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How is your game going?

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Thread replies: 153
Thread images: 32

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How is your game going?
>>
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>>377712228
Bretty gud anon, I just released a gameplay trailer
https://youtu.be/uFF2xGtAdc8

Expect yesterday, where I spent around 5 hours trying to make one single attack for the final boss look pretty but it turned out incredibly awful
>>
>>377713117
except* goddamnit
>>
>>377713117
Is this your first game?
>>
>>377713397
it is not
>>
>>377714213
Oh, good. I was worried:)
>>
buns
>>
>>377714213
what else you made?
>>
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It's going ok.
>>
How difficult would it be to make a combat system like Yakuza? Actually fuck it I'm ripping off Yakuza 1 to the gameplay and city to run around in, how hard will it be with one person considering the tools Unity has?
>>
>>377718653
Have fun building the animation system, rigging, and creating all the character assets and anims
>>
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>>377718986
Oh I can't wait. Guess I better actually start now, wish me luck.
>>
>>377719149
Not going to wish you luck. If you have to ask how hard it is then you're probably not ready to even attempt it. Don't go into anything without assessing everything you need to do.

Yakuza 1's combat is quite basic but working in 3D like that is a pain the ass.
>>
>>377712228
If you want you to make the first game keep it simple.
I just made a game in memory of my late mother and it is a success.
( https://redrover.itch.io/desert-fox-story-of-the-well ).
Don't quit /v/.
If I can do it you can do it.
See you at E3:)
>>
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Oh, you know, just fuck my shit up, etc.
>>
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I've just been learning 3d-modeling recently . My quality sucks since this is only like day 4 of learning it but I'm really enjoying it.
>>
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Been spinning my wheels basically cause I've been revamping how most of my code works to be nicer overall.
>Using global variables correctly
>Having states that actually do more than control animations
>Making some scripts more consistent

Kept having to break shit down and then build it back up to where it was, so I've made no real progress, just set myself on better paths.
>>
>>377721054
>feather textures
I'm still mad because that game looked fun you fag. Hope you have luck on your next project though.
>>
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>already 52% of the votes on greenlight

It's going alrighty.

Yesterday I finally went through the compilation log of the project and now I can package it again.

Currently sorting out ideas for the demo build.
I've got all these cool ideas for encounters but I'm also afraid that some might not deliver the freedom people are used to from King's Field / Ultima Underworld. So I'm not entirely sure yet what will end up in it.
>>
>>377721443
Looks fine for a fan project. Though that animation needs improvement. Maybe make the walk animation look more simple like the one in PM64 or Sticker Star?
>>
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>>377722832
The Not-Spyro one?
Or the FPS? The FPS is still on. We haven't had much progress, though, since we've been focusing on the UE4 game. Haven't had all that much progress with the UE4 game either, truth to be told ;_; Need to learn programming

Anyway, here's a shoddy test animation.
>>
Anyone know when steam is gonna incorporate their new 1000 bucks to release a game fee thing?

Feels like it would kill off many projects on /v/ from ever getting on steam.
>>
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>>377712228
pushing on steam today and sending out preview copies in a day or two.
>>
>>377722965
Make that 53% actually.

I just wish google analytics would show me where those votes came from.
I'm only on like three communities with the game and I don't think that's where all the traffic's coming from.
>>
>>377723246
My guess is 22nd of june a.k.a. end of spring / right before summer sale

Can't sell the fee in a sale and then just turn it off.
>>
>>377723114
There's a couple things I know are wrong with the walk animation.
First, his arms never really moved in the walk animations of the games, which kinda baffles me. It really goes against rules of animation, but it does actually work in the games.
Second, I don't have a dust cloud particle system for his walk yet. That will probably help take away some focus from the weirdness of the walk.

I'm gonna have to clean it up a bit later on regardless.
>>
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>>377712228
> Game Engines
>>
>>377723246
is 1000 the confirmed price already or do we still only have the range
>>
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Working on a semi interior environment now. It's in a very early stage and most things aren't even properly textured if at all but I wanted to post something
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>>377723161
Did you get my commission request on your Tumblr? I'm the Coal dev.
>>
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Did an animation for the most basic fire spell.
>>
>>377723872
Blog?
>>
>>377723872
A S S
>>
>>377724108
can it sing you to death?
>>
>>377723852
it's still under discussion but the last mentioned price range was between 100 and 1000

This was apparently after talking to devs who'd even pay up to 5000.

I guess it will be somewhere around 500 in the end.
Cause if it was 100 or 200 it would probably produce even more garbage content than steam greenlight. And that was the reason why they wanted to switch systems in the first place.
>>
>>377724095
No, didn't get anything?

I just thought you didn't want to commission me after all.

This is my tumblr, by the way (in case you got it mixed up, or something?):
http://theonian.tumblr.com/
>>
>>377723872
Asset packs?
>>
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>>377724397
no, but it's semi-palette swap, Jigglybox, can.
>>
>>377712228
Stopped because people thought my art was bad and my game is bad.

Indie is a trap.
>>
>>377724773
learn 2 art then
>>
>>377724773
Stop posting this meme.
>>
>playing around making models for my game in 3DS Max
>middle mouse button stops working
>have to use the little square box in the corner to move my window around

Life ain't easy when you are a poorfag and need to buy cheap mice from China.
>>
>>377724431
Just sent the request on the commissions tab.
>>
>>377724582
that might just end up being too similiar, how about calling it gigglybox
>>
>>377725037
Got one now, thanks!

Contacting you shortly
>>
>>377724281
don't have one but I post here frequently

>>377724357
Y E S

>>377724475
Some stuff from textures.com, animations, speed tree packages and probably a few other things but nothing from the marketplace. The only thing I like from there are the animations but they are too expensive for me.
>>
>>377725162
I like that name
>>
>>377723161
Not!Spyro, yes. Why was it dropped anyway, you seemed to have a good skybox, one level mare with textures, two npcs, and the gem equivalents, did something happen?
>>
>>377712228
>export a blank Construct 2 project
>it's 200 MB

defend this
>>
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>>377725279
>don't have one but I post here frequently
>>
>>377724836
people don't suggest what to do here, they just complain without any constructive feedback on what could be better. Nobody cares about your progress, they just want to see you screw up.
Shit's dumb.
>>
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>>377725559
It was dropped because the programmer I work with hadn't ever played a Spyro game, or anything like it, so it was hard to explain how the gameplay ought to "feel".
I figured it would be easier to go for an FPS.

I still have all the assets, though, so perhaps I'll revisit the idea some day in the future.
>>
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I've slowed down a bit but still going. Mostly bug fixes, multiplayer testing and back-end stuff. It's becoming more fun, but I'm not quite there yet. I need to spend some solid time just focusing on design soon. That and the more I play the more I realize how important building your own deck is rather than using preset decks, which is what I'll be doing next.
>>
i want to make a bideo game
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>>377726256
Did you ever consider telling him to just play them? They're short games.
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https://my.mixtape.moe/bpbtqj.webm

Enemies are finaly working, fixed the code for spawning asteroids on the enemies
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>>377726256
Hey that's pretty good, just needs the walking animation to be a bit more bounding and energetic and you'd have a sweet video game on your hands.
I hope you revisit it after the fps anon, there's a lot of good potential here.
>>
>>377726256
to be fair, it looks like a chinese rip off of spyro, less colorful too
>>
>>377726256
must've been about as difficult as when people attempt to tell you how to do pixel art instead of the god awful fuckery that you used to do
>>
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made a hammerhead shark. got a great white without a head that I need to finish and some reef sharks as well.
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>>377726632
Yeah, and i think he did - but still, if you don't have a passion for it I'm not sure you're going to get good results. Better to work on something we both like.

>>377727105
The animations are pretty much just placeholders and they don't blend well with each other.

>I hope you revisit it after the fps anon, there's a lot of good potential here.
Thanks - Maybe we will!

>>377727230
>less colorful too
Joke's on you. Those are literally Spyro map textures (which would be swapped for original ones later).

>>377727502
Are you the "blurry" guy?
I liked the 2D stuff I did, to be honest.
>>
>>377727847
What are they going to do? Eat the player if they swim out of bounds?
>>
>>377728336
no, they will just be enemies you encounter in the ocean. maybe a deterrent for players early on. the setting is on an island and you can access other islands via swimming, raft, or flight.
>>
>>377727902
man, I love your work so much. hope to see some new stuff soon.
>>
>>377727902
>it's from Spyro
nigga what, you mean like the first one or something?
because really, maybe it's because it has a boring white detailed griffon instead of spyro, it just looks incredibly dull. like alot of chinese rip offs do their graphics
>>
>>377725715
I think it's too early for a blog. If I could write about new bosses or abilities and even discuss whether something should be added that would be cool, but right now what am I going to write about? How I spent 5 hours trying to get a UI widget to show on top of the others when you target an enemy? I don't think anyone would care
>>
>>377729203
>How I spent 5 hours trying to get a UI widget to show on top of the others when you target an enemy?
Sure. Or you could just post a picture occasionally to keep people interested. More or less the same as you'd do in these threads, only it wouldn't be a nightmare to keep track of.
>>
>>377725641
>Make a full game.
>delete Construct 2 with a game
>project = 0 MB
>Profit
>>
>>377725641
we can't defend construct 2
>>
>>377725715
>>377729203
>tfw to me it would feel kinda awkward to make a blog that only like 1 person a week would ever read
Same reason why I never tweet anything.
>>
>>377730081
Just do it, I'll be that guy.
>>
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>>377728848
Thanks!
I'm going to study at an animation/3D school from Autumn, so hopefully I'll get good enough to find a team/company to work with some day. It's a stupid dream, but I can't think of anything else I'd like to do.

>>377728860
From the second one. I was talking about the map textures, though. The gryphon was completely original, and I agree that it looks a bit bland compared to the purple dragon.
>>
>>377729550
Maybe it's something I should do

>>377730081
This, but I guess it's something important to do if you're serious about finishing the game
>>
>>377730265
I like it.
>>
>>377730265
How much progress was made on the programming, and what was it made in?
The Spyro games are some of my top favourites ever.
>>
Got this week earmarked to make money so I can get back to working on the game for the next couple months afterwards.

Feels really weird to not be working on the game.
>>
>>377730612
Thanks

>>377730908
Just basic movement and collisions in Unity. A shader to display vertex colors blended with the diffuse maps. Oh, and picking up items.
We switched to the Quake/Metroid Prime-like FPS project pretty early on, to not waste a lot of time on stuff we wouldn't be using.

>The Spyro games are some of my top favourites ever
Same here. Spyro and SM64 are something special, and Spyro also had a very distinct look and feel which I really love.
>>
>>377731736
Ah. Well if the idea ever calls to you again and you'd like some help developing something post around because I'd be interested in helping.
I can't vouch for any advantage of skill over your last programmer but I'd be hype to try to reintroduce the Spyro gameplay I loved in a new light.
You could make so many fucking unique cool minigames with Unity.
>>
>>377718653
not difficult, just many steps, but it is satisfying
there's lots of free rigged models, motion capture animations in the asset store you can borrow to prototype things, replace them with final models/anims later
>>
>>377719507
no its not and I keep seeing that mantra repeated in these threads

stop being scared of 3D, it's not hard
>>
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>>377733179
Send me a message with your email or something on tumblr (http://theonian.tumblr.com/).

Still trying hard to make the current project(s) happen, so I can't enter a new one right away, but I'd be interested in trying to team up in the future, if you think you're up for it.
>>
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>>377712228
pretty good
i worked out collissions, fullscreen stuff and triggers last week
hopefully i get enough stuff to make something for the next demoday
>>
>>377712228
it's done and it's FREE

https://play.google.com/store/apps/details?id=com.psycholabgames.ninjacolors&hl=en
>>
>>377733530
3D is easy in a lot of ways but something like he's describing is challenging.
>>
>>377734765
I want 50% of your ad revenue for playing it
>>
>>377733724
Alright. I like the idea very much, so feel free to get back to me sometime.
>>
>>377734765
>you control a ninja! (block)
>randomly generated! so it's all random shit
>become a master! of mario's blocks Can i really be the hero? TM
>>
bamppu
>>
>tfw rpg genre was forgotten
kys
>>
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Just finished making boss 3 and adding some nice sound effects. Going to write up the stage for zone 4 and finish the game sometime this year likely
>>
>>377733995
this looks cool. mind telling me the engine / framework used?
>>
>>377739556
GMS
>>
>>377733995
glad you fixed the mask
>>
>>377733995
can you post code?
>>
>>377720725
I like your game.
Sorry about your mom.
>>
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Just released a demo and now working on a bunch of new features and levels.
>>
I'm so good at doing the basic things that I can get to the point I get stuck not knowing what to do in just an afternoon every time I start a new project.

Latest one was a "twin stick space metroidvania"

I ran out of ideas right after doing the player movement and one enemy

fuck I need a designer to think this shit out for me
>>
>>377723310
send me a preview copy anon
please

are you on the discord? i think ive seen you there
>>
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Nothing all that interesting to talk about, but it's a necessary and important bit of progress to have made gameplay-wise, and it gives me an excuse to show off combat.

Just implementing enemy secondary hit reactions (being tripped, rolling after being knocked heavily backward, having an attack blocked, etc) and tuning the blend-out system for hit react animations. I still need to do down-spikes (which is to say, attacks that send the enemy crashing into the ground) and implement a dazed/dizzy state, which is a bit more interesting to pull off since it involves a secondary stun timer.
>>
Rather badly it seems
http://www.newgrounds.com/portal/view/693736
>>
>>377744471
player hitbox is too big, other than that it's obviously kiddie tier trash
would blam famalam
>>
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>>377740524
i sat down specifically to improve its readability
sad to see the winky eye go but i couldn't make it look good

i also considered little horns that i still think look good but it fucked up the perspective on the hat and some other things
>>
>>377743805
looks like Bayonetta combat
>>
>>377733995
What is the fonts used? They look pretty damn good.
>>
>>377746917
font for the area names is UPHEAVAL, the trigger details are written in SADMACHINE, and the debug menu stuff uses ACKNOWLEDGE
>>
Im working on it.
Doing a cutscene.

https://youtu.be/ia0u3u1D1PU
>>
>>377745318
lrn2dodgfgt
>>
>>377745890
A bit. It's most heavily based on Transformers Devastation, but yeah. The "wicked weave" thing especially is pretty Bayo-esque
>>
What engine would let me make a menu based management type game the easiest without knowing much about programming?
>>
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>>377749674
>make a game
>without knowing much about programming

ain't gonna happen anon
>>
>>377750146
Tell that to this guy >>377743805
He's making one of the best looking games on /v/ and he's using blueprints.

More importantly though, it's not like I ever expect to make a good game. I just like to mess around with shit because I like it.
>>
>>377750517
Is that Mayhem dev? What happened to that Tony Hawk/DMC/Vanquish game
>>
>>377749674
Well, buildbox but it is 1000$ a year, so.....
>>
>>377749674
Unreal Eminem for sure, as long as you don't want to do crazy stuff their UI system is great, and with blueprints it gets pretty easy. Also, they handle most of the hard things about C++ with their framework so even C++ is easy unless you want to modify the engine
Ue also has native support for data tables like .csv so it's perfect for a spreadsheet simulator
>>
>>377750710
I think he remade it to the current game because the gameplay and style wasn't really coming together. Like the concept wasn't making for a very fun game in the end.

>>377750737
Yeah, bit rich for playing around.

>>377750953
I have played around with it a bit, but isn't UE incredibly bloated if you want to make 2D games with a bunch of buttons and a few variables here and there?
>>
>>377751213
>but isn't UE incredibly bloated if you want to make 2D games with a bunch of buttons and a few variables here and there?
Yes and no. Whatever tool you can use to finish a game is the best tool to use. You'll have a minimum filesize because of the engine but it's still fairly reasonable I think around 28MB. If UE4 lets you make a game instead of not making a game there's no reason to not give it a try.
>>
>>377751389
And whatever you learn along the way, if UE ends up being not the best for you, you'll be able to take what you have and try to port it into something else that you find more suitable but requiring writing code.
>>
>>377751213
The minimum game size is negligible unless you're planning on distributing your game on floppy disks. And it has native out of the box support for Win, Lin, Mac, consoles, even the Switch. I don't mean to sound like a shill but I doubt there's another one that easy to use, maybe Unity.
>>
>>377724108
I know you're going with the retro thing but do you think it would be too out of place to include a number animation to show the damage dealt?

i.e. an 18 pops up next to the enemy sprite after the spell finishes
>>
>>377712228
My code is spaghetti. Other than that, its pretty good. Probably will rewrite that shit.
>>
>>377751389
28 mb is not bad at all. I heard it was closer to like 300. Think I'm gonna give it a try. Thanks.

>>377751608
I suppose that's true. I guess porting to phones might be the big issue but eh, fuck phones.

And I guess it could also be neat to see if you can do like a "merger" between 2D stuff and 3D.
>>
>>377751808
The minimum size is about 35 mb, 25mb for the executable, 10 for the engine content. The rest is the size of your assets since code is negligible. I don't know where you're getting the 300mb from but it's nowhere near that much.
>>
>>377752282
I think some anon said it ages ago and I just snapped it up.
>>
Literally all I want to do is make a roguelike with an idea I've had for years now. What fucking engine or shit should I use? I know a decent amount of java but I feel like doing graphics would be a lot harder than it needs to be with it
>>
>>377752448
That's probably the number you get if you build your project with the default settings or with the starter content or something. There are examples that you can download to learn the engine like a flappy bird clone or a match 3s and they are all lightweight
>>
>>377742036
God damn that looks nice. Link to download?
>>
>>377752708
If you want to use pixel art then game maker studio and don't let anyone convince you otherwise. It's been proven to work and more commercially successful indie games have been released on that platform than on any other
>>
>>377739220
>random spray of bullets
gee, how fun
>>
>>377752708
Game Maker probably.
I hear Love and Godot get thrown around a bit as well.
>>
How would you implement a slow time feature in a game? Not actually sure how that would be handled.
>>
>>377753131
Pretty hard since it needs to be implemented at a very low level. Fortunately the big engines already have it integrated
>>
>>377723310
Let me review your game my nigga. It'll be the first one I do :^)
>>
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>>377753131
>press slow motion button
>spawn a fuckload of objects off screen to make the game run slow
>>
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>>377753131
Use delta time, and scale delta time however you want. Research it. It's what I did back when I was making this.
>>
Why are composers so expensive?
I wish learning how to music wasn't such a pain
>>
>>377753719
FUG that's cool. What engine?
>>
>>377753462
anon, this post made me lose my fucking shit, thank you
>>
>>377753131
if you use delta time you can just multiply it by a factor before using it for everything.
>>
>>377753779
just get mario paint
>>
>>377753131
If global.slowmo=0
{
image_speed=0.3

}
if global.slowmo=1
{
image_speed=0,085
}
>>
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>>377753802
Custom engine. But the framework I use is Monogame. Also made my own level editor. It took a while but I can do whatever I want now so fuck it.
>>
>>377751213
>I think he remade it to the current game because the gameplay and style wasn't really coming together. Like the concept wasn't making for a very fun game in the end.
That's exactly what I did. I realized I was designing levels to be more like Banjo Kazooie levels because that's what made them interesting (THPS itself has pretty BK-esque "missions", when it comes to secret tapes and grinding 5 cop cars and whatnot it's a fairly collectathon-esque game) and once I did, all of the contrivances of gameplay that were meant to suit the score-attack system felt stupid.

Plus by then I had done a great deal of idea-guy refining of the core combat system (what with crouch commands and all) and the art style was making it take 50x as long as it should to build assets for one unskilled guy, so I retooled the entire thing into an N64 collectathon that had the Mayhem League combat.
>>
>>377753462
>downloading the game also installs a bunch of background processes that just eat memory whenever you press the slo-mo button
>>
>>377753462
lol no.
hard code all animations to frame rate, then cap the frame rate.
>>
>>377754448
Why tie it to performance? Just individually slow down the play rate of every animation, divide all current object velocities, and temporarily adjust the effect of gravity.
>>
>>377752708
why do people keep making roguelikes?
they're all ugly to look at and boring to play

make something good instead
>>
>>377754896
People keep making roguelites. A good roguelike will last you 20 years.
>>
>>377753462
that makes too much sense and was posted too soon after the question for it to be made up on the spot
fess up, which AAA games do this
>>
>>377754895
>temporarily adjust the effect of gravity
You never want to fuck with variables as specific as gravity for something as broad as time slow. Gravity should affect velocity and your velocity should already be halved, right? Shouldn't need to mess with it.

Now, updating game logic half as often and interpolating objects' drawn positions for smooth slowed movement? That's my jam
>>
>>377751727
If I can find a script for it. I can't into even basic programming, that's why I'm using RPG Maker.
>>
>>377754448
xD
>>
>>377754896
I want to make a roguelike with cute animal people in it.
Maybe in a couple years after the current game is done.
>>
>>377756090
I thought we were just naming hilariously wrong ways of achieving slo-mo
Thread posts: 153
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