supporting 100k+ tiles on screen at once?
>>
>>370705943
It's kind of shit.

It has a lot of limitations, and the only way to overcome them is to write C++ extensions blind (because no source access,) implment your own alternative in C#, wait for them to "fix" it (it takes them years to upgrade certain basic important aspects like input, which STILL is not beyond beta, while you can visibly see they have not done any meaningful work) or buy an asset on the asset store for 50 dollars that fixes it for you.

Honestly I wish I started my projects in Unreal at this point.
>>
>>370706282
>>370706368
Is it good for relatively simple and lightweight 2D and 3D games?
>>
>>370706528
Yep, its fine for small things
>>
>>370706528
Define "good" and "lightweight." You can make any kind of game in it, but depending on the game you might have a better time just choosing something else.

You need to be specific.
>>
File: colored_muzzle_flash.webm (2MB, 1280x720px) Image search: [Google]
colored_muzzle_flash.webm
2MB, 1280x720px
I got some better muzzle flash effects and a new weapon model.
>>
>>370705943
it's actually really great - up until you want to do something in a way the designers don't expect you to, at which point you run into huge showstopping issues that take weeks to work around, and usually involve writing your own solutions to major systems

e.g. it's got a really nice pbr shader. oh wait you want anything else not contained in its shitty barebones shader library? ha ha time to learn glsl
the collision systems are nice and straightforward. but don't want full physics simulation? ha ha, too bad, get ready to hack your way around the system
don't even get me started on the serializer

the only meaningful alternative is unreal, though, which is painful 100% of the time, even though it's more pliable to being beaten into the shape you need. or writing your own engine but I am not remotely competent enough in graphics programming to try that
>>
File: 1489674623495.png (514KB, 532x582px) Image search: [Google]
1489674623495.png
514KB, 532x582px
>>370706714
Much obliged. Got any tips for Unity start-out or should I just watch some tutorials on youtube?
>>
>>370706849
Unity have its own tutorials on their websites
>>
>>370706849
The official tutorials are generally pretty good
>>
>>370705943
don't use unity. it's terrible. it makes source engine look good.
>>
>>370705943
it sucks for doing anything new but great for copying things already done
>>
Does anyone know any good blender tuts??
The interface is a nightmare ad I cold really use some hand holding on this one.
>>
>>370706310
it's not so much needed for the game itself as for the editor. i want to be able to zoom out and see the entire layout of an area as i draw to it

also just generally speaking, i prefer having a robust, performant system to a hacky solution that just barely meets my immediate needs
>>
>>370706528
If you're doing 3D-only, really just download UE instead. UE offers many things out of the package like shader customization with behavior trees (blueprints) that you have to buy as asset store products to replicate in Unity and these things offer superior graphical fidelity and customization in a form that is much more easily utilized by an amateur (i.e. not writing your own GLSL code).

I've heard a lot of people say that GameMaker is better for 2D as well, however I find that a bit hard to buy overall because most 2D games can imagine various aspects where you may wish to use some form of 3D function, and the one thing Unity excels at is a mix of 2D and 3D for various functions.

You can make "simple" / "lightweight" games in Unity EXTREMELY easily. (The same can be said for for UE / GM of course if you're using their blueprint functions).
>>
>>370706840
>the collision systems are nice and straightforward. but don't want full physics simulation? ha ha, too bad, get ready to hack your way around the system
>tfw I have essentially written my own physics system at this point
>>
>>370705943
Don't listen to >>370707012 and >>370707038
Unity get a bad reputation because it's usually the first game engine for many people so their first project isn't really optimized (and sometime it's just asset store shit)

Optimization is the key with Unity, that and making your own original content and not buy shit from the asset store.
>>
>>370707114
I see, that sounds like it would be very helpful if you're designing large maps / entire world in one screen using the editor I suppose.

One of the things I struggled with was a method to display a huge amount of tile data actively in real-time. In the case of just displaying static tiles, it becomes a lot simpler, but huge issues arise for me with the "what if" situations of a tile changing in some manner and the methods for dealing with it (one solution would be event -> tile changed -> add to list of tile changes -> process only changed tiles to avoid iterating over 10000000 tiles checking for changes, etc). That along with some other issues like line of sight / fog of war and displaying such things without raping the cpu/gpu.
>>
>>370701572
was a new thread so soon really needed my man
give it a break
>>
File: guE7LX0.png (51KB, 657x527px) Image search: [Google]
guE7LX0.png
51KB, 657x527px
>>370701572
Does anyone here just like making their own engine and then building stuff with it?

>>370703321
UI is like the best thing, if you have someone to design it for and feel the sanctification
>>
>>370707379
Optimization is key with any game, and Unity actively works against you to optimize anything.

Unity's rendering pipeline, until some time in the "near" future, is completely black boxed and you cannot customize it properly or skip parts of it without using extensive techniques that apply on a per object basis.

You cannot access any of the core C++ code with Unity.

The engine is not properly multi-threaded.

The mono version is very old with a bad GC.

The core API is not thread safe.

The reason Unity is bad is exactly because when you want to optimize something you quickly learn how terriblely the Unity dev's have done it, and how you cannot fix their mistakes unless you start from scratch. Not to mention half the tools, like the terrain tools, are trash and borderline unusable.

Out of the box Unreal has good terrain tools, a node shader editor, master material creator, Unreal is just miles ahead of Unity in a multitude of ways.
>>
>>370707880
it'll die naturally in time
>>
>>370703830
cute music, the failure music seems like it's mixed a bit too loud relative to everything else though, it was rather startling
>>
File: asdf.png (19KB, 532x683px) Image search: [Google]
asdf.png
19KB, 532x683px
That ridiculous feel of satisfaction when you realise how a moving platform works...
>>
>>370708010
tfw continually have to write my own code replacements or drudge through the depths of the internet to find someone that already did it in order to be able to use modern .net features in Unity, many of which are absolutely required if you have any serious plans for multi-threading or other trickery

at least I learn a lot in the process.
>>
>>370707880
The last thread lasted a whole day. 10 pages, 522 replies.
>>
File: thingking4.gif (632KB, 418x268px) Image search: [Google]
thingking4.gif
632KB, 418x268px
tfw shitty temp laptop doesn't run memegame porperly
>>
File: Casino2.png (741KB, 1571x667px) Image search: [Google]
Casino2.png
741KB, 1571x667px
Finished the casino stage. Working on a new haunted house now.
>>
>>370708679
What engine are you using?
>>
How do you guys decide the hardware requirements?
>>
>>370705943
Unity is good if you're a competent dev that can program stuff himself

If you need your hand held UE has more stuff out of the box
>>
>>370708829
mayme maker
>>
>>370708679
of course not look at all them squares

a cpu can draw at most two maybe three square

why do modern games run at 30 frame? too many square.

this is just science
>>
>>370708975
And those bouncing pixels are all objects? Fuck dude, no shit that's going to cause issues.
>>
>>370708898
It's not about hand holding. The entire purpose of an engine is so you don't have to implement features yourself and spend weeks on that instead of making video games.
>>
>>370708679
Turn those squares into an animation instead, with only a handful of real squares to pretend like it's real physics.
>>
>>370708762
What about Blackjacks and Hookers?
>>
File: 1489679713569.jpg (11KB, 480x360px) Image search: [Google]
1489679713569.jpg
11KB, 480x360px
>>370701572
maybe ill start this weekend
working on graphics has just felt incredibly hard to start lately and i dont feel the vibe to do this yet but if i never start it never gets done

fuck its suffering to be creative
>>
File: 1478041731562.jpg (316KB, 1500x1437px) Image search: [Google]
1478041731562.jpg
316KB, 1500x1437px
How do I snap me a programmer if I can do the sounds and visuals?
>>
File: godot 2017-03-16 20-28-42-65.webm (1MB, 1011x540px) Image search: [Google]
godot 2017-03-16 20-28-42-65.webm
1MB, 1011x540px
Still learning the engine (Godot), fixed the shadows and the player's sprite today, the cursor yesterday.
>>
>>370709613
post your sounds and visuals and see if programmers like me find them promising. if you don't have anything to pitch with, don't expect anyone to take an interest in a blank idea-guy void
>>
>>370710340
reality of things is lack of idea guy is why you don´t have a FNAF
>>
>tfw dev team just expanded to 5 and we're all working on the GDD with proper planning before jumping straight into code

How large are design docs usually? Ours is now at 80 pages, detailing as much as possible.
>>
>>370706775
If it's 2D it would involve simple shapes and some text. Think Tetris.
3D would be simple not too detailed models with simple textures (I suck at graphics), so possibly more of a solid colours rather than detailed realistic textures. Think Sokoban in 3D or chess in 3D.
>>
File: 4355282_676b.jpg (8KB, 200x200px) Image search: [Google]
4355282_676b.jpg
8KB, 200x200px
Ben's new course is up, anon.
Don't tell me you don't want to learn how to make an rpg.

https://www.udemy.com/unityrpg/learn/v4/overview
>>
>>370710916
they can be 200 pages or they can be 2. they're mostly meaningless beyond the role of a super-early brainstorming session to try and figure out where to start

having your artists actually draw and your programmers actually iterate is where you're going to discover your actual direction. don't lose sight of your broadest high-level goals, but spending three months in idea land isn't going to help either - you need to reserve the right to have better idea
>>
File: q46U47.jpg (16KB, 347x257px) Image search: [Google]
q46U47.jpg
16KB, 347x257px
It's a lewd game that I'm actively working on, currently on it's third version. There are some bugs and it's still lacking that feeling of completeness in terms of gameplay IMO. I add content every update.

https://mminit.itch.io/lewdest-labyrinth
>>
>>370709613
Describe your game and post your visuals son

>>370710916
My design doc for 2nd game, after first game was a giant tangled mess of amateur coding that eventually collapsed under its own weight and mystery, was about 15 pages of general concepts and plans, along with around 30 pages of describing how the code base will fit together and the extremely-rough pseudo-code of each core component. The final pre-coding part was a thought-map type visual of how all the code will link together.

After working on it for 11 months solo, I have a journal / changelog of about 380 pages. I tried using Trello for a while but it was a waste of time for solo work, so instead I wrote a keyword dictionary for my journal and thoroughly logged everything with dates.
>>
>>370711612
take that 2D spray off and make something 3D that fits the universe
release another one as VN that has all the 2D sprays. or just leave sprays in menus and have game in 3D, combining it like that just doesnt look right
>>
>>370712228
Do you mean the sprites? The game is in first person so it's HUD stuff, does it really look that off?
>>
>>370712813
it uses the same 2D/3D integration as plenty of games, including the newer Etrian Odyssey, it's fine
>>
>>370711612
>>370712921
I don't mind the sprites either, they are pretty good. I saw on the screenshots 3d enemies you probably can dodge, but otherwise there is no way to dodge an encounter or did it bug out somehow? Anyways, good work.
>>
File: midget scores with AJ twins.jpg (275KB, 1024x687px) Image search: [Google]
midget scores with AJ twins.jpg
275KB, 1024x687px
>>370712813
reminds me of those MLP HUD UI mods for TF2

visually its like ecchi porn attached to some nintendo or crash bandicoot game which just is gonna feel weird unless you have a lot of pornish stuff in the world too like in Leisure Suit Larry which does this sorta thing with style.
Personally only porn games i´ve liked is Princess Trainer and it´s just completely 2D

so basically if you have a large anime girl spray on the screen non-stop it should either reflect what you´re doing and how she feels about it a lot and react to what you´re looking at or have some other smart animation mechanic so it doesnt feel like a steam avatar
>>
File: SnKVNTextTest02DCensored.png (27KB, 512x424px) Image search: [Google]
SnKVNTextTest02DCensored.png
27KB, 512x424px
Selling out continues.
>>
I need to get back to practice spriting. but I have been lacking motivation to do anything in the last couple of weeks.
http://goseb90.tumblr.com/post/157069744468/brown-elf-snake-lady-monster
>>
>>370712051
That's about what we're doing; roughing out every concept in the doc, writing pseudo-code, blocking in what needs to be blocked in, and updating as we go. There's a section listing how many planned NPCs we have in the game, for example, and it lists how many models and textures we should be making so there's a bit of a roadmap to completion. I'm expecting it to jump to several hundred pages but we've roughed out a really sizable portion of the game already and are just about ready to jump into writing actual code.
>>
>>370713184
The game uses random encounters, those 3D enemies act as hazards you need to avoid.
>>370713240
She has a lot of sprites that change depending on what's happening, they may not feel as animated as you describe though, when compared to that game at least.
>>
>>370713245
So they do cross swords

Degenerate
>>
>>370713283
>No visible neck
>Arms too small
Compared to your regular drawings, you give male body structures to females in your sprites
>>
>>370701845
kek me basically
>>
File: 55368.png (22KB, 431x432px) Image search: [Google]
55368.png
22KB, 431x432px
>>370714202
my spriting choice is that my sprites don't have neck, because it's a derived form of sprite I used to make sprite edits (OC'S) of Legendary Super Warriors sprites.
>>
>>370708679
Use shaders.
>>
What is itch.io anyway? I see the links all the fucking time.
>>
>>370715019
the difference there is that the person who made those sprites knew something about art
you clearly don't since you're just some shitty deviantart-level sprite editing fuck
>>
>>370715137
poor man's steam
expect to see it somewhat more frequently now that gaben is killing greenlight and imposing a modest fee of 2000 dollars on basement dwelling developers
>>
File: ansemx3size.png (23KB, 300x300px) Image search: [Google]
ansemx3size.png
23KB, 300x300px
>>370715192
Don't have be so rude.
>>
>>370715019
the lack of a neck works there because of the chibi proportions, your sprite is closer to being realistic proportions so it would probably benefit from a neck
>>
>>370715019
Those looks fine because the character have a big head, covering the neck.

Yours have their head too small, only making them look like they have down syndrom.

(Also, you might want to look into anatomy, your characters in your regular drawings looks flat and clearly feel like paper)
>>
>>370715395
you can care about people being rude or you can care about getting good
and it's obvious which of those two options you've chosen, isn't it
>>
>>370715538
neither
>>
>>370711612
It's okay at the moment

Need more cute rape however
>>
please collab with me, I only know how to program
>>
>>370707954
working on that right now brah, because everything else is shit and I can do better.
>>
>>370716039
i can do images and sound, what you need for the project?
>>
File: jolly merchant.gif (2MB, 213x160px) Image search: [Google]
jolly merchant.gif
2MB, 213x160px
>>370715301
so basically
>pay gaben huge fee a basement dweller would rather spend on other things, like a new computer or a fucking car
>even if you pay him that you only get like 10% of what players pay you
Kosher plan.
>>
>>370716350
an idea guy
>>
>>370715974
Yeah I get asked about more lewd content a lot, particularly when the player loses, like having full on rape with a game over screen.

I'll see what I can do.
>>
>>370716039
what can you program?
>>
>>370716625
Unity
>>
>>370703321
My game is a spreadsheet simulator that is 95% navigating menus

I want to die
>>
File: 16032017_idol.webm (771KB, 640x480px) Image search: [Google]
16032017_idol.webm
771KB, 640x480px
>>370701572
>https://monolithdevs.itch.io/monolith
it's k
>>
File: 1489687482014.png (103KB, 624x434px) Image search: [Google]
1489687482014.png
103KB, 624x434px
>>370716472
how about main char is a black woman, she fights evil skinny white guy and the setting is about surviving with help of friends and in the end she defeats the evil with a multicultural family of warriors

as sprites it´d be 5-20 nignogs for village, encounters, shops, MC heroine + 5-6 bosses and random monsters or animals to kill while questing towards main boss.
You can just use say jungle, volcanoes, ancient ruins and Pacific Ocean scenery in it.
So a 2D sidescroller like Shovel Knight except with pandering to SJWs, LGBT, political groups etc with in-game dialogue to see if there´s any money in that direction
>>
File: anim.gif (1009KB, 813x508px) Image search: [Google]
anim.gif
1009KB, 813x508px
I can't draw so I am fucking around with some programmatic animation. I made a couple of simple animations mostly using trig functions. Originally the animations would jump from one to the next but I put in smoothing to make it look better. It's actually really easy to use once I got the system working. Hoping to maybe get some IK implemented as well.
>>
File: doomguy.jpg (476KB, 800x800px) Image search: [Google]
doomguy.jpg
476KB, 800x800px
>>370717071
No.
>>
>>370716583
Different outfits would look nice too, but might be too much work if you need to rework every sprites.

>>370717071
So basically the same thing as any current AAA game?

How can you white boi even compete
>>
>>370717224
She looks like she have stick up her ass the way she's currently walking

At least make her bend her knees
>>
>>370701572
Literally all I want to do in Unreal is have two clients that can shoot projectiles with both clients seeing the projectiles flying in the correct direction

Why is this so fucking hard

Replication was a nightmare, and now that I've finally got it to work the projectiles are occasionally flying in random directions

Fucking kill me dude
>>
>>370717224
these animations are almost cute in how autistic they are
>>
>>370717224
Rubber knees.

Make he knees curl when she is walking.
>>
>>370717436
it´d just be fun to trigger /pol/ who get way too insecure if anyone pokes them with a stick
>>
>>370717976
>who get way too insecure if anyone pokes them with a stick
You'll be surprised the amount of people to who it can apply those days
>>
>>370717612
>>370717965
Thanks, I will improve the animations. They are more of a proof of concept than anything right now.
>>370717885
What do you mean by this? Do you mean the character looks autistic, or I am autistic for making them?
>>
File: final battle screen.jpg (393KB, 1280x960px) Image search: [Google]
final battle screen.jpg
393KB, 1280x960px
adding the final touches to my game on greenlight's new trailer to showoff the graphic overhaul.

does it look ok-ish now?

steamcommunity.com/sharedfiles/filedetails/?id=851820772
>>
>>370718104
the motions are awkward and reminiscent of the strange ways autistic people often move in
>>
>>370718167
are you throwing a poop at the mushroom to fertilize it?
>>
>>370718426
yes
yes
>>
>>370707057
If you're talking about 3d modeling then just watch any 3d modeling tutorial. It's all pretty much the same process on every program with maybe a few minor differences but I mean really minor. Just read up on the UI and get used to it.
>>
File: doors.webm (1MB, 1920x1018px) Image search: [Google]
doors.webm
1MB, 1920x1018px
Pretty good. I made some doors.
>>
File: anim2.gif (452KB, 813x508px) Image search: [Google]
anim2.gif
452KB, 813x508px
>>370718229
Okay thanks anon, I've never animated anything before to be honest but I will try to improve.
>>
File: 1489531459484.jpg (90KB, 500x493px) Image search: [Google]
1489531459484.jpg
90KB, 500x493px
tfw my "Refugee Simulator" will never be real. The poor Ahmed will never travel from Greece to Sweden, while having romantic relationships with caregivers, raping little kids or stealing and murdering.

He will never reach +100 of mass media control, crying about how the white male don't let him burn orphanages.
>>
>>370719301
you need to look up videos and actually consciously study the motions people go through when as they move. it's not enough to just animate by intuition.
>>
File: mcsprite.jpg (19KB, 75x75px) Image search: [Google]
mcsprite.jpg
19KB, 75x75px
>>
>>370719858
>black and white goku with a sword
>>
>>370719475
Isn't it what Muhammad simulator 2015 is all about?
>>
>>370701572
>tfw I'm good at programming and making stories but I can't make art for shit
>>
>>370719994
Just because he has spiky hair doesn't mean it's Goku, if anything it looks more like Gohan.
>>
>>370719187

now the big question comes


can you fuck the door?
>>
>>370720269
Then start doing it instead of complaining here, art is really the one you need to practice often to become good.
>>
>>370703321
>work on rpg
>it is borderline just ui

Kill me
>>
>>370720320
all of toriyama's characters rook the same
>>
File: wv341w.jpg (56KB, 500x383px) Image search: [Google]
wv341w.jpg
56KB, 500x383px
>>370720625
Gohan and Goku's hair are pretty different despite the same face syndrome.
>>
>>370713245
fuck thats hot
>>
File: bn.webm (2MB, 960x640px) Image search: [Google]
bn.webm
2MB, 960x640px
>>370701572
Practice project, managed to do animations, collisions and some spriting, gonna get into netbattles next.

If it turns out alright i might reskin it and sell it for cheap.
>>
>>370720269
what a coincidence, i'm the opposite.
>>
>>370719187
>game is so casual the doors open themselves
>>
File: 1489056067153.png (393KB, 671x672px) Image search: [Google]
1489056067153.png
393KB, 671x672px
>tfw im still a rpgmaker noob
>tfw i really want to make a first person dungeon crawler in the style of Shin Megami Tensei/ Shin Megami Tensei: Strange Journey
>tfw im too stupid to make 3D Models. I tried for hours and all i was able to make with blender was a weird abstract "cube" with uneven ends.
>tfw im too stupid and maybe a little bit too lazy to research which engine is primitve enough for basic 3d and easy enough to program for a bongo like me
>tfw maybe i should make a rpg maker game about collecting 7 mystical crystal instead like everyone.
>>
File: everythingwrongwithshading.jpg (21KB, 75x75px) Image search: [Google]
everythingwrongwithshading.jpg
21KB, 75x75px
>>
>>370722424
c'mon dude

blonde crazy spiky hair?

I hope what you're doing is intentional
>>
>>370722862
he's not blond, he's ginger
>>
File: mcsprite.png (21KB, 75x75px) Image search: [Google]
mcsprite.png
21KB, 75x75px
>>370722862
>>370722974
I just need to find a "better" color tone for the character to be ginger.
>>
>>370723230
the problem is that we got chrono with red hair.

try something stupidier, like blue or green
>>
File: mcsprite green hair.jpg (20KB, 75x75px) Image search: [Google]
mcsprite green hair.jpg
20KB, 75x75px
>>370723546
geez that's what I did.
>>
>>370722415
use Unity to start because it'll give you the 3D visual while being extremely simple to start working in


here's some conceptual ideas for handling what you want:

- you could represent the entire map as a collection of individual Tile / Square / Cube / Something classes that contains information for what the sides of each movable area looks like, what features/traps/etc it might have, which sides of the square are solid/air/walls/floor, if its occupied by something, and so on
- you could create the entire map out of cubes (think Minecraft if you need a mental visual of it), but what this really does is map out the standard dungeon crawler format, utilizing the above concept
- you could model the entire map in a 3D program and then align the model and your game data to correctly place objects that aren't part of the map mesh
- you could procedurally-generate the prior two points by generating/instantiating a collection of the mesh(s) at game initialization or when the map is actually loaded, either are more than fast enough

At the end of the day though, you need art or 3D models or both depending on how you use them. If you don't want to learn how to model or don't want to learn to make art / textures (materials), then stick with RPGMaker and use pre-made assets.

There's no way to get around the fact that you need visual representations of your data unless you literally use ascii and land yourself in 1985.
>>
File: MenuStuff.gif (275KB, 603x429px) Image search: [Google]
MenuStuff.gif
275KB, 603x429px
Just been working on menu stuff
>>
>>370724629
i bet this isn't even a real game. i bet it's just gifs
>>
>>370725098
It is just gifs
>>
>>370720058
My idea would be closer to a Grand Theft Auto. Just imagine your character, walking close to a kindergarten, unzipping his pants, and playing with kids. Depending on your charisma percentage, you could get away with it, or start a shooting (you vs cops, meanwhile the liberal TV's stream it live, talking about your heroic acts).
>>
File: gear.png (63KB, 773x439px) Image search: [Google]
gear.png
63KB, 773x439px
So I fixed the landing gear over all not bad considering the mess I had before.
>>
File: gear1.png (43KB, 650x555px) Image search: [Google]
gear1.png
43KB, 650x555px
>>370725657
I will mirror it tomorrow and fix mistakes,its late and my back hurts.
>>
>>370721025
But isn't everyone Vegeta in Toriyama style anyway?
>>
>>370708229
positionX += isGoingRight? 0.1f : -0.1f;
I only know this because of Resharper
>>
File: TtCld.jpg (57KB, 858x1088px) Image search: [Google]
TtCld.jpg
57KB, 858x1088px
I will never be able to capture the feelings of Beksinski in my games...
>>
>>370728295
first person
red pallete
post apocalyptic setting
simple, but eerie setpieces
colored fog

done
>>
File: thingking4.gif (1MB, 525x296px) Image search: [Google]
thingking4.gif
1MB, 525x296px
>tfw u get killed on the moon
>>
>>370728295
>>370728505
reminds me of trying to play glover on my shit PC back in the day that was in no way equipped to properly run the game. red fog for days
>>
File: Furi-Game.png (409KB, 700x393px) Image search: [Google]
Furi-Game.png
409KB, 700x393px
>>370705943
it can make some pretty fuckin ebin stuff it used right
>>
>>370707057
http://gryllus.net/Blender/3D.html

these are really good for an absolute beginner. they are done by an actual art instructor and don't waste your time.

there's a warning that the page is going down next month, but all of his videos are on Vimeo.

be prepared to have the following phrase forever burnt into your brain, "Hi. Welcome to this blender tutorial entitled..."
>>
File: crash erect.jpg (18KB, 304x408px) Image search: [Google]
crash erect.jpg
18KB, 304x408px
>>370728590
>can break fire

although id make the doors that you need to break a little easier to see
>>
day 2
https://streamable.com/yujux
>>
>>370725657
you're game is?
>>
>>370729596
Asset creation.
>>
gonna kms
>>
File: rocket-2017-03-16.webm (170KB, 800x600px) Image search: [Google]
rocket-2017-03-16.webm
170KB, 800x600px
>https://boustrophedon.itch.io/project-rocket
fixed a bug with the hydraulic presses and made them 50% faster

time do design some new levels
>>
>>370729821
This
>>
>>370729457
They are, I didn't have the screen cam centred properly tho
>>
>>370729861
>hydroolic prrress
>>
File: shobon rain.gif (15KB, 400x329px) Image search: [Google]
shobon rain.gif
15KB, 400x329px
>Working on dialogue script
>Decide something I did is fucking retarded, based on existing examples
>Have to go back and edit entire script to change it
>>
File: herodudegreenhair.jpg (48KB, 225x225px) Image search: [Google]
herodudegreenhair.jpg
48KB, 225x225px
this is the main character, you are a succubus hunter and need to kill them and hunt them down in towns. The twist is that the succubi have penises.
>>
>>370729485
kek
>>
>>370731756
That's not much of a 'twist,' considering that they've always been known to be shapeshifters.
>>
>>370729596
scum
>>
>>370731878
what did he mean by this
>>
File: discussing penises with Flea.png (40KB, 235x226px) Image search: [Google]
discussing penises with Flea.png
40KB, 235x226px
>>370731916
normally succubi are women and therefore don't have penises.
>>
File: color tests.png (422KB, 1282x1444px) Image search: [Google]
color tests.png
422KB, 1282x1444px
asking again because I didn't get many responses last time (thanks for the feedback on the last thread by the way)

trying colors for the first levels of my game, which one looks better? http://www.strawpoll.me/12542888
be sure to let me know what you think in the thread too if you want
>>
>>370732360
No, succubi are demons that change their shape to adapt to their current partner( victim). It is completely within reason to assume they could have a dick if they wanted one.
>>
>>370732593
Oh, you're the guy with that starball game from last thread.

Did you ever play Runman: Race Around the World? Your game reminds me of that, what with the star and all.

Anyway, I think top's color scheme is better. Bottom is a little blinding.
>>
>>370732593
top is better
>>
>>370732360
More importantly, after dipping your toe into the panda, a wild penis appearing isn't really surprising. Sounds like it would be amusing for a few seconds and than ignored as a "twist".

Not saying it can't be part of the setting, just don't rely on that alone making it unique too much.
>>
>>370729861
Your screenshake seems fucked up, like you're accelerating the camera around when you should be snapping it to emphasize the impact
>>
>>370705943
Waiting for Godot 3.0
>>
>>370716986
Oh shit this looks fun as hell
>>
>>370709998
looks good. wish there were more details on the guy though
>>
>>370707057
Don't worry, you'll learn to like it quickly even if it doesn't seem like it at first, it's actually fairly intuitive and very versatile. Just follow tuts and start with making meshes and then UV unwrapping and so on and you'll quickly get the hang of it.
>>
File: e74282bc66[1].jpg (164KB, 1279x719px) Image search: [Google]
e74282bc66[1].jpg
164KB, 1279x719px
Working on it. Got a long way to go though.
>>
>>370732593
bottom looks like some Candy Land shit with icing grass, top looks better unless you're going for that aesthetic
>>
>>370732593
You gimped 2 by making both the floors and background cream colored. "You can stand on this" is the most important piece of information a platformer has to convey and it doesn't do that properly.
>>
>>370701572
how much detetotated wam
>>
File: runner016.webm (1MB, 640x360px) Image search: [Google]
runner016.webm
1MB, 640x360px
Getting real fancy.

Even if the name's hopefully not final, make it work.
>>
>>370735671

i can just hear https://www.youtube.com/watch?v=mMXEsII85C0 playing in that webm right now

god speed shmoopdev
>>
I just got unity

what should I do to get started in it?
>>
>>370735885
watch the official tutorials
>>
File: dashwish.webm (735KB, 1280x720px) Image search: [Google]
dashwish.webm
735KB, 1280x720px
>>370732894
I actually didn't know that game, but it looks interesting
maybe I can take inspiration from it for some mechanics or whatever, thanks for the tip

>>370734306
the idea with the bottom one is to use mostly unconventional colors to get a better identity for the game, but I get what you're saying

>>370734342
I've noticed that and you're absolutely right
if I were to pick the bottom colors that would be worked on


I'm in the process of getting rid of the outlines from the characters, and I'd say it looks a lot better this way
it makes some stuff less visible, but that will be fixed
>>
https://docs.google.com/document/d/1p6H_emT6Ks6jrTaINpg_TlmzOdbCEjmRzrYSZL8yl28/edit#heading=h.11r9f8cm4aq1

thoughts?

proclamations of autism?

Notice anything that might be a potentially busted build?
>>
>>370731756
holy shit look at mr shalaamalaam over here
>>
File: screenFetch-2017-03-16_15-51-47.png (555KB, 3120x1050px) Image search: [Google]
screenFetch-2017-03-16_15-51-47.png
555KB, 3120x1050px
>>370701572
3d modeling, animating, and sound design is hard work, so I've decided to just steal them from different places around the internet and forego selling the game. All I gotta do is a few texture edits, swap one model's head onto another's, download a couple of animations, copy a bit of code from here or there. I won't get anything done if I don't.
Gonna make a pseudo-gunslinger girls game during Italy's Years of Lead, with lots of nice looking Italian guns.
Here's an Anise model I'm editing at the moment.
>>
File: animation 1.gif (3MB, 320x240px) Image search: [Google]
animation 1.gif
3MB, 320x240px
>>370719301
You could check the 12 Principles Of Animation. Helps a ton.
>>
>>370736176
The document looks pretty solid. Congratulations.

>Age: Min 12
Needs more loli, mate. Also, remember that there's people who are into nepiophilia.
>>
File: runner014.webm (3MB, 640x360px) Image search: [Google]
runner014.webm
3MB, 640x360px
>>370735873
That's an abstract kind of funk.
The music for the stage that uses that as the background hasn't been decided on yet, but I think we were going to go a little more Snatcher/Bari-Arm with it.
The wip music for the first stage has been posted in these threads before
>>
>>370737142
Going for Japan's legal minimum (might lower it to 10, but honestly, those at that age range would basically be "just inside puberty"), libidos have that much as a moral compass, if the person can't get pregnant/impregnate, then it's no good.
>>
>>370737317
look at your sprites through grayscale, if it looks like your player character and other important sprites are clashing or blending into the background then you should adjust the color palette of your sprites.
>>
>>370732593
Green = better.
>>
>>370737480
I see. It's ok, I respect your decision, just be sure to make it fun.

Btw, the google Docs system seems pretty useful for brainstorming. I should try something similar for my project.
>>
>>370708679
We have been over this!
Use a shader to color the pixels using a source image, pre-allocate the objects in a pool and re-use them.

Optimize this shit so it doesn't freeze the game, it's not that hard.
>>
>>370737893
well as long as your fetish is creating builds via multiclassing like Final Fantasy Tactics does then that's my goal. For any form of campaign, I'm going for a light-hearted, Disgaea esque romp. I feel it needs that. After all, sex is meant to be fun.
>>
>>370709275
This. It's a good compromise.
>>
>>370708857
I roll a dice and I find a thread on g with the dice number in the op and I copy paste the first specs I see on that thread. Repeat until you get a thread with specs.
>>
File: jiggles.webm (1MB, 1280x720px) Image search: [Google]
jiggles.webm
1MB, 1280x720px
I'm just jiggling cards around
>>
would a game with very similar playstyle to the fire emblem series get taken down by nintendo? need to know before i start working
>>
>>370740064
No, assuming you don't copy literally everything from them. They don't own tactics RPGs, support systems, weapon triangles or anything like that.
>>
>>370732593
Top normal level, bot special/extra/secret level.
>>
File: shmoop2colors.png (109KB, 640x360px) Image search: [Google]
shmoop2colors.png
109KB, 640x360px
>>370737650
That's pretty good advice; It's too late to completely re-do all the graphics now without missing dd14, but I'll keep it in mind for the future.

I also added the ability to draw the ship's hitbox in several high contrast colors (cyan, yellow, magenta, etc) and I'm working on the ability to dim the backgrounds to user preference, witch should help.
>>
File: tidus2.png (328KB, 500x400px) Image search: [Google]
tidus2.png
328KB, 500x400px
>>370723695
man i just watched so many videos about unity..
the "first steps" are looking SO easy .. but man, bruh if you want to make real cool stuff you need to learn C-sharp and god damnit im too stupid for programming language. Hell my english is so bad i don't think my brain got more capacity for any other languages other then German, English and 4 Words Anime Japanese ...
>>
File: 1472653787301.png (308KB, 546x700px) Image search: [Google]
1472653787301.png
308KB, 546x700px
>>370717071
>>
I want to make a 2d beat em up. Would Gamemaker(Pretty much got everything in the old humble bundle) be good? Should I do unity instead? What's better if the only programming language i have some knowledge on is c++?
>>
Staying up all night to work on my game and going to work in the morning. Planning on getting quite a lot done. Moving from GameMaker to Unity though is probably a good decision since I'm actually learning to code (which can help me get a different job).

Making a fighting game is shit tons of work though. Maybe I should just make a competitive puzzle game.

>>370740803
Well once you learn one common programming language (C, C++, C#, Java, etc), then you pretty much know most of them since it's mostly syntax.
>>
>>370736038
I'm getting Kirby Power Paintbrush vibes
looks dope
>>
>>370706812
dont let programmers make 3d models or any art
ever
>>
I just got my game on steam today.
http://store.steampowered.com/app/565490
>>
>>370701572
Not so great. I just lost my writer.
>>
File: 4909553.jpg (16KB, 259x259px) Image search: [Google]
4909553.jpg
16KB, 259x259px
>tfw I've spent more on unity assets than I've spent on games ever

Is this what steam sale people feel like
>>
I need more soundcloud channels for listening, anyone have suggestions?
>>
File: ohwow.jpg (376KB, 1280x720px) Image search: [Google]
ohwow.jpg
376KB, 1280x720px
>>370741470
but thats the problem i got.
the syntax is all fucked up to me.
and wtf variables.
i know, in rpg maker they were there. i could define them. they felt like something i could .. "touch"? in those programming languages i only write stuff like
VAR DICKSIZE
bam i got a Variable called Dicksize. But .. i don't get how other ..scripts ..or something can access this .. i don't understand anything at all..

Maybe im just a pleb and a dreamer and i should stop dreaming.
>>
>finally downloaded GM
>fuck around with it for a couple of hours
>characters jump, run, and dash all feel the way I want it to

Something's going to fuck me, isn't it? Like making the boss fights or something right?
>>
>>370742513
Yes. Overcome it absorb its power to become a better dev.
>>
How difficult would it be to have Kingdom Hearts/2 style combat using Unity?
>>
File: Untitled3.gif (671KB, 340x540px) Image search: [Google]
Untitled3.gif
671KB, 340x540px
>>370701572
>drop/pickup
>inventory ui
>storage to inventory quick-controls

>stopped working on the game after finishing the running/walk animations
Fuck animating and fuck modelling. Completely lost interest in making my game because of it. It's been months since I've even touched my game now.
>>
>>370743263
way to trip at the starting line
>>
File: squirresphere_menu004.jpg (1MB, 3840x1080px) Image search: [Google]
squirresphere_menu004.jpg
1MB, 3840x1080px
which button colors do you like better? left or rights? (the button that is different colored is the selected)
>>
>>370742513
menus, polishing and making the actual levels of the game
>>
>>370743546
Easily the second
>>
>>370743263
Literally me
>>
>>370743546
I'd go for the one on the right
>>
>>370742491
I don't know what variables you can define in RPG Maker, but it sounds like it's just a catch-all variable. You can do the same thing in all languages, but you might run into issues with more complex things. Just starting to get into programming, there's really 4 types of variables that are essential.

Int - An integer, like 1, 2, 3, etc. A variable defined with int will never have a decimal.
bool - boolean variable, 1 or 0, true or false.
float - floating number, basically an integer, but you can have decimals
string - used for alphabetical "strings" of text. This is where you'd store a variable called "My dick is huge"

Scripts are pretty much just functions that you run that you can pass variables through.
>>
>>370741470
>Making a fighting game
don't do that
>>
>>370744036
Any reason why besides it being very difficult?
>>
>>370744186
It's not necessarily difficult just time consuming.

If you learn anything from bad fighting games like UMK3 and Daraki Tenshi, it's that designing a good fighting game takes time and a lot of patience.
>>
>>370744186
I'm saying this assuming that you want to sell the game/make it gain traction/get known for it or whatever but fighting games are really fucking hard for this. Your animations need to be super fucking good, hitboxes needs to be good, gotta have at least some decent amount of balance, and basically as an indie fighter the absolute lowest standard to make it in the business is Skull Girls. If you're game isn't as polished in terms of visuals, animations, hitboxes, etc. as Skull Girls was you simply just aren't going to make it and you're going to waste a lot of time.
>>
>>370742638
>>370743552
Thought so, thanks anons.

>>370743546
Go for the one on the left, but change it from completely colored white to looking like someone ran a paint roller over it and if possible have it as an animation as you highlight other options moving through the menu
>>
>>370743263
>Fuck animating
I feel you.
I like the other half though.
>>
>>370743967
he has issues understanding scope rather than types
>>
>>370743263
I just started 3d rendering with blender and I'm really liking it so far, though I'm still learning the basics.
>>
File: NotIceCream.webm (3MB, 1280x720px) Image search: [Google]
NotIceCream.webm
3MB, 1280x720px
>>370701572
I've added tons of shit. Probably the most visually pleasing in a <3mb webm would be this swirly goo material and mesh.

On the side of real progress Ive finished a few new powerups/items, more level design, cleaned up spaghetti code, lots of new materials and VFX, new music, and beginning work with a sound designer soon.
>>
>>370747624
thats some tasty looking ice cream
>>
File: 2362769323326.jpg (96KB, 400x352px) Image search: [Google]
2362769323326.jpg
96KB, 400x352px
>>370747913
>>
>>370747624
a e s t h e t i c
>>
>>370747385
Not him but animating is a pain in the ass. The dope sheet setup needs an overhaul pretty bad. Can't easily delete actions. Separate objects don't get their own actions, it's just a big jumbled list of everything you've made. And clicking on object A while choosing an action for object B on accident would shift object A's position/rotation (happened to me a bunch anyways somehow).

Basically it just felt like a mess, I went back to sprites.
>>
>>370743263
m8, fix your weighted bones
>>
Can you please destroy me? I read every tutorial about pixel art but I never touched nor practiced it. This is my first attempt and many of you will probably question what this even is. It's a slime with 2 arms .
Anyone with knowledge here? Atleast about pixel art? How do I practice, should I even use AA to start with etc.
>>
File: b57.png (95KB, 1870x1062px) Image search: [Google]
b57.png
95KB, 1870x1062px
>>370749001
>forgot the picture
>>
>>370749001
Looks like literally nothing, you should be ashamed
>>
>>370749124
Looks like a weird heart/bean
>>
>>370749124
thats cute ._.
>>
>>370749124
Looks like a weird Squidward wearing Elvis banana
>>
>>370743263
It's the realization that you'll never be able to do all this alone to fill an entire game's worth of content while also programming and designing the damn thing.
>>
>>370749124
It's not bad actually.
I'm not sure what it's supposed to be but its decently well done.
>>
>>370749124
Looks bretty gud but I think the arms are too high and low, respectively. Seems as if they are barely attached.
>>
someone make a game for me
>>
>>370749124
It's just a ball with tentacle arms for legs?
>>
>>370749562
sure, it'll be done tomorrow
>>
>>370749562
I'll make the logo!
>>
>>370749387
kek
>>370749369
>>370749413
>>370749458
Thank you but it's awful. I can say it's wrong but no idea how to fix it properly. As I said I need advice how to practice.
>>370749696
That's exactly what I though at some point.
>>
>>370749864
You might need to work on your character design skills rather than your pixel art skills, your pixels are actually pretty decent
>>
>>370750220
This desu, it's not that your bad at pixel art, it's just nobody knows what the fuck you're trying to design
>>
File: 1488480262113.jpg (34KB, 217x222px) Image search: [Google]
1488480262113.jpg
34KB, 217x222px
>gameplay's changed completely twice now
>story/sidequests just keeps increasing in scale
>art hasn't improved at all
>been at this for two years now
One man army was a mistake
>>
>>370751463
SCOPE
C
O
P
E
>>
>>370751673
We're approaching Hubble telescope scope here
>>
>>370751860
You need to cut useless crap until you have your minimum viable product and finish what's unfinished from it and release.
>>
File: 1483455851177.jpg (71KB, 500x354px) Image search: [Google]
1483455851177.jpg
71KB, 500x354px
>>370752240
its all needed
>>
>>370744286
>>370744614
Shit, maybe I am wasting my time.

Well time for something new.
>>
>>370753253
it really isn't
>>
>>370753253
You think that because you think of games as you see them as they get released.

Most games have a shit ton of added features and content that aren't necessary for the MVP but still get put in. Sure it might make the game more enjoyable in the long run, give it more replay value or whatever but it's often stuff that isn't NEEDED.

A big part of gitting gud at game design is being able to recognize the core parts of your game and what can be removed without hurting the core experience.

And it's a big part of being able to scope your projects so that your development doesn't take years.
>>
>>370753676
No, hes right. You need to be able to climb that mountain
>>
>>370754941
You don't start off climbing Mount Everest when you first start hiking.
>>
The game my friedns and I have been working on just released on early access
>>
File: Sodd.jpg (561KB, 1500x1714px) Image search: [Google]
Sodd.jpg
561KB, 1500x1714px
>>370754941
>mfw you can't climb that mountain

>>370755615
>You don't start off climbing Mount Everest when you first start hiking.
Specially if you are vegan
>>
Toukiden kiwami 2 comes out on the 21. Well there goes dev for awhile.

My setting is fairly similar so I can use it as "research." Yeah...
>>
>>370703547
And then you spend hours on font, positioning, and theme, only for it to all come crumbling down when you have to reprogram the whole thing in order for the UI to actually work.
>>
>>370701572
Bormp
>>
>>370756083
Do yourself a favor and give your game atleast 30 minutes a day even if it's just you opening up the project and looking at it or playing it a bit.

The longer you go without touching the project the harder it is to go back.
>>
>>370743625
>>370743793
>>370744940
thanks for the feedback
>>
I'm messing around with harvest moon style mechanics.
I don't know if anything will become of this just because it seems like a monumental task, but I really like character interaction driven games and I like designing characters.
>>
Since I was trying to make a rhythm based fighting game, I realize this is a monumental task that I should probably just give up for now. I've learned a lot, but now I need something new. I've got two paths, help me decide anons:
1) Competitive puzzle game (like how Katherine was, but not actually copying the gameplay)
2) Fantasy western adventure game

>>370759610
You could always make a turn-based rpg if you don't want to do harvest moon like mechanics.
>>
>>370760039
I love Harvest Moon, and to that effect, Stardew Valley too actually.
Trying to get these mechanics worked out has actually been a pretty great learning experience.
>>
>>370701572
Ive only been doing music for a while and would like to a song or two and maybe some sound effects with snyths. Would anyone be interested?

I can post a soundcloud of my stuff if anyone wants to.It's experimental music
>>
>>370759610
I love Rune Factory, Stardew was pretty good too.

Not a lot of competition out there that's not RPG maker, so if you make a halfway decent one with an interesting graphics style or theme it could do pretty good.
>>
>>370737317
Are you looking for a danmaku hardcore like ost? Or a more mysterious ost?
Thread posts: 282
Thread images: 71


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

If you need a post removed click on it's [Report] button and follow the instruction.
If you like this website please support us by donating with Bitcoin at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties. Posts and uploaded images are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that website. If you need information about a Poster - contact 4chan. This project is not affiliated in any way with 4chan.