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How's your game coming, anon? It's been a week, surely

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Thread replies: 378
Thread images: 100

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How's your game coming, anon?

It's been a week, surely you have some progress by now, right?
>>
>>376337228
I'm making a mother-like game. I'm trying to find nice aesthetics and a style for my game. I'm thinking in something minimalistic with emphasis on colors. Maybe something vaporwave-ish?
>>
>>376337228
Stuck in a loop where I make assets, try them out, throw them away, and redo.
>>
>>376338015
Sounds sick. I hope it doesn't crash and burn like mother 4.
>>
>>376338176
What happened to Mother 4? I know they changed the name and assets, but I thought it was still going.
>>
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Making guns and shit.
For the fucking life of me I cannot understand why I was called to help with the programming when there's already two programmers who are pretty much married on the group and now I have to take on modelling work because they gave a thousand things for one man to model, I also cannot model/texture for the life of me, but oh well.

So this is how it feels to be on a sinking ship.
>>
>>376337228
I was going to make a vertical shooter for my first game. Standard kinda shit where you shoot demons and get power ups. I'm not too big on vertical shooters and I only picked the genre because I know most of the code already. Anyone got good examples of vertical shooters I can use as a reference?

I know about a few, but as I say I'm not too versed on them.
>>
I have basic C++ and C# experience but never made a game, is it wise to jump into Monogame/XNA or should I try something like GameMaker first?
>>
>>376338158
Why?
>>
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>>376337228
just got done with some really necessary stuff.
>>
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I've been making my starting zone more detailed.
Still haven't touched the centerpiece building.

inb4 "You're gonna get C&D'd." I know the risks and am acting to avoid them already.
>>
>>376338937
Because I'm not satisfied with the results yet. It gets a bit better on every iteration though so it's still progress.

>>376338718
That looks decent. I hope your teams manages to sort their shit out anon, teamwork is a bitch.

>>376338974
Are you guys skipping this demo day?
>>
>>376337228
I'm trying to come up with an X-men like capeshit setting with a bunch of people with their own unique powers. Help me come up with interesting powers /v/.
>>
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>>376337228
Yea sure It's just a Pac Man clone
>>
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>https://boustrophedon.itch.io/konrad-the-rocket
finished this level today
>>
>>376338974
Finish it so I can pirate it.
>>
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Working on the first boss, spells already coded and now working on the effects.

This is an interruptible spell that, if not interrupted, deals damage and leaves a small zone that deals periodic damage if you're standing there.
>>
>>376343125
There's gonna a shareware version that's gonna be pretty long, so why bother?
>>
>>376338416
it's still going, that's all
he probably thought it's completely dead because retards here made threads with ops that made it look like it was shot down with a c&d
>>
>>376343245
I want to play the full version for free.
>>
>>376343640
May I sleep on your couch? I might not have a home soon.
>>
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I really want to start making a game but it's hard to even know where to begin.
>>
>>376337228
>Godot 3.0 still not finished
I'm going to fucking kill myself
>>
>>376337228
I'm waiting for Godot.
It will come out someday.
>>
I'm learning C# and later on Java at a community college because I'm poor and it's at night since I can't afford a proper college.
What hope do I have since the course is so fucking slow but on the other hand, I get bored easily.
>>
>>376343856
>>376344128
why not use normal godot
>>
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>>376344245
3 > 2
>>
>>376344245
I want to do 3D and the current stable 3D renderer is not great. Godot 3.0 is going to feature a much improved renderer and with the ability to use straight C++ rather than gdscript it will allow for near-perfect optimization without needing to recompile the entire engine with an incorporated C++ module (which are a bitch to work with in the first place).
>>
>>376339719
Grab an item please. I need to see it.
>>
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I have already made a few games in Unreal and Unity. So now I am building my own engine to build a small game to hopefully draw the attention of some of the larger studios. I am still currently working on the renderer. Today I got my world space camera working. Been fun so far!
>>
>>376345892
Currently there's no polish to the item pickups themselves. They just get added to the inventory.
I did a bit of look development for the item use when I was making my pause menu. The functionality all works for both items and badges, they just don't have much animation or the flashiness right now.
This is an old webm from before I started working on the current zone, evident from Mario having no animation.
>>
I'm trying to find the motivation to pick my project back up. I stopped after my aunt's death about a month and a half ago because I was depressed as all fuck. Help me /v/.
>>
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Posted mine on the AGDG's demo day that just closed.

itch.io/jam/agdg-demo-day-14/rate/141815

does anyone know when the streams and such start?
>>
I'm doing some sound design for an anon's project. How do these explosions sound? I made them by mixing together a lot of industrial noises plus some one-offs (a rock breaking through ice, etc.).

https://clyp.it/4ejk0dra
https://clyp.it/z144kolc

I haven't found a really good "fire" sound (akin to white noise, I guess), so the sounds are very percussive.

Does anyone here try to make SFX that isn't just 8/16bit or freesounds.org stuff?
>>
>>376347705
>mafia goomba
i never knew how much i wanted this
WHAT COULD HAVE BEEN
>>
>>376347814
listen to some game music that would fit your game
think on what you could code to make it happen

and then DO IT
>>
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>>376349352
Anon, please, he's a Gloomba.
What, do all of them look alike to you?
Racist.

He's honestly kinda a large part of the drive that started me making this shit seriously. I came up with the idea in a Paper Mario Color Splash thread after last E3, other anons expanded on it, and later I started trying to make a PM engine in Unity to see if it was doable.
>>
>>376349752
That kerning is annoying.
Paper mario had thin bubbles because it was a 4:3 ratio game. In the widescreen ones they still made them thin enough.
>>
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I'm not sure what to do about this boss. He's the 3rd boss and the only assets I have for him is his idle, stomp, and fire breath animations. Shoot me some ideas. Most other bosses have had bullets flying everywhere
>>
>>376339719
You're already ahead of the game on avoiding C&D's by not posting this shit on r/Gaming so everyone can show it to Nintendo and how they should hire you.
>>
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>>376349959
Boss 2 rotation is this webm (the floor is different now)
>>
>>376349959
Eye beams that cause shockwaves
>>
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trying to learn how to code shaders so i can make my windows give bloom and blur to the water outside the ship.

It's a shame I can't make it work cause it's just a matter of combining two preexisting shaders coming with unity.
>>
>>376349912
Yeah, I need to go back in and fix the kerning.
I hadn't noticed, but you're right that their textboxes kept a kind of 4:3 ratio.
I will change that stuff further down the long as more of polishing stuff
>>
>>376343458
To be fair, it's better that they pre-empt an AM2R situation by gouging out all explicit references in advance.
>>
>tfw you could totally make an epic turn based strategy game but it would be mspaint graphics and nobody would buy it on that alone
>>
>>376350601
Yes, the text bubbles should definitely not be full-width of the screen.
That said I've been watching your progress since you were posting the first test levels, keep up the good work!
>>
>>376349959
linear ripple on stomp
wing arc beam
>>
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Going great!
The demo was received very positively and I've got a list of tweaks and changes to go though.

I'm coding the third powerup now,because it's been burning a hole in my to-do list. After that is a bunch of system changes and then on to level 2.
>>
>>376337228
Define "progress". I wrote out my plan for it (levels, gimmicks, aesthetic, etc) and realized I need to scale my approach down a notch or three.
>>
>>376343848
Pick a game engine that you feel has the features that you need then make a placeholder character move with wasd or your preferred method of movement with some background placeholder art that hints at what kind of atmosphere you want your game to have.

Then give up when you realize it's only going to get harder from then on.
>>
>>376343848
don't fool yourself, it's not

go on unity's website, click download then do tutorials. That's it. Don't like the look of that engine? Pick another one

this question is asked literally every single damn day on every single gamedev community. You're just too lazy to google "how to make game".
>>
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>>376350498
wrong webm
>>
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Edited the title theme a bit while working on background tiles.

clyp.it/gzowhu4n

Feedback on the music is appreciated~
>>
If I made an indi 2deep4u game that focused more on story, theme, mood, and emotional development would that make up for my lack of desire to make a game that is mechanically compelling or technically complex?
>>
>>376338974
like the art style
>>
>>376351125

that actually doesn't sound bad. however, i can't imagine this playing along ancient Egypt themed game.
>>
>>376351187
only if it makes people feel, if they don't feel they wont care
and then you fail
>>
>>376350945

It's not that simple you dumbass.

You just open up the game file, and nothing is there. Even if you're using Unity which has a nice editor, there's nothing there. you have to program in everything, and it's really hard to know what the actual meanings of words are. Like how do I pan the camera? You have to look up the specialized diction of the programming language to do it.

Besides some people like me work at a job and we have to wait for our days off. If we waste a weekend then we have to wait until next week to start, and it sucks a lot of willpower out of you.
>>
>>376351187
You better be a really good writer.
>>
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Finally got automatic tile depth to work in GMS. Only downside is they all have to be the same size tile.
>>
>>376352148
Okay, but this is the easy part. Now make the white object actually have a non-zero height too and see if you can pass around corners properly. It's not easy.

Source: did this myself a while ago
>>
>>376352148
>Only downside is they all have to be the same size tile.
But this is actually more consistent.
If you need them bigger, just conjoin them into 2x2
>>
>>376352602
More that I need to draw them out like this.

>>376352326
Ok...
>>
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>when all your ideas are unfeasible because of the sheer amount of art/animation required
just bane my navy seals fampai
>>
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>>376352326
This what you were talking about, anon?
>>
>>376351712
what part of read tutorials dont you understand? Unity has like 6 huge probjects with hour long follow along sessions to make you learn almost everything from bare bones coding to how to write shaders and networking.
>>
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>>376353064
Here's the current code for setting the tile depth by the way.
>>
>>376353064
Yeah, looks good. Now make something like a 5×5 square with a dot in the middle and see if you can walk around the inner "ring" without issues
>>
>>376352326
>It's not easy.
you sort the images drawn to screen based on Z then Y
it's easy
>>
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>Villain has a reason to be the way he is and believe the stuff he believes even if its wrong and has a goal he is working towards achieving
>Hero is just doing his job
Is this shit writing or what
>>
>>376353229
Okay, anon...
>>
>>376346359
what are you using to do that?
>>
>>376353642
Unity.
>>
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>>376353229
It works, anon.
Ignore the seam on the lower block, that's due to me being lazy and not drawing all the tiles yet.
>>
>>376351712
That anon is correct that it's as simple as Google. You pretty much literally have to Google every tiny thing you want to do when you are new and slowly crawl through youtube videos to even get the very most basic gameplay set up. Only to then realize that you are missing an entire fucking skillset to even finish the game.

You are free to pay somebody to teach you or do work for you since you have a full time job.

You are getting genuine good advice. Only masochists who like this kind of thing or those who are getting paid to do it succeed. Now fuck off and learn some manners, /v/ would never forgive itself if it made another Phil Fish.
>>
I'm still trying to put together a concept. All I've got at the moment is basically an occult-themed phoenix wright with a map screen and some inventory/time management.
>>
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Spent like 7 hours finishing up the first dungeon layout and populating the first town with NPCs.
Formatting is a bitch in RPG Maker when you're using a non-default text size, holy shit.
Now that I got things figured out though it should go a lot smoother.

Taking a break today to do my regular job (which just so happens to be making grafics for someone else's game) so I'll just leave this map here for feedback.
You guys have been great help with your feedback so far.
>>
>>376354201
looks cool, what are your inspirations for your game?
>>
>>376354379
so whats the story behind the place
>>
>>376354580
It's gonna be a sci-fi detective/police dramedy with conversation and puzzle solving elements. Not a lot of action. I wanted to do isometric because I'd never done it before.
>>
>>376354691
Monsters took over, killed the king and queen, spread the cursed trees all over to ensnare the people and destroy the town. While the majority of the army left to conquer other places in the world, they left behind a small occupying force to make sure shit stays fucked up.

The two princes of the kingdom managed to escape but tackled the problem in different ways.

The younger one, Godwin, ran off to get revenge on the big bad who sent the monster army over while the older one, Edwin, who isn't much of a fighter, went to find a hero who could liberate his kingdom.

The hero, of course, ends up being the protag. The game starts with Edwin asking the protag for help.
>>
>>376354826
Yeah isometric is definitely insteresting, I've got to try that at some point too. That sounds neat, good luck anon!
>>
Im making two games, one with cute robot girls, and another puzzle/adventure one based on a old webcomic of mine.

Heres the puzzle/adventure game

https://youtu.be/kmo3ENg4kjE
>>
>>376355263
And this is the robot game with cute robot boys/girls

https://youtu.be/VWcnn2o6RFA
>>
>>376337228
I'm just working out design concepts still. I just about have the formula down - the story, the main character, the setting, the objectives, the combat mechanics I want, the enemy designs and challenges I want, game flow, audio design, etc. Just ironing out some missing links and that's about it.

I've only done small mini games using Game Maker in the early 2000's and projects using True Basic and VS / DirectX. Never did anything in a 3D engine. So once I have concepts down I'll have to buckle down and go through tutorials to learn. I'm going with UE4. The goal is to just make a prototype / vertical slice for now.
>>
>>376355168
>bad guys just want to fuck shit up
thats kinda generic, atleast the bosses basically took the crowns and are playing make-believe king 'n queen i suppose
>>
>tfw will never finish a project
>>
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>>376342518
Reminds me a lot of that game N. Looks good
>>
I've been designing a game in my mind for the past year. I'm just an ideas guy, but I'm at the point where my idea is so refined and high quality that it's honestly a bit of a disservice to not try to implement it.
>>
>>376356725
There's a reason why the big bad wants to just flat out cause misery around the world, but I don't wanna spoil that just yet.

But yeah I'm not the best writer so the overall story is still fairly generic. I'm still gonna try my best to make things interesting.
>>
>>376356949
Sounds like you need to start learning how to make a game.
>>
>>376356949
Tone it down and fire up game maker. Focus on your favourite aspect of the concept and build a game around that.
>>
programmer here who doesn't want to learn to model or animate or pay money for someone to do that.
>>
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I launched a new version for agdg demo day and everyone hated it with reason because there were some realy shit stuff that i could not see
Now im fixing what they said it was shit
>>
>>376357209
you better have the freshest idea ever
>>
programmer here who want to design games
>>
Where do I find a 3D artist who will willingly undervalue their work?

I will pay, I just can't pay a lot.
>>
>>376355475
>cute
>>
>>376357497
doesn't want
>>
>>376357018
>>376357085

Well no shit! That was the plan, it's just hard to take the first steps. Something always comes up, or I lose the willpower to even try right before it.

I already downloaded Godot, I could start now and it's even my day off. I'm just a pussy I guess.
>>
>>376357694
>I already downloaded Godot, I could start now and it's even my day off. I'm just a pussy I guess.
Fuckn do it, anon. I believe in you.
>>
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>>376337228
I'm working on it man, I'm working on it
>>
im conflicted between a 3d proc gen dark souls and a halo multiplayer clone
>>
>>376357516

I think it might be best to just offer rev shares to get better talent.
>>
the only part i enjoy with making a game is the character designing. this is why i will never complete a project
>>
>>376357970

You will never be able to make a multiplayer game. Multiplayer games require huge teams and hundreds of thousands of dollars in server costs to operate. Just forget this idea now.
>>
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>>376357827
is that a rpg maker game??
surely i'm mistaken anon
>>
>>376357970
there's countless fps games, but hardly any dark souls clones with a invasion/co-op multiplayer
>>
>>376358150
Only if you have hundreds of thousands of concurrent players
>>
>>376358156
Yeah it's RPG Maker
>>
>>376343219
Is that haydee?
>>
>>376357984
I doubt a skilled artist is going to choose imaginary future money over a different client with real money now.
>>
>>376346359
>So now I am building my own engine to build a small game to hopefully draw the attention of some of the larger studios.

What will make your engine unique?
>>
>>376358150
Google firebase
>>
I would post my content here but I don't want to forever be associated with this shithole.
>>
>>376355263
Music's nice, did you make it or is it from another game?
>>
>>376358382
you can always just post a screenshot/webm without any text to prove that you are the dev.
Should anyone notice, you can say the one who posted it was a temporary contractor who only made a few assets in the game.
>>
>>376358382
>this shithole
it's just an imageboard
what is there to be associated with?
>>
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Apparently it's going well and even looks a little >cute, even though I'm super self conscious it's bad and will never take off.
>>
>>376358520
A friend is making it for me.
>>
>>376358382
One word: Notch
>>
>>376358889
Cute. Post more.

What's the deal with the door?
>>
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>>376358928
I'm havin' issues with getting a door sprite to look well, so I'm just leaving that as an indication of where they'll go. But uh, have some fuggin' battle sprites.
>>
>>376337228
>tfw too fucking stupid/immature to learn coding
why live
>>
>>376359271
The red needs a bit more contrast but they're real nice looking in general.
>>
you're too defeatist, you mean!
>>
>>376359390
for
>>376359294
>>
>>376357694
Well this isnt your blog. Come back when you have something to show instead of posting a tl;dr version of saying "I have an idea!"
Everyone has ideas.
>>
>>376359390
too overwhelmed more likely, using tid bits of code from learnlanguage.sites can be easy, but it doesn't make you understand how it even works that way
>>
>>376358889
Looks nice, but he building would have a little more perspective / look a little less awkward if it either had a slight shadow to the side or had architectural features that helped break up the long, flat sides. Like a slightly overhanging roof or something. Check out games like LttP.
>>
>>376358889
>>376359271
just gotta accept that your graphics will look like shit until you're willing to put in a few more years just learning how to draw
>>
>>376359849
Now is that objectively or subjectively shit?
>>
>>376359849
I think it's serviceable. Helps that he's going for a really simple style, and it looks like he's got an eye for colour. The palette is really easy on the eyes.
>>
>>376359912
when someone has no functional knowledge of how light / shadows work or of linear perspective, then it's objectively shit
just gotta hope you can make things shiny and colorful enough that you can pass it off as "muh s-s-style"
>>
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We've hit a major milestone this week as we've just launched a Kickstarter campaign. So I guess it's going pretty guess for us.

There's still a long road ahead, though.
>>
>>376360286
>major milestone = just launched a kickstarter
that.. doesn't sound promising
>>
>>376360280
Just to clarify, if you're referring to the gnome, it's literally a shiny plastic gnome.
>>
>>376360286
Is that Sombra in the middle?
>>
>>376360471
Actually, it is. Are you even a dev?
>>
>>376360630
No lol. We didn't even based on her. That character controls Time and Void.
>>
>>376359638
>>376359390
exactly. no matter how many times I start the learning process, it just won't click. I want to do things my way, but usually my way is stupid and definitely not the best way to go. It just feels like I should know more coding so I can do it how I want, but I can't learn enough coding because I'm always trying to do it how I want.
>>
>>376360286
>Scoliosis of the Void
>>
>>376360504
I am not
>>
>>376360892
only a true dev would be proud of launching a failstarter
afterall, most games funded through it were successful.
>>
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>>376349912
>>376350770
Okay, I was also getting annoyed with it so I went and tried to fix the kerning.

Does it look better now?
Before each letter just had a certain amount it'd push the next letter forward regardless, which made that shitty kerning.
Now the current letter pushes it half of the way and the next letter pushes it the other half, with letters either having small, medium or large kerning to add based on their width.
Punctuation has it's own kerning amount that's even smaller than the small setting.
>>
>>376358889
Bro your shits looks awesome! Don't stop.
>>
>>376362112
Yes, it looks better.
>>
>>376362112
that y looks really awkward but everything else seems fine.
>>
>>376361365
If I were to fuck with the red house, would that improve the quality? I've been meaning to redo it anyways.
>>
>>376360286
That's some great art. I went through your Tumblr and the concept art is top notch.
>>
>>376362875
probably best for you to just worry about getting a game out instead of worrying about the art desu
>>
>>376362875
the only thing that arguably doesn't need work are the trees and flowers. Even then both look as if they were taken from 2 different games.
>>
>>376360286
>...but after fleeing for a l
>ong time...
Jesus christ, at least try to make your shit look professional. Have a proofreader or something.
>>
>>376362875
Worry about finishing a game, first. That's the biggest milestone that will push you to finish additional games in the future. Some devs get lost in an endless cycle of tweaking and they never finish anything as a result - or you get games like Owlboy, which have a lot of polish on some fronts but are insanely short despite a 10-year development period and still have glaring flaws.
>>
>>376365507
wewlad.

post more
>>
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>>376360997
Sure.
>>
>>376365507
i thought that game was gay porn wtf
>>
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Working on lighting. Getting some good results with Unity's area lights but there's still a lot engine features I'm reading up about.
>>
I dunno which way I should go with this.

Unity 2D is still a shitfest, and I don't have money for Multimedia Fusion 2 (which I'm most familiar with) nor patience with Game Maker (tried it, don't like it). I learned about Godot from this thread, and I'm thinking about taking a look at it.
>>
>>376367037
If you don't have the patience for Gamemaker, you sure as shit won't have the patience for Godot.
>>
>>376367014
Is that loss?
>>
>>376367504
Depends on why I don't have the patience for Game Maker though, doesn't it?

It's level editor is annoying as shit, and project organization is a pain the ass too. GML wasn't the issue, if that's what you think it was.
>>
>>376367037
If you lack patience, GameMaker is your best bet. Starting out might be slow, but its way faster for rapid prototyping than any other engine.
>>
>>376367757
I don't lack overall patience. Just for Game Maker. It's annoying as shit. Maybe because of the "starting out slow" you mentioned. I'm used to getting started right away with Multimedia Fusion. Open it up, make a new frame, and slap some events in to make shit work. But I have little moolah right now.
>>
>>376367971
Were you using GM:S 1.4 or GM:S 2?
>>
>>376367037
There's also Love2d, if you like a simpler programming language like Lua
>>
>>376368108
I honestly don't remember. This was a year or so ago though, so I'm thinking 2? Why do you ask?

>>376368130
I don't have a problem with language complexity. I'm familiar with a few. But the engine's environment can't be a bitch to design with, cause I'll just get pissed off. Wouldn't be a problem if Game Maker could load Tiled maps but as far as I know, it can't. Not trivially anyway.
>>
>>376368478
Oh no it definitely wasn't 2. I just happened to stumble on a video of Game Maker 2. They changed basically every damn thing, huh?
>>
>>376350498
>flash of light from explosion
>belly of a giant sea creature booms in the darkness
O shit. That's cool anon. Does the mine explode in proximity to monsters? Will there be some way to make a light source? Its dark.
Yiur game looks cool.
>>
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>>376369308
Sorry anon, but I'm too smart to not make a game. It requires skill and intelligence, so most people are not interested and do menial tasks. We have subhumans for those kinds if things though, thankfully.
>>
>>376368613
Yeah, that's why I asked. 2 is definitely more usable.
>>
>>376367014
Tell me about your game anon.
>>
>>376353642
>>376353862
No...It's a customer renderer written in OpenGL and C/C++. Specifically I am using GLFW as my OpenGL implementation. No idea why that person responded Unity.
>>
>>376369650
I'll give it a fair shake then. There's a tutorial series that'll get you a platformer up and running pretty quickly so I'll just munch through that real quick and start thinking about how to implement other features.

I'm torn between a traditional level based platformer, a more metroidvania-lite approach with more of a platforming focus, or more combat heavy. It basically hinges on whether I want the game to be cute, or I want it to be taken seriously.

Either way, the main character will be starting the game with a piece of toast in her mouth. I have a promise to fulfil to an anon from many years ago.
>>
>>376358371
Nothing! It definitely won't be as good as Unreal or Unity but the process of understanding how to build one is what I am after. Unreal and Unity are both great tools but I've never been a fan of using tools without understanding how they work. What will be unique about my engine is that it is built for a specific game and not "any" game.So it will be very lightweight and will only do what is necessary for the specific game I am making. Again it's more of an excercise in building an engine than it is about making a great game or unique engine.
>>
>>376370438
Nice, good luck anon.
>>
>>376371168
Thanks, I'm gonna need it. I'll check back in next week. Hopefully I'll enough to show that you can tell me if I'm veering too far into the "Megaman Clone" direction. I'm not gonna screen transitions or any of that malarkey, but "platformer where you run, jump, shoot, and occassionaly chop things" is pretty much monopolied by Megaman-likes these days.
>>
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Model viewer, want to have a library with all the NPCs on the game and a little backstory on them.

>>376358290
Nope, is that what it looks like? it's an empty test map to work on mechanics without clutter
>>
>>376367014
oh crap that looks neat

>>376362112
what engine are you using anon? this, the sidescroller where youre a cat and have guns, and the 3d platformer with nice movimentation are my favorites posted on these threads
>>
Better get cracking before Greenlight goes away.
only about a week left
>>
>>376370601
good luck and have fun my dude
>>
This Paper Mario idiot is a waste of life.
>>
Something to consider

https://medium.com/the-cube/how-my-fellow-developer-stole-my-steam-game-from-me-57a269fd0c7b
>>
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>>376367653
Adding pointless references is what I do on days when I'm too tired to code.

>>376369767
You kill bugs and look cute while doing it.
>>
>>376358382
Risk of Rain guy, notch, scamdere dev, mayhem league, that guy doing the ace combat clone, umbrella warriors, they all posted here. And somehow you are acting like you are above this place? Why don't you fuck off and never come back m8?
>>
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>>376371723
>You kill bugs and look cute while doing it.
I can dig.
>>
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Tried out some Unity yesterday, it went alright.
>>
>>376372075
procedurally generated?
>>
>>376372075

do you have to move on that grid?
>>
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>>376371558
It's just Unity. I've made about everything in the scene currently minus the generic goombas, toad, and item sprites. I'll get to remaking those later.
Code is mostly mine, though I admit I'm heavily relying on iTween for a lot of the procedural animation stuff.
I started after people started complaining about Color Splash last E3 (haven't been consistently working on it of course) cause I was wondering how hard it would be to just make your own PM game.

>>376371630
That's kinda rude. I mean, it's just a side project. And it's actually been very educational for me.
Like 80% of what I know about code has now come from making this game.
>>
>>376372286
Nope, just hand built. I might have a go at procedurally generating some things in the future, but the focus won't be on that.

>>376372350
Yes.
>>
>>376372428
don't reply to jealous idiots, unfit to be even bait
>>
>>376372428
You want to make a Paper Mario game? Good fucking luck anon, and godspeed.
>>
>>376372075

I love that the oldschool dungeon crawler genre is getting more popular, especially with great games like Grimrock. Keep it up my dude.
>>
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>>376372075
that millennium girl map
>>
>>376372428
Are you going to make with Mario themed? Because you could probably sell it if you went with something original
>>
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>>376373101
>>376372786
Yes, I've had this discussion a LOT already.
I want to make a fangame. If you want a paper mario like game making it's own world up from scratch, look up Paper Bugs, another dev that goes on 4chan a lot.

I want to make a fangame the same way other faggots desire to make fanart or fanfiction. Basically autism. I got my ideas I want to see made with the characters/series I like. Shit like webm related from way back when I first started doing test shit for this.
I'm just gonna keep going at it anonymously until it stops being enjoyable, which doesn't seem like it'll happen any time soon.
>>
I'm currently working on a website focused on gaming and gaming development. I was wondering what kind of articles and tutorials you guys want to see. I can do most things to some degree -- 3d modeling, art, programming, ect. I work in unity, photoshop, blender, and a variety of other programs for smaller tasks like video editing, texture mapping, and music, although I'm not that great at music nor sound effects, so I probably won't do tutorials on either of those.
>>
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>>376337228
I incorporated feedback given to me by a kind anon on Saturday.
>>
>>376374446
Oh yes, not him but I remember that discussion. It looks better now.
>>
>>376374446
What game is this?
>>
Former game developer here. Indie game development pays shit. You have been warned.
>>
>>376375101
yeah, not everyone can make the next minecraft/terraria
>>
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>>376374707
It feels like a layer of shittiness was lifted from the controls
>>376374771
Just a Star Fox-like I'm working on in Unity, it doesn't have a real title yet


Maybe "Extinction"
>>
>>376374446
>>376374707
i'm curious, what was the discussion? the problem and solution?
>>
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>>376375101
>Monetary desires
The only good reason to develop games is madness.
>>
>>376373849
Nah I want you to succeed senpai. It's just that Paper Mario games have largely been superseded by the Mario and Luigi series in terms of writing quality and humor.
>>
>>376376547
And also writing an RPG is hard, even a simple one.
>>
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>>376376163
The controls were too tight, causing a lot of jerkiness when steering. The solution was to add interpolation between movement and stillness.

Not sure if my explanation makes sense. Webm is how it used to look.
>>
>>376376547
nice bait, to think that an developers excuse can be used as bait
kys
>>
>>376376816
can you repeat that in english?
>>
>>376365507
>Drawing girls for once.

Bullshit, you are playing some sort of trick.

Is this for the Anubis game or the one that is maximum degeneracy?
>>
>>376376732
yeah that makes sense
also definitely looks like an improvement
>>
>>376376927
no daniel
>>
>>376365507
I didn't care for your game before but now it has my attention
>>
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>>376364556

What's with femT Ray?
>>
>>376337228
No.

I think I could but I haven't got the motivation. Plus if I made a game that was even mildly successful it is one which could be easily copied by much more competent Developers
>>
>>376377420
There is only 1 problem with your assessment.
There is a great lack of "competent" developers.
>>
>>376377508
I am not a lucky or clever man
>>
>>376372075
I'm working on one like that too
https://my.mixtape.moe/xjzykm.mp4
>>
>>376349959
Is there anything in particular you want him to test the player on?
>>
>>376375773
really cool webm. Really bad title idea
>>
>>376376946
Anubis.
>>
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>>376372075
>>376377749
>two other niggas working on Dungeon Crawlers
Fuck me huh
>>
>>376377961
Second one here, luckily for you I have no drive to work on it
>>
>>376358923
>>376371819
Notch posted here? What was that like?

And why couldn't you save him/minecraft, /v/?
>>
>>376377848
Cool thanks

Any better titles?
>>
>>376376927
No, I only speak in edge and memes.
>>
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made a storyboard for the oppening cutscene of the game
probably hard to understand without the text that should acompany the panels (which I erased) but the scene is deliberately simple anyway, so it's mostly self-explanatory
>>
>>376337228
me again. earthbound like rpg between me and a friend. text boxes are still a bitch, and nobody on leddit wants to help, they just delete your post if you ask a question
>>
>>376378093
probably still posts here!
since he wasn't popular during the time that i know he was posting, i'm not sure if i ever witnessed it, or remember if it was obvious or not. i'm pretty sure it was him who made the early minecraft threads and talked about the game though, i don't know who else would, because that was way before it was widely popular or had very interesting functionality.
it's funny because he was selling the pre-alpha and whatever and /v/ was going crazy for it.
i bought it myself, very early on, back when it was only one little patch of land (was it an island? don't remember), every block broke at the same rate, crafting wasn't a thing, and don't think there were zombies or animals. it was bare as fuck.
>>
>>376350792
What engine are you using?
>>
>>376378231
What's the story of your game? I'm not talking about lore, cause I don't think your game has one (that's not a bad thing). What does your game represent to you and what is the sensation that you get and want other people to feel when playing it?
I'm in the creative process of creating a mecha fighting game, and to make it easier on choosing a title later I've named it BÄ«todoramu Project for now, cause that's the sensation I get when thinking about it. Japanese drums playing while you're in a big arena fighting in your mecha. Hope it helps, sorry if it sounded gay
>>
where do I start learning, I want to learn because I see it as self-improvement in my otherwise goingnowhere life, if it means anything I think I have the willpower to slog through it but unlike lifting I go to a pdf file and it seems like a huge wall of text and knowledge is holding me back instead of gradual change
>>
>>376379234
What kind of game?
What language?
What engine?
Past experience?
protip: type the first 3 into google for a quick answer.
>>
>>376378609
i like that the butterfly is still smiling when it dies
>>
>>376378609
looks good. I'd just make one change:
In the storyboard you're making the cutscene start with a wide view of the forest, showing the thing in the mountain over the distance. Then it cuts closer, to the protagonist. I like how you sometimes showed him closer and sometimes from afar, like the one panel with just a few trees. I think that, when the thing in the mountain has dark clouds surrouding it, it shouldn't cut back to a wide view from afar. Make the character seeing it, putting him in frame while looking at the mountain. Or in frame while looking at the enemies.
It doesn't feel right to be
> Wide view
> Protagonist
> Wide view
> Protagonist
> Enemies
> Protagonist
I think mixing some stuff together would be better.
>>
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>>376337228
Demo day came and went, so now I have to start making more player animations and redesign the pause menu. Maybe I should redesign the player character first though. Art was a mistake. I just wanna program.
>>
>>376379141
Thanks anon.

That helps.

Doesn't sound gay at all.

I will try to give it a good think over the next few days...
>>
>>376379390
I wonder if it's a bit too silly and takes away from the """"seriousness"""" of the situation but honestly I like it this way, being more humorous and light hearted fits the game better

>>376379693
hm, I see what you mean
I'll take this into consideration and make some changes
thanks for the feedback
>>
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Putting some more work into this.
>>
>>376381480
looks like a good place for too many jumping puzzles
>>
>>376379937
What is this from?
>>
>>376381717
Screenshot from Ys 8
>>
>>376381684
The stage won't be very big or complex in terms of gameplay.

You're really meant to get onto the top of the mountain on the right to find a wizards house.
>>
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>>376378970
GMS1.
>>
>>376339719
Good luck with your game anon.
But I have to know...

>Fan game

What's the point? You obviously know how to make a game, why not do something original?
>>
>>376382224
read >>376373849
>>
Wait why the fuck do you have to pay for GameMaker now? Why is only a limited trial free?
>>
>>376339719
You're risking yourself to lawsuits. You're not allowed to make free fan games, google this shit. You're obviously competent, don't waste your powerful autism in something with no return. If you think you can improve this game series then you can also improve its characters and stories, make characters that are meaningful to you. The art in these games is not something out of your grasp.

I plead you to reconsider.
>>
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>>376337228
I'm working on a small Google Cardboard experience for my new job. I despise working with Cardboard since I have a fucking Vive sitting right here, but whatever. I think it'll be neat.
>>
who here's baking a game with just Visual Studio? or is it now ideal to use a game engine IDE
>>
>>376382730
just let him make his game and change the art assets when it's finished
it keeps him motivated which is important
>>
>>376349959
How bout a wing/strong wind attack
>>
>>376382730
At worst he gets a C&D and at best nothing happens since he isn't trying to make money off of it
>>
>>376349959
Flying above you and raining down fire balls, then coming down to slam into you.
>>
>have to just hope it'll get more documentation
I'm really considering switching to something else.
>>
>>376378231

Have a backstory? Need a backstory? Titles create backstories and vice versa....
>>
Did something more today.
Trying to update the HUD. It's gonna drop down when stuff changes then pop back up off screen like in all the other games

>>376382730
I neither feel confident enough to make my own universe from the ground up, nor do I really want to. I want to make a Paper Mario game with Mario characters and logic.

I'm gonna keep doing it until I can't.
I'm gonna keep it mostly quiet, with only real updates on 4chan, no real public target until years later when I get it finished. Only real problem I can think of with keeping my development anonymous is where I'm gonna put up the files when I want to demo shit.
When I'm done, I can release and get an easy to follow C&D at that time when it's already out and people can just make copies and spread it around out of my hands.
If I get a C&D before that, I'll consider my options then.

Also, Nintendo does squash a lot of fan projects, but they don't hunt them down like people like to meme. They get the big obvious shit. Stuff like AM2R or Pokemon Prism that shout out what they're doing, or people that put shit on sites like gamejolt.
Meanwhile, Epic Paper Mario on gamejolt hasn't had any issues as far as I've heard, and there's the Mario fan game forum that's very public. The way things are done matter greatly.
>>
>>376373849
I think fangames are a great way to develop your skills and get yourself out there. Just because it's a fangame doesn't mean you can't put it on a resume. Take it from me: if you make a well-received fangame than you can use that recognition to do other things with it. Freedom Planet, Spark the Electric Jester and Yooka Laylee to a lesser extent are basically fangames with the main characters switched around. Even if you start off making fangames, it can evolve into something more.
>>
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>>376384516
whoops, forgot the image.

>>376384559
Oh, I know that much too. That will be nice if it happens, but again I'm years from getting this stuff done.
>>
>>376382835
get rid of the textures ma, they look awful
if you have a nice selection of colours then you won't need them. add more assymmetry and polys to the trees, chunk up the rocks a bit and make them more wonky, and maybe add some subtle reflections on the water.
>>
>>376384559
Freedom Planet is worse than "just a fangame". It's popularity hinged on it's fapbait furry characters, at least one of which (the main, might I add) wasn't even the dev's creation.
>>
>>376384685
>Textures
That's a good thought. Just having a nice green would likely look better.
>Adding reflections and polys
No way. Not for a Mobile VR game. I'm already pushing the hardware as-is. If this were any other platform I'd agree, but not for this.
>>
>>376384559
>Take it from me
Why would I take anything from a random anonymous nobody?
>>
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>>376385424
>inb4 shill
>>
>>376385739
Posting a screenshot of some Sonic game doesn't make you not a nobody.
>>
>>376385739
Is that a new level? That doesn't look like the green hill from the demo.

>>376385832
I think it's Sonic Utopia. It got pretty big a few months ago.
>>
>>376353282
are you asking for criticism on the concept? because mostly that sounds ok, but remember that if the hero is someone just going through the motions, they still have a personality otherwise. On the flipside, James from SH2 was hilariously blank which was not without its own charms.
>>
>>376385739
Oh hey, I love Sonic Utopia. Keep it up!
>>
>>376385739
I didn't know you posted here, Lange.
>>
>>376385876
>>376386034

No. This is Green Hill Paradise - Act 2. It came out around the same time. Different mechanics and game engine, but both it and Utopia sought to accomplish the same goal, just in slightly different ways. I actually know the guy who made Utopia personally. We compared design documents and tested each other's work before releasing them.
>>
>>376385876
It's not Sonic Utopia.

Also Sonic Utopia is a shitty tech demo and the devs have yet to prove that the formula works in anything resembling a platformer someone that isn't an turbosperg would want to play.
>>
>>376386180
That was my second guess.
>>
>>376386259
>Also Sonic Utopia is a shitty tech demo and the devs have yet to prove that the formula works in anything resembling a platformer someone that isn't an turbosperg would want to play.
They haven't even designed a proper level for it yet, just an open sandbox. What makes you say the formula won't work?
>>
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>>376386265
Two open, Green Hill, physics-based, 3D Sonic fangames that debut within a month of each other? I hardly blame you. Hell, the fact that my project even gets compared to Utopia makes me feel pretty good. Some damn talented folks were behind Utopia and I'm just one guy. Feels good, man.
>>
>>376386469
>I'm just one guy
Besides the creator of the Sonic GDK engine, o'course. Can't exactly leave him out.
>>
>>376339719
Feels like Mario is dragging the camera.
>>
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GHP aside, what do you think of this other prototype I came up with? I think there's some potential here. I think that VR is a perfect place to make "power trip" sort of games.
>>
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>>376381480
New stuff. Small video showing the first major area. Nowhere near finished though. A lot of things to be added.
https://www.youtube.com/watch?v=6oGHHvp_gRI
>>
>>376386872
VR DBZ
>>
>>376387029
That's the idea, if the name didn't tip you off. If I expand on the concept I'd like to try multiplayer and see if I can't get some VR Budokai Tenkaichi 3 action going.
>>
>>376386872
>I think that VR is a perfect place to make "power trip" sort of games.
yeah definitely
and that looks like a pretty cool example of it
>>
>>376386872
dude fuck yea good for you, this looks like an actual fun vr experience
>>
>>376387284
Thanks, man. Here's it with audio. It adds to the experience quite a bit:

https://www.youtube.com/watch?v=B_KIzhdFQ8s
>>
>>376343848
Download UE4 and do tutorials. No one can teach you gamedev but yourself. Watch tutorials, finish projects, move on and get better. There's no nice package to learn how to dev other than to dev. Close those browser tabs and get to work.
>>
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>>376386569
He kinda is. It's closer to how it is in the games than what I had before. WEBM related shows the old vs new on that, though the most recent iteration has the camera correct all it's axis when mario steps out of it's dragging bounds rather than just one (had to do it so that things didn't get weird when the camera gets rotated due to interiors or whatever comes up)
Not sure if you mean it doesn't look right. If so, not sure what would make it feel better.
>>
>>376386339

Except that the devs think that the included level is "directed enough". That you think it's an open sandbox (like everyone else) despite their intentions otherwise doesn't give me much hope that they'll be able to do much better.

I have my doubts. I'm not saying definitively one way or another that it won't work, but for one thing, the camera is completely controlled by the player. That's a no-no in a platformer, period. If they never fix that, then Utopia is only marginally better than Sonic GDK or BlitzSonic or whatever, because the same problems remain.

Then you have the sheer freedom of movement provided to Sonic. Running around in 3D isn't that fun unless you're trying to get through a course quickly. Which necessitates tighter level design, which negates much of this freedom of movement, if you think about it. People like to rag on automated loops in 3D Sonic games but real talk? All you do in loops is hold right to get through them, or jump at the top for a little speed boost (which is exponentially more difficult to achieve in 3D anyway). Loops were ALWAYS about spectacle. Launching through the air was ALWAYS about spectacle. Making that momentum the focus of the gameplay design is a mistake because in 3D, making use of that momentum in a useful way is much more difficult. Hence why only turbospergs would want to play it.

In short, momentum-preservation above all else serves to raise the skill floor above what the average person is willing to put up with in a platformer. That's my position, and I don't see how the Utopia devs are going to prove me wrong. I'm happy to eat crow if they do, it's not like I'm praying for their failure or anything.

Also if the parkour in Sonic Lost World was less restrictive and the level design weren't so stupidly bad, that'd be great.
>>
>>376387743
Interesting, I didn't know they thought the level they had was "directed enough". I heard otherwise back when it was new.

Hopefully they'll keep it open enough for other people to make their own levels. Though judging by Sonic World's community made maps I shouldn't get too excited for that idea either.
>>
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>>376387643
This anon's got it. If you "really want to" then fucking do it.

>Where do I start?
With Google, nigga. Get Unity, UE4, Game Maker, I don't care which. Just get it and go.
>Okay, but CONCEPTUALLY I don't know where to start.
You like games, dont'cha? Then take your favorite game and recreate its basic mechanics yourself. This will give you a better understanding of what goes into making the kinds of games that you enjoy playing. At that point you take the concept and take it in a new direction.
>But I don't know how to code!
In a lot of cases, everything that you want to learn how to accomplish has a tutorial of some kind out there. Once you get the basics of vector math and how to work with the systems in place then you can go from there.
>>
>>376388004
Haha oh yea. One of the devs went on and on about little hints here and there that should've made it clear which direction the end goal is in.

>the stripes go this way
>there's a rainbow over there

Shit like that that hardly anybody fucking paid attention to.

The game LOOKS gorgeous, for sure, and little animation details making performing certain actions really fun, but I'm not buying that this is a thing that could have mass appeal, and at this point considering how long Sonic fans have been at this whole "fangaming" thing and how far they've come, "mass appeal" is the standard I hold practically all hack/fangame creations to
>>
>>376374446
I suggested the interpolation. Looks better, more like you're flying instead of hovering. I'd still continue to tweak it though, both the interp rate and max speed till you get something that feels perfect. Haven't played it but from the looks of it increasing the max speed a bit more might help. Maybe it's just me, but I think when people play these kind of games the joy is zipping around dodging bullets.
>>
Got animated sex scenes working today.

Not really sure what to do now that I have a working game on a basic level. Try and model some environments, work more on my code, finish more character sprites, or work on the script. So much to do. I guess anything will be productive.
>>
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this is my first project, I'm doing it in c++ with sfml. Gotta start with the basics
>>
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>>376389472
And with that you have piqued my interest.
>>
>>376386969
I like the song in the interior segment, got a Soundcloud link?
>>
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>>376389918
Here it is https://soundcloud.com/jdmoser/birdfeather-nebula

The songs in the game were originally written as a BK tribute album, but I was granted permission by the composer to use them in this project
>>
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>>376386969
This game looks ugly as sin so far. HOWEVER. When I consider what you're trying to show rather than what you're actually showing I can tell you right now that the character design is charming as hell.

Tell me what Mr. Hattyman will do besides run.
>>
>>376375773
fuuuck that looks good
>>
>want to make lego rock raiders clone in a better engine
>have absolutely no skill in art or design or programming
>>
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>>376390320
Within this area, He will climb to the top of a mountain where he meets a wizard named Depresto, a sad and unlucky wizard who wasn't always the best at casting spells.

He'll eventually grant you several powers that use several items including the hat, a hammer, and other items involving magic.

All the while accidentally sending you back into a weird and abstract world that you'll have to use these powers and find a way out of.

Also, the game is meant to mimic a N64 aesthetic, so it's kinda supposed to look ugly.
>>
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>>376390814
It's clear that you have a unique and clever idea going here. Depresto is a genius name and magic is a great direction to take a platformer.

Don't fuck this up by intentionally making things look like garbage under the guise that you're trying to be "nostalgic." We didn't like N64 platformers because they looked like shit. We liked them because we looked past the limitations to see the vibrant worlds hidden beneath the texture compression.

It's fine to be inspired by the games that you love, but your focus should be on showcasing the charm that these games instilled, not showing off its flaws.

N64 games looked the way they did due to technical limitations and they did the best that they could to create colorful and vibrant worlds. If you truly want to be "inspired" by these games then your goal should be the same: Use the technology YOU have at YOUR disposal to make a vibrant and beautiful world that players would actually want to explore.
>>
Man, my framerate finally dipped to 59 but its a 2D platformer. Its kind of a shitty laptop. Are people going to complain about 59 frames? I think at worst it might get to 58.
>>
>>376391494
I like your way of thinking.

Honestly, in way of "limitations" the only limitation is my modeling skill and optimization skill. I've made attempts at a higher poly version of this, but with no success. I'll keep at it however.

The whole reasoning behind the N64 look was because this drawing among several others of the character were drawn in the early 90s. I wanted to keep an essence of the drawings history within the design.

I'm making sure to make the n64 look more cartoony rather than 'realistic low poly' with bouncy/cartoony animations and hand drawn textures/colors (mostly)
>>
>>376391494
Depresto sounds a bit too much like Depressing for my tastes.
>>
>>376387708
I do think it looks weird. I think you old cam looks closer than your new one. Mario should always be in the center (unless in really tight areas or near level boundaries), the camera moves with Mario, like in your old cam. I think you had the x & y movement down in the old one. But the z movement should only happens when Mario touches the ground or is falling below his previous standing point.
>>
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>>376391880
Good to hear that you appear to be taking things seriously with your art direction. Mostly my biggest gripe is the lighting and the color palette so far. Going lo-poly is fine, but remember:

The key to doing nostalgia right is to capture what your heart saw, not what your eyes saw. Got it?
>>
i wanna kill myself
>>
>>376392308
Got it. Now, about the lighting and color palette? What could I change to make it better?
>>
>>376386872
do you get nauseous flying around like that when your feet are planted firmly on the ground, and there's no G forces pushing against your body?

other than that, looks fun, but try making all the animations 1.5-2x faster
>>
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>>376392463
Looks a bit drab.
>>
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>Gameplay mechanics starting to be where I want them
>Time to start learning Blender for models
>>
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>>376392463
One thing that games like DK64 did great was using a combination of baked lighting and interesting textures to create varied and surreal environments. Your entire environment is very flat color-wise. You're going to want to MAJORLY up the saturation and start using Unity's new Mixed Lighting engine to start making more interesting lighting and shadows. Those static stencil shadows have got to go.

Bottom line: You're making a fantasy game, arent'cha?
GET. WEIRD.
>>
>>376392673
This is true. I was kinda wanting to make the 'abstract world' the part where everything was bright and flashy to make it seem all the more different from the beginning segment.

I could try to make it a tad more vibrant though. I've just never been good with harsh colors because it hurts my eyes
>>
>>376376732
heh, were you also disappointed with SFZ?
I'm making something similar

looks great so far
I'd only suggest a few minor things like making the ship's engine contrails more transparent or save them only for boosting/cloud levels, they just fly into the camera and obscure things
also the circle reticule looks too basic, I would use more lines and angles
also it's not easy to see your laserbolts, and the muzzle flash hides too much of what you're shooting at

but how far do you plan to develop it?
levels? enemies? bosses? music? story?

each level in starfox had a lot of unique content, and content takes time to make

also try making something fast like this
https://www.youtube.com/watch?v=9Xnr587jdDw
>>
>>376350945
>>376350945
fucking THIS
if you EVER get stuck while coding, post in a game dev related discord or hell sites like stack overflow etc and nine times out of ten you'll get an answer or atleast people more than willing to help you out.


learn it piece by piece and construct it piece by piece

Want to make an FPS?

Can your character move?
Can your character shoot?
Can your character interact with the game world (doors/ levers etc)


How about an RTS?

Hmmm okay, as long as I hold down left click, I want a green box/rectangle etc to be drawn outwards starting from the cursor
Alright when I let go of the cursor, whatever entities were inside said green box need to be "selected" and be able to respond to my commands.When I right click somewhere on the game map, I want the selected units to move there using this pathfinding algorithm
>>
>>376369053
so far your ship can shoot flares and has flood lights on the outside of it. Mines have two activation modes, one basic one that you just throw away, the other has it propel itself towards where you aim in a sort of laser-guided fashion.

Most of the light will come from your ship and sometimes bioluminescent life forms.
>>
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>>376392463
You can go colorful without going bright and poppy. Many N64 games like Paper Mario are dark, but also colorful and expressive. Or you could do a color scheme more mellow, but less dark like pic related. Dark and desaturated without any colorful lighting just looks boring.
Go back to your favorite looking areas in games and study how colors and lighting works. Like Star Hill in PM for me. And look at how those colors bounce off of the main character's scheme so he doesn't get lost.
>>
>>376392930
I know that I'll get crucified for saying this around here, but a great reference for you might be Steven Universe. It's a great example of a vibrant world that doesn't necessarily need "harsh" colors to get the job done.

>>376392550
Not at all, actually. Of course, I've gotten used to artificial locomotion in VR to the level where I can play Sonic Adventure in VR using Dolphin without much trouble. I've got a bit of an iron stomach in that regard. For someone who is new to VR I would suggest playing some games that warm you up to artificial locomotion before jumping into games like Serpent Sphere X.
>>
>>376382835
don't use textures if you're going to go low poly
especially not tiling textures

look at wind waker
>>
>>376393296
Ooowee can do!
>>
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>>376393253
Steven Universe has very good backgrounds, but when it comes to their characters the show looks like garbage.
>>
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>>376393201
>>376393253

Thanks very much anon(s). This has been helpful.

I'll make sure to keep note of these when I get into the abstract zone designing.
>>
>>376382835
That water looks like carpet. It should at least look like water from LttP or Golden Sun or something.
>>
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>First game project
>Partner is typical idea guy but actually knows fucking nothing about things related to video games but is a good artist though
>Gets pissed when I'm constantly forced to shoot down his retarded ideas like starting a kickstarter campaign for our generic mobile runner game or that the focus should be on visuals rather than in fluid gameplay
>Project frozen for a month
Trying to develop video games with other people can be a bitch.
>>
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>>376393364
Well, yeah. It's the environments that we're talking about here, right?

>>376393398
You'd better. Don't fuck this up, Anon. The name "Depresto" alone makes me want to buy your game. That's how damn charming your concept is. Make your environments reflect the creativity in your character design and make them groove. You got this.
>>
>>376393551
Yeah, and I agree. I'm just sad they're wasted on that show. Irrelevant point I guess.
>>
>>376393398
Are you going with the N64 aesthetic because of your own artistic limitations?

That's fine and all, just curious.
>>
>>376382835
I think this is very pretty, you may change it later but I like it for what it is

t. artfag who can't program
>>
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>>376395538
Hey, thanks man. I decided to take the advice of the thread and remove the textures. Instead, I'll use colors with normal maps attached to give the colors some subtle depth instead. Hopefully it'll still look as good on the phone, but I'll test that tomorrow.
>It's 4 AM
Fuck me. Today then.
>>
>>376395743
You don't need normal maps either
>>
>>376339719
Why make something you can never profit from or even release for free legally?
>>
Just spent like 3 days doing unity editor scripts so the level designers can actually start designing levels without forgetting to assign components or wrong map links
>>
>>376397553
Not to mention Nintendo will sue your ass or at least make you pull it for using their assets even if it was free.
>>
>>376397553
-practice
-fun
-experience
Not to mention he could just change out the art style and some gameplay elements to something else entirely.
>>
>>376397553
>hurrr i know what i'm doing
>i'm not worried about c&d
>it'd take too long to work on my own thing and build a universe
>i'm not good enough to make my own game
>i'm just learning
>i really like paper mario
you can't reason with these people
>>
Do spritesheets need to be the same dimensions?

For example I have a rotating coin and a walking character.
Both would need to have eight frames of animation right?

I can't think of any other way to program it unless you had separate frame counters for each sprite.
>>
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>>376337228
>want to start working on a game
>incapable of programming
Is there a programming for dummies course or something?
>>
Almost finished everything I could do without hiring a team. Story, mechanics, most of non-technical documentation.
There is literally no-one on the market with enough experience to hire a a team-lead/producer.
Will have to hire an agency to hunt me one if I do not find someone in a month.
>>
>>376356791
nice, what is it anon?
>>
>>376399243
Learn Python.
Then Learn C.
>>
>>376399243
http://mooc.fi/courses/2013/programming-part-1/
http://rbwhitaker.wikidot.com/c-sharp-tutorials
https://www.codecademy.com/learn/python
https://unity3d.com/learn/tutorials/s/scripting
>>
>>376399647
>>376399585
Thanks a lot
>>
>>376399858
And after 6 months, then you watch this.

https://www.youtube.com/watch?v=92KFSD3ObrY
>>
I want people to alpha test my game (for balance and bugs), but it's multiplayer so getting multiple people interested and wanting to play with each other is hard as hell, any suggestions?
>>
>>376400476
If people aren't interested in playing your game, perhaps the problem is the game itself
>>
>>376400630
Well, I haven't really got it out there yet (so I cannot gauge interest); what I'm actually having trouble thinking of a good way of getting it out there for people to test. Any single player game would just be like, download and try it at your own pace, but with a multiplayer game like this (it's a chess-like game that doesn't have AI yet so you have to play against other people) it's harder because you have the logistics of getting two people interested and playing against each other.
>>
>>376356791
How many people saw your greenlight page?
>>
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>>376390814
>Le ebin N64 games look like shit meme

Why would you think this? Is the only game you ever played Super Mario 64?
>>
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>>376356791
>tfw I won't be able to finish my game in time before Greenlight gets replaced.
>>
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It's that slow, steady grind when you hit the main development phase. When the core engine is done, the basic mechanics are in place and you're just working through the mountain of content you want completed.

Satisfying though.
>>
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>>376401418
You don't need to finish the game to get through Greenlight.

t. got my game through Greenlight a few months ago even though it's still a long way from finished
>>
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>>376337228
>>376337228
Just having a little rest and playing some mario kart after agdgs demo day :)
Need to sort out the connection issues some people were having though which sounds like its gona be a pain :(
https://youtu.be/Wirjui-4QoE
>>
>>376402073
Oh good. Another putt-putt game.
>>
>>376399173
Why the hell would you make sprites share the same counter? Just let the spritesheet have an arbitrary number of frames and do something like

currentFrame += deltaTime
if (currentFrame > numberOfFrames - 1) currentFrame = 0.0
>>
Daily reminder that low poly is for lazy nodevs.
>>
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>>376402241
But I love games that look like this!
>>
>>376402241
i made
>>376402073
in a 8 days
i dont think i could of if i didnt low poly
>>
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>>376401972
not that anon, but did you have to do any sort of marketing to get though? I'm an autist who can't into social media and some sort of anti-jew that can't into shilling
>>
>>376402724
Not much, although the game already had a somewhat active player base which made it pretty easy to get through.

I just sent a few emails to a bunch of game journalists, but at that point the game was already in the top 100 so I don't think it made much difference. Rock, Paper, Shotgun did write a brief feature about it, but that didn't affect the amount of votes or visitors much.
>>
>wish this fucking blanket had a hole
>remember I got two snuggies years ago
eat
sleep
dev
repeat
>>
>>376403363
>although the game already had a somewhat active player base
I think that's the hold up for me. Even though the demo did well the genre's super niche and the game's all of like 20% done. I might just play it safe and wait till Steam Direct.
>>
>>376393398
Are you the Blanco dev? Is Blanco finished?
>>
>>376401972
women in engineering?
a women FIREFIGHTER?
you making a meme game?

https://www.youtube.com/watch?v=zb_WYGtZ7K4
>>
>>376350220
Needs waaaay more camera rumble
Would play
>>
>>376395743
looks better already
much cleaner
>>
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Finished controles for my character using C#.
Made some textures for terrain, blocks etc.
>>
>>376382223
hawt
>>
>>376337228
Going backward

Can't do shit because I'm constantly interrupted by relatives and friends to the point of being forced to become nocturnal so I'm barely sleeping so I can't even remember what I'm doing and constantly delete things I made the previous days, for 3 months now.

tl;dr - Don't be a NEET because people will use you
>>
>>376401727
looks nice
>>
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>>376402724
>>376403729

Nah, Monolith, Anubis, and that date sim game got through greenlight easy.

The thing is that it turns out greenlight is taken as a 'suggestion' and the no votes don't matter. So if you run 50% yes votes at the least Steam will look at the game and decide if it's what they say, "A worthy addition to the genre or unique enough for approval."

So it's 100 bucks now and staring at some numbers or 5k later.
>>
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>>376385832
>Posting a screenshot of some Sonic game doesn't make you not a nobody
>Doesn't not a nobody.
>>
bmup
>>
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Chthonic creatures got that chthonic anatomy
>>
>>376387708
>>376339719
I just realized what looked off about his walk animation after I saw >>376392130
Mario never moved his arms when moving in the official PM games.
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