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Are you working on that game /v/?

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Thread replies: 347
Thread images: 44

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Are you working on that game /v/?
>>
get unreal already
>>
No. Trying to decide between real time or turn based dungeon crawler.
>>
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no
i was going to make a liero clone in gamemaker but gave up almost immediately when I couldn't make destructible terrain that didn't lag like shit and could find no more tutorials either

rip my dreams
>>
>>378327281
what kind of dungeon crawler, a serious one or a light hearted one
>>
>>378327638

Lighthearted for the most part.
>>
>>378327512
>quadtrees in gamemaker for destructible terrain
>every segment is probably a separate instance of a terrain object
that would lag as shit
try segmenting your terrain but instead use surfaces to draw and change the collision masks and sprite of the segment, update them only when something affects the segment
not sure if it will be sufficient but it will be a lot better
>>
>>378327857
I think that method was too slow when writing

if you've ever played liero you'd know that there can be like several hundred explosions going on each second even without the "no reload time" setting
>>
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>>378326613
Yeah, I'm working on a couple props right now. I finished up the stoner model I was working on, the textures are WIP.
>>
>>378327857
>>378327512
What you need is an boolean array covering all pixels on the screen and containing information as to whether that pixel is concrete or empty. When an explosion occurs, the explosion can simply access the array and turn to false the pixels it would destroy.
>>
>>378328494
hmm, I don't think I recognize that method so it might actually work

this was a year ago though, I want to git gud at drawing now instead
>>
>>378328025
i forgot the change of how the sprtes/background work in studio likely gets in the way here
>>378328494
gm:s doesn't have booleans so you'd have to fuck around with writing extensions and shaders probably
>>
Working on a level editor, started a couple of days ago. Game will revolve around that Mario Maker style.
>>
>>378328606
Well I don't know about gamemaker or some softwares like that. What I'm refering too is something you can implement easily in most programming languages.
>>
I will start this summer
>>
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>>378326613
>Tfw don't have the time to work on it because of real work
>Work on the script every day when I get spare time
>About 200 mb of text in notepads
>Actually have the skill to 3d model, but forgot all about it
>Too lazy to get back into it
I'm in some serious need of motivation, i'm sick of procrastinating but at the same time I'm lazy when I get back from work and just wanna relax with vidya, what do?
>>
>>378329096
Start today
>>
>>378328670
>gm:s doesn't have booleans
>gm:s doesn't have booleans
>gm:s doesn't have booleans

holy fuck do you even know what a boolean is? How did you even manage to use quadtrees without knowing a fucking basic function? Granted some languages don't recognize it as a class type but seriously?
>>
>>378327793
turn based might be the best course then
>>
I procrastinated for a week and now i only just have a basic sandbox set up. I'm working on some items right now before i go to sleep.
>>
>>378328670
>gm doesn't have boolean
W-What
>>
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>>378329237
The only solution is to stop being a little bitch - no offense - and force yourself to do the work. Set a schedule. Set goals for each day, even if they're small tweaks or low-importance assets (like trees and stuff). I know it's a cop-out to basically say "Just Do It™", but in the case of procrastination there just aren't many better answers.

I frequently face the same problem of procrastination after my day job, but the first 30 minutes really are the hardest. Once I've forced myself to do 30 minutes of spriting/modelling/coding instead of just zoning out to some anime, I find myself getting back into it - having fun, enjoying what I'm creating, and basically wondering why I was putting it off in the first place.
>>
>>378330394
So much this.
>>
>>378329684
>Calling a boolean a "class type"
Pajeet you have you go back
>>
>>378329245
b-but I have an exam tomorrow
>>
>>378326613
>no homer laughing

DISSAPOINTED!
>>
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working on my octopus rigging. wtf am i doing
>>
>tfw want really bad make a rpg game
>dont know to draw
i guess maybe in 3 years i make this game then
>>
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>>378330921
>dissappointed
>>
>>378330950
That looks cool tho

I'm working in a portal system (using unreal)
Dunno if I should post it
>>
>>378331131
Or you could find someone who can't program but can draw to handle the assets.
>>
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>>378330394
I guess there's no way out of it, gonna force myself through it, thanks anon.
>>
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I can't draw so I can't make a game.
>>
>>378330210
>RPG maker
>>
>>378326613
>Unity
>Great all-in-one interface
>Good balance between convenient drag-and-drop features and C# + Java code
>Decent modules and add-ons system
>Indie/ hobby dev's dream come true!

Except

>Horribly optimized and often runs like shit
>Pretty much need the full specs load of a fully shipped game just to do test runs

Fack.
>>
I want to, but I can't think of any creative ideas that would make a good video game that I would also enjoy making.
>>
>>378326613
No because /g/ memed me into using Ubuntu
>>
>>378331858
>horribly optimised
It's the engine itself horribly optimised or is it just the people who develop for it. I imagine alot of unity devs don't have the time or talent to optimise their games as well as a AAA studio.
>>
>>378331394
it's hard to find someone who want to make the kind of game i want tho
>>
>>378331767
You could learn it, and you don't need to know how to draw to make a 3d game.
>>
>>378332745
Been trying to learn, but moving on to unreal engine and Maya. Maybe modelling lowpoly memeshit is easier?
>>
>>378326613
>Unity
Just learn C++ and move over to UE4 already, Unity's only advantage is being marginally easier.
>>
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Yea
>>
I'm giving up on my rhythm game, I can't think of any good ways to go forward.

I wanted the players to be able to "create" music while fighting another player, but I can't think of a good way to do this.
>>
>>378332235
AAA devs don't use Unity because it simply can't handle their production scale. The closest game I've seen is Endless Legend, and it has horrible issues in terms of performance. People with high-end setups experience severe drops in framerate at the title screen because of simple 3D animation loop. In-game, the UI is unresponsive, sometimes requiring you to clickspam a target just to select it. The game often freezes or crashes trying to render the environment while scrolling, or when attempting to run its own logic.

You can tell they've tried really hard to make it look and function well. Unfortunately, if you're experiencing noticeable performance hits in something as basic as a turn-based strategy game, there's something fundamentally wrong with the engine. They advertise it as purpose-built for independent developers, yet when I went to this local game jam where they were giving free tutorials on how to set it up, most people had a hard time running the demo files that come with Unity without their entire rigs sweating balls. One guy's graphics card shit itself trying to run Unity demos even though he was on a gaming-grade system and can do intensive 3D modeling just fine.
>>
is unity a meme.
>>
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>>378326658
Unity is alot easier for most people looking to get started, also there are a fuckton of courses online to build pretty much every shitty indie game thing out there.

Unreal is alot more indepth and you really cant be a master of it all. It almost requires a full team to do anything. State Machines alone are a million dollar job.

Granted alot more companies are using Unreal and staying away from unity. Unreal is a powerhouse if you can use it right. But again most of this comes from preference.
>>
>>378333228
>Implying you need to use any c++ with blueprints being as good as it is
>>
>>378326658
compile time is too long for most indy devs in unreal
>>
>>378326658
if blackbird made homeworld on unity, anything can be made on it, dont blame the engine for your lack of skills
>>
>>378333228
Unreal takes 5 percent of your game's revenue if you make over 3000 dollars. I would rather pay a monthly fee using Unity Pro than having to perpetually pay 5 percent of the game's revenue each quarter.
>>
>>378333438
>It almost requires a full team to do anything.
Assuming you are intelligent enough to learn how to use the tools (unless you're an abo or lazy, you are), the same project you wanted to make in Unity will not take longer in Unreal, maybe less. Just because Unreal can go very in depth and be great for AAA doesn't mean you can't do simpler things you'd do in Unity.
>>
>>378326613
no because I'm doing my motion graphic artist studies
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>>378331268
thanks, bro. post it!
>>
Want to make a lock on system
My idea so far is to have a collider activate when the button is pressed, get the transforms of every enemy it collides, and sort them by how close they are.
I never really stopped to think how games do it but now that I need it I cant put a decent algorithm for it
Any tips?
>>
>>378334609
no idea but maybe shoot a projectile and the first thing it hits gets locked on
so no sorting
>>
I tried following a tutorial of making a simple game in C++ with SFML and I'm stuck on the part where I have to use CMake, but of course it doesn't work and I don't know the magic words to make it work. I'm going back to Unity and making Roll a Ball #316
>>
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Would /v/ play an SMT clone where instead of having conversations with monsters, they just join you after you defeat them? Or would that be too boring?

Swear to god I tried to implement monster conversations and it just wouldn't work out. So, that's why I'm asking.
>>
>>378335945
have you tryed copying the Human Revolution battle speech system, or maybe Ace Attorney Investigations 2 logic chess?
>>
>>378335945
nice pokeyman clones
>>
>>378336173
I'm talking about from a programming standpoint. I'm using a pretty basic RPG engine, and apparently it doesn't let you use outside code in battle sequences. This is fucking bullshit considering it lets you use it literally everywhere else but I guess you get what you pay for.
>>
>>378326613
Is it a good idea to make a game using the Ethan/Unity-chan models and swap them with unique assets later?
Would it be a fairly straightforward process?
I'd like to learn to make a 3D melee action game with humanoid characters but the depth of work with modeling and animating is intimidating.
>>
Reminder to pirate all software until you are ready to release, then get your licenses.

A lot of studios release games with pirated licenses, even some AAA, but that's up to you.
>>
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>>378326613
> finishing my game
Haha, what kind of faggot do you take me for? I'll drink ny self to death before that happens. I can't even make a child, let alone complete my own game.

> It would have been a fun game
> fuck you, it dies within me, with me
> wackawackawacka
>>
>>378335739
https://www.slideshare.net/DanielPfeifer1/cmake-48475415
Check this out. It might help you.

Don't do SFML or SDL unless you're ok with pretty much making your own engine.
If you want more instant progress, stick to Unity/Unreal.
>>
>>378336390
>not programming your games from scratch
>using rpg engine instead of c++/java/python/actual programming tools
>>
>>378326658
> "Let's make things as bloated as possible because light sources are shiney and I calculate things poorly and optimization evades mebalso lets overflow our stacks for no reason:" the engine

Unironically end yourself.
>>
>>378334609
I think colliders are good for detecting them, but you need to figure out which to lock on to.

What I would do is assign a "weight" to each possible candidate as you iterate through your hits. The hit with the highest weight would be the one to lock-on to.

I would weight them with "the normalized distance to the edge of a lock-on cylinder" and "the normalized angle difference from forward". "Normalized" in this case means between 0 and 1. So if something is directly in front it is 0, and behind you it is 0. If it's on the edge of the cylinder, it's 0, if it's on top of you it's 1. You should probably have variables for how much you want to weigh each.

I would also recommend making a line of sight check before confirming the lock-on, a raycast being the best way to do that.
>>
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Still working on this guy. If you shoot at the "helmet", you can shellshock it and get a free hits. Don't destroyt it though, the explosion will kill everything.
>>
I was looking to make a pokemon game where you fight against various enemies.

The only twist is that you fight with monster girls and not with pokemon.
Also I wanted to change the formula a little bit. So much so that you collect panties off of bosses to get to new areas.

Would anyone want to play that? Because I got a shitton of time for the next few months because of work so I was being semi-serious about it.

Please tell me what you guys think.
>>
>>378338207
I wouldn't play that
>>
i can't decide between ripping off Halo's multiplayer or making the Dark Soul's arena into a full game
>>
>>378338207
>$2350 oer month on Patreon
>>
>>378326613
Making a dialogue system. First time messing with strings but its going pretty well.
>>
>>378338207
moemon already exists
>>
>>378326613
How good is Godot?
>>
>>378333438
>I have never used Unreal before.

I switched to Unreal because it's EASIER to use than unity.
>>
>>378338780
I know, but I don't want to transform pokemon into girls, I want to make monstergirls. So different races with different attributes.

Also thought of maybe including some new aspects to the game such as a like-meter. Where your "pokemon" runs away from you if you don't care enough for it.

Or maybe a cross breeding system.

So it's pretty much only the gym leaders and fighting system that is pokemon perse.

But I guess I'm better off making a VN or something similar.
>>
>>378335945
Do it, retard! Finish your deam, nigger. I will give you money, but only whennyou complete yourself.
>>
>>378339157
Yeah, because you're using blueprints you dumb faggot.
>>
>>378326613
stop flooding steam with your crap you indie shits
>>
>>378339781
You are still delusional. If everyone in this thread immediately stopped by your post, you wouldn't notice the difference.
>>
>>378340230
still a bit less indie crap flooding steam

you will never make a good game just stop dude
>>
>>378338443
bloodborne faggot
>>
>>378326613
yep
https://www.youtube.com/watch?v=SnvIMx6gJnY&index=1&list=PLaW5cpjBPpWrAQzhxt1bF3KkWQtuMg76T
>>
>>378340626
>dropping an almost finished project to work on another boring UI game.
>>
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>>378326613
Added a space invaders section to the end of the first stage of the final zone (alien spaceship).
>>
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>>378340380
Well, shucks, anon, you convinced me with those hot opinions.
Good thing you are fighting the good fight at such prolific place as gamedev thread on Mongolian toothbrush discussion forum.
Be sure to include some kind of picture to your next posts, so people will recognize you as smaller Barneyfag.
>>
>>378340774
>almost finished
not sure what you're referring to.
>>
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Trying to turn this shit into respectable melee combat, to do list:
>improve animations
>proper hitboxes
>hitstop
>weapon effect
>hit effect
>screenshake
>knockback/stun
>attacks have to chain properly

just kill me now
>>
I want to make a project m kind of thing, but i want to pull it off right.
I need an idea to rip off some AAA game, add fanboy shit so people like it, get sued by the original company (a free ad if you will) then reupload the game to some dark corner of the imternet under a different acdount with ads.

What should i rip off?
>>
>>378341319
Dark Souls
>>
>>378339284
monstergirl quest already exists
>>
>>378333337
having players create good music is nearly impossible, at best you could create the mechanics of Octavia from Warframe
>>
>>378342028
There's a dozen Dark Souls ripoffs out right now and no lawsuits.

I don't think Namco gives enough of a fuck to protect its cash cow.
>>
>>378340380
there's already a near infinite amount of trash games all across the internet, having 10 more shit games in a world with 1.000.000 shit games doesn't matter.
having a chance on 1 good game, where subjectively less than a 100 games can be considered good? that is actually far more significant.
>>
>>378341241
good start, but obviously this looks corny as shit. I dig the strafing, but the player model doesnt move nearly as much. look up other mecha sources for reference, because unless you slow down the speed x3, your main character is going to need to lean a lot more
>>
>>378340950
a failure who gave up denies the existance of his true dreams
>>
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Working on steam achievement integration. Mocked up a gallery thing for it.
Plan is to have relatively few achievements but to have each reward a little pinup related to it.
>>
>>378342857
wtf is this a porn gmae?
>>
>>378342754
>gave up
giving up is not a thing i do, i put things on the backburner. and i know im right to do so because i finish things consistently and have the experience to make that judgement.
>>
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Just got my game connecting to my sql server today, working on user logins. Encryption is still somewhat black magic to me, but I guess this will work. What it boils down to I guess is that only I have the master password to unlock everyone's passwords.

>sql server
It's what I know and it is what I use in my actual job.
>>
>>378342857
can i beta test this for you

i am serious, i want to
>>
>>378343069
what's the last game you finished m8?

whip the vote back in early 2016? it's been a year
>>
>>378339781
The problem are thirdworlders who release garbage for a quick buck just like they did with IOS and Android markets
>>
I'm trying to work on a horror game. Thing is, I'm not using Unreal or Unity, I'm modifying the Quake engine to suit my needs.
>>
Lip sync takes a ton of work and time.

How do I avoid such a task?
>>
>>378343115
Friendly reminder some kid is going to hack your shit up no matter what security you do. I'm planning on using a third party service like GameSparks
>>
>>378343479
Whip the Vote was late 2015, since then i finished the full version of Social Interaction Trainer and Loli Sim for loli jam inbetween working on Detective and For Which It Stands and writing a novel and continuing an an animated fiction series.
>>
>>378343541
Are you planning on selling your game? What's the license conditions for using the Quake engine?
>>
>>378343693
Don't make a game where that is necessary. If you need lip-sync, chances are you need rather high quality faces and facial animations too, which is also very hard for a small dev.
>>
>>378341241
make sure you have aim lock available for casuals
>>
>>378343815
Is GameSparks really that much more secure? I'm using it for matchmaking but it lets you send client details to the Gamespark server without any kind of verification beyond the player's username/password.

Seems very easy to hack to me. DDOSing is why I'm using it though.
>>
Maybe. I'm no expert on security, but I do have a friend who is. Took him about 2 minutes to cheat in my game on his first try playing it, though I was already aware of the issue. What it comes down to I guess is if they can get remote access to the game server..which would require getting remote access to whatever machine I initially use to remote in. Or hack AWS.

I have been trying to do everything from a cheating perspective correct from the start. Dedicated servers, client has obfuscated code (unity c#...), etc. I've even seen some things to help avoid Cheat Engine stuff, but honestly because inputs are about the only packets sent from the client, it's not a huge deal. And those that aren't can easily be caught by the server since I have a server-authoritative architecture.

But if you're smart you'll notice the problem already. Server-authoritative Unity instances. Yeah. We'll see how this all works out. Works fine so far, but I need to do some stress tests on it.
>>
>>378343965
Maybe, but I believe the actual engine is open-source, while the game content itself is copyrighted. It doesn't really matter anyways, I'm making everything from scratch, and I think I'm gonna modify the engine to the point where it barely resembles the old id Tech.
>>
Not in Unity I'm fucking not
>>
>>378326613
Yes finally made quality assets progres and got rid of Cryengine.
That is burning pile of hot garbage that after 2 years I decided to ditch.
>>
>>378326613
Reminder that La-mulana 2 is being made in unity
>>
>>378345845
I am seriously ok with it as long its done right.
>>
>>378345845
Reminder that a lot of good games are made in unity, including the marvelous Hollow Knight. But people who want to seem tech-savvy remember only bad games to attack the endine and it's users, while praising UE4, which is used by a lot of shitty devs too, but unreal's reputation is long settled as "good" so it's not safe to attack while knowing jack shit about gamedev.
>>
>>378346113
>the marvelous Hollow Knight
opinion discarded, please take your shitposting elsewhere thank you
>>
>>378346210
I despise your taste in vidya. If you can't see the best metroidvania known to man in HK, I really feel sorry for you.
>>
>>378342857
How does it feel knowing LM2 will be the one praised for having superior everything while your game gets praised for only its porn
>>
>>378346367
Keep HKvsLM shitposting in metroidvania threads
>>
>>378346367
HK is a technical mess, exactly what everyone expects from Unity.
>>
>>378346607
I said keep HKvsLM shitposting in metroidvania threads
>>
>>378346415
Furries will buy it anyway and they dont even know what LM is
>>
>>378346607
It was made by three guys, using Playmaker (they were not programmers) and it runs fine on my 5 yo machine which is not the fastest machine ever.

>>378347037
What the fuck is LM? La Mulana?
>>
>>378346415
That's a lotta assumptions you're making there.
Part of the whole reason for making this game is that I wanted more Maze of Galious, which is a game about exploring and finding treasure, as opposed to La-Mulana's emphasis on riddles and puzzles.
Nobody in the Western world knows what Maze of Galious is though ┐(´ー`)┌
>>
>>378335945
Too easy. What engine/language are you using that you can't implement something as easy as conversations
>>
>>378330950
Looks great.

>>378336919
>A lot of studios release games with pirated licenses, even some AAA, but that's up to you.

Any examples?

>>378337918
Character looks great.
>>
>>378336390
From what you're saying it seems like you're using RPG maker. I suggest you don't use it lol. Besides the typical RPG game, it doesn't offer much flexibility for gameplay. If you're a beginner programer and the game isn't too large in scale using Unity might actually be better for you. Or maybe I can help you out it you'll let me in on it haha
>>
>>378347845
Oh I see its no wonder why I thought you made literally no sense in making the game that disrespects the advancements of the 2d genre that La-mulana did by regressing into the time of Maze of Galious and you were doing so cynically because you knew people would rather buy a mediocre porn game over a truly innovative niche title

Also other than the kiddy fucking will the porn ever not be vanilla
>>
>>378347845
>LM devs make a clone of maze of galious
>its a shit game
>remake said shit game
>becomes one of the best games ever

>you decide to make a clone of maze of galious
>just make it furry
Wew
>>
>>378348819
>>378349036
If you're not into actual old games on actual old 8 bit systems, then this game will likely hold little interest to you. That is correct.
>>
Besides Trig and Discrete Math, what other branches of math should I learn for game dev?
>>
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>Keep making good steady progress with the game for several months
>Reach the point where it would be time to start working on permanent models and visuals
Fuck
>>
>>378349825
>not starting production stage since day one
Pre production is a meme,once you have rough design of everything literally build on top of everything
>>
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How do I get better at writing
>>
>>378350104
Talk to real people
Take prose and academic lit classes
Be yourself instead of pretending
>>
>>378333438
I switched to unreal after a first attempt at gamedev with unity.
Unreal is much more simple. You don't even need to actually code.
>>
>>378350612
How does that even work?
Are blueprints that powerful?
>>
>>378350716
Yes, blueprints are godsent. I suggest switching to Unreal if you're developing a 3D game
>>
>>378350457
Good advice. Thanks, man
>>
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Achievement system works along with the Steam part of it. Just need to think of what the final achievements should be and the appropriate pinup rewards for them.
>>
>>378326613
I have been making a mobile game in Unity in the past few months and I've progressed very far, but I just can't bring myself to do the tedious and unpleasant tasks to wrap it up. It's already very polished and refined, but there are certain parts that are just a pain for me to work on.
>>
>>378349992
Thing it is I have zero experience in modeling with shit like Blender so I've been avoiding that to the end.

I made a fucking egg in Blender and felt like I deserved a trophy, that shows how much I have learning to do around that shit.
>>
>>378350915
Probably will since every open source thing seems to gravitate toward it.
>>
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>>378350716
They're pretty much code but visual, you can bake them to C++ now iirc.
You'll always be slower than a competant programmer though.
If you have no idea how to actually code but understand the logic behind it, it's a great shortcut.

On top of that, materials and particles are very intuitive to work with. My only gripe with UE4 comes from Blender, since there isn't much documentation for the two of them.
>>
>>378350984
Are you really planning to put your gay furry game on Steam?
>>
>>378351362
It was greenlit months ago.
>>
>>378350984
why are you still making this piece of shit
>>
>>378350457
>Take prose and academic lit classes
No
>Talk to real people
Yes

Also, read.
>>
>>378350104
stop using pillow shading you nigger
>>
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Sure am.

Re-did level 2's background and got some neat 3d effects working.
>>
>>378351137
So did I a year ago.
Now I am better at modeling than 99% of /3/ or /agdg/.
The problem for me is that I have zero programing exp,so I hope Unreal will lend me the help I need.

Here are some things that will help you a lot.
>cgpeers.com
>Udemy-Blender Volume One complete
>Arrimus 3D - youtube for general modeling practices literally can not be found anywhere else.Open notepad and write his every word.

Good luck
>>378351210
>You'll always be slower
I dont mind as long as it works.
>since there isn't much documentation
As far as I understand FBX exporting is supported on Blender and fundamental knowledge on modeling is required for good model and textures(normal,diff ect.).
I dont see the problem but I ill find out shortly.
>>
>>378335945
>>378336390
>>378348596
Anon if you're still here pls respond ;_; am genuinely interested in the game
>>
>>378351979
Did you animate the explosions yourself? Because they're really nice.
>>
>>378351621
People keep lining up to buy it.
>>
>>378352007
Exporting works fine, you just need to tweak a few things.
Really most of my issues come more from blender itself than UE4.
>>
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yes. movement/attack ranges work, you can attack and do damage and kill units and stuff.
>>
>>378352227
Still here mang don't worry

I post updates about the game on its blog; https://mirroredsoulgame.tumblr.com/
>>
>>378352570
rofl

>jealous people can't see that there are markets outside of their shit interests and tastes
>>
>>378352227
Oh I just realized you're >>378348596

I'm not using RPGmaker; I'm using OHRRPGCE. It's similar; the trade-off is it's less technically capable but you don't have to use god-awful pre-built assets.

Contact me! zephyr#0392 on discord
>>
>>378343938
are those really the games you wanted to make?
>>
>>378350104
so you used a "fake undertale" thread as a marketing tactic, atleast you had ok music faggot
>>
>>378353173
some people just have unbearably shitty taste
>>
Am I lame for making a roguelite
>>
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>>378326613
slow
>>
>>378352007
Alright, gotta check out those sources thanks
>>
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>>378352413
They are hand animated, yes. Every time something explodes it's slightly randomized.
>>
>>378353640
No. Just lazy.
>>
>>378326613
I've been working in unity for the past 3 years and I can say without a doubt it is a piece of shit.
I want to work for a studio that has a better engine for fucks sake
>>
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>>378326613
yes. crunch time, so thats basically all im doing.
>>
>>378353646
can you fug her yet?
>>
>>378352629
>aztec theme
looks cool, you gonna add animations?
>>
>>378353873
Make your own engine then.
>>
>>378354110
too hard, too lazy.
>>
>>378353646
besides the shitty shading and terrible 90s anime face. I'd say you shouldn't draw her then mirror her. It's extremely obvious and looks worse than it could be.
>>
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>>378354080
of course, it's just very early. Still need AI and a bunch of other stuff too.

Here are some (slightly outdated) unit sprites
>>
>>378326613
Anons how do I make music? everything else seems simple, but where do you even start, what programs do you use?
>>
>>378354529
Musicbro here, FL Studio
But then you need some cool VSTs
>>
>>378353995
When the game comes out yes

>>378354309
this isn't a fully finished image, I am not the artist and thats all I had. I will note your criticism thanks
>>
>>378353646
Got a blog I can follow anon?
>>
>>378326613
working on it, but it slowed down and will slow down even more due to end exams and other shit stacking up
thanks for reading my blog
>>
>>378326613
>paying for a game engine when you could make one for yourself
Getting the worst side of proprietary stuff I guess.
>>
>>378355131
Artists such myself can't make their own engine my good friend
>>
>>378355131
unity is free tho
making your own engine costs time tho
time is money tho
>>
>>378355438
It's free until you start making real money at least.
>>
>>378355529
$1,5k a year. What a waste!
>>
>>378326613
Very slowly, but, yes, I am.
>>
>>378354821
Currently no, but I think I could start something with the release soon. Check out weg on aco in the coming month.
>>
>>378326613
I'm putting off learning c++ until i have more time in the summer.

I've managed to learn lua last year but i can only make hipser pixel art games in pico-8 with that and i want to try something in unreal.

Some progress is better than none right?
Please someone tell me I'm not just wasting my time.
>>
>>378355606
If you make the bare minimum required ($100k) that's 1.5%. The horror!
>>
>>378356280
Hard work will never betray you, but it can betray your dreams.
>>
>>378356723
How should I survive as an indie developer with such robbery?
>>
>>378350612
>>378350716
C++:
>faster
>cleaner
>has access to a lot of advanced stuff BP doesn't
>harder to learn

BP:
>almost as fast as C++ with nativization (about 60% slower, still faster than C# in Unity)
>gets messy with complex stuff
>doesn't have access to a lot of advanced shit
>intercommunication between classes and objects is a lot easier
>due to the high level, very dynamic and hard to fuck up
>much easier to learn, obviously

The way I do it is I do functions and advanced stuff in C++, package it all up as a UFUNCTION (AKA to be used as a node in BP), and tie it all up in BP.
>>
I'm wanting to develop a horror game that subtly uses some non euclidean geometry to disorient the player without calling significant attention to itself. Just enough to confuse, like for example a mansion where multiple rooms exist in the same physical space and a hall loops into itself.

How would I even do that in UE4?
>>
>>378356820
No avacado toast for a year I guess
>>
GAME MAKER

OR

UNITY
>>
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>>378357312
If you have to ask that question, you don't have any idea of what game you want to make.
>>
>>378356871
>>has access to a lot of advanced stuff BP doesn't
Can you name a few ? I don't think I've seen any yet.
>>
>>378357415
My idea works in either one
>>
>>378357490
Tell me your idea and I'll give you a better answer then
>>
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>>378348464
>Looks great.
thanks. taking a break from that to work on some of the human enemies. cute midget pirates
>>
>>378357426
Maps and sets weren't present in BP up until recently and support for them in is still shoddy. If you want to generate a procedural mesh from a heightmap, you'll need C++. If you want to use bitfields (for example for flow/vector field pathfinding) you will need to use C++. For even lower level stuff, you obviously need C++.
>>
>>378356871
non euclidean geometry is a simple as making a sphere lmao
but what you're looking for is impossible without faking it

for example, let's say that you want a hallway to end up where it started, at one point you will have to teleport the player back
what you could do is make a perfect copy and make the transition seem seamless by streaming the part of the level you want to teleport to in memory, that way there won't be a framrate dip

making multiple rooms in the same place is, again, impossible, but could be faked by teleporting the player to a generic corridor with a closed door
you can have a few duplicates of the corridor connected to different rooms

it's like an escher drawing, you can fake it but you can't actually make it
>>
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i literaly just posted this elsewere but fuck it.
Made a pause menu and upgrade system. still no currency yet
>>
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Yes. I'm thinking about redoing the character engine to add in some combat elements
>>
>>378356990
you have to make parts of the level be invisible depending on where the player is. You would do this by splitting the level geometry in places and make the parts which overlap invisible when you shouldn't be there
>>
>>378358105
Meant to quote >>378356990
Now that I think about it maybe you wouldn't even need to create duplicates, you could load the levels in memory when the game starts and stream then accordingly from C++ or BPs, just making sure to start streaming them with enough time so that the player won't see objects suddenly appearing out of nowhere.
>>
>>378343693
Characters wearing helmets/masks are your friend
>>
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>>378329237
You procrastinate because you think about what the task and think yourself out of doing it. Don't let yourself convince you not to do something because X or Y. The nature of our brain doesn't consider the difference between thinking about doing something and actually doing it, it's the same thing. When you choose to do or think about something you create an ever increasingly reinforced neural pathway to that option making it more likely you'll choose that option in the future. Literally just start a task and focus on what you're doing and not on the reasons you're manifesting to avoid responsibility. Life is too short for that shit and the more you let your laziness take control the harder it will be to break the habit. Habits are physiological so the key to "getting motivated" isn't finding motivation; it's reinforcing the habits that compel you to act by acting. Make use of your time, persist, and learn to enjoy your relationship with the concepts that give you meaning.
>>
>>378358462
>>378358426
>>378358105
Cool, thanks anons.
>>
>>378352629
>>378354435
Cozama is my waifu
>>
>>378359002
the downside is that the documentation on level streaming is quite lacking so you may have to do some digging around, or rather a lot of
>>
>>378358720
that calls attention to it

it's bad lip sync vs no lip sync vs a mask I suppose. all crap options
>>
>>378359779
if your graphics are at the fidelity level where lip sync actually matters and you're an indie dev you're doing it wrong
>>
>>378343693
Basic lip sync is not hard, at least on UE4, unless you have to animate several thousands lines like AAA games. It's actually a very generic and structured task. The key is to use an agnostic framework like Visemes or FACS, and then it's as simple as matching curves to audio tracks.

https://www.disneyresearch.com/project/dynamic-visemes/
https://en.wikipedia.org/wiki/Facial_Action_Coding_System

I have absolutely no idea if Unity supports this.
>>
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Really makes you think :thinking:
>>
>>378360502
Lol if I sold a million in copies I wouldn't mind paying $60k
>>
>>378360817
>$300000 to steam
>$60k to epic
>$300000 to taxes

l-living the dream
>>
>>378361107
Pretty sure income tax is calculated at the end, but then again that probably depends on your country. Or just move to Texas.
Also that's still 340k for a few months of work making video games, if that's not living the dream I don't know what is
>>
>>378361335
>Or just move to Texas.
Elaborate?
>>
>>378361107
I actually did some calculation and even for a simple game I will have to charge above $5 just to cover Steam and Unreal and leave something for me to eat.
Lucky for me I will never break 3K so w/e.
Unless you guys help me shill the thing to normies.
>>
>>378361409
There is no income tax
>>
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You're designing classes for an MMO
You're forced to use the Holy Trinity (tank, healer, dps)
And you're tasked with designing a DPS class.

What do you do to make the class unique from other DPS classes?
>>
>>378361619
No state income, there is still federal income though
>>
>>378361912
The DPS is also the buff class, receiving a multiplier bonus in return for keeping their teammates buffed as much as they can.
>>
>>378361912
i make them generic because all mmos have some retarded dps gimmics these days
>>
>>378361912
I stop making an MMO.
>>
>Unity, whose software powers half of all new mobile games, lands $400 million from Silver Lake...

https://techcrunch.com/2017/05/23/unity-whose-software-powers-half-of-all-new-mobile-games-lands-400-million-from-silver-lake/

I can't believe people predicted Unity's death here mere a year ago
>>
>>378361912
Celestalon is that you?

>HP based damage
So that you have to stand in the fire to deal more DPS but you have to be careful not to die. This would make the average DPS shitter so fucking salty since it would take actual skill that I would love seeing it in WoW.

>Combo based skills
WoW has this too, but in a very primitive way. Let's say you have abilities A and B, then AAAB would do something at the end, for example.

>Weak and strong abilities
Again, let's say you have A and B. Give them a weaker version of them, call them a and b, and have them cost less resources and interact with the combos in interesting ways
>>
>>378328373
Why are you working on models first in the default UE4 pre-made shooter level, anon? :^)
>>
>>378326613
Better question: Is Ryan Letourneau working on that game already?
>>
>>378326613
Any good unreal tutorials out there?
>>
>>378341241
Animations take too long. Would work for a game involving slower combat, but you need to be able to mash that shit and fuck off in a hurry.
>>
>>378362250
You know this is a bad thing, right?
>>
>>378361107
Theres no way steam takes 30%, and if you're selling that many copies you're going to want it to be funneled into a company, not your damn bank account, which means that tax value is also incorrect.
>>
>>378362929
It's a good thing
>>
>>378362957
steam takes 30%.
>>
>>378362957
>>378363082
And today, another anon woke up to Gaben's kikery
>>
>>378362957
>Theres no way steam takes 30%
It does with entry slot from $100-$50 right from the start.
Also IRS doesnt care where you got the money they will still charge you %10 at the end of the year.
>>
>>378362957
Steam takes 30% from every purchase.
>>
>>378363230
>500*
>>
>>378363250
And they stilk say /pol/ are wrong
>>
>>378363025
Having to sell project influence for outside VC money because their main source of outside funding declined to give more is a good thing..?
>>
>>378363230
>Also IRS doesnt care where you got the money they will still charge you %10 at the end of the year.

Thats.. not how this shit works at all, anon. I'm not saying steam pays the company and you just take all that money. You get taxed less or even nothing on certain business expenses, so you could theoretically pay for food, travel, equipment, etc from the company.

My dad does this for his consulting work, as does anyone that makes decent amounts of money. Its not like the top 1% of earners actually pay the tax they're "meant" to, anon.
>>
>>378363230
IRS takes its cut after the 30% is taken out. You never get that money so it's never yours. The tax burden is on Valve to pay for the cut they take, not you.
And of course you pay taxes on business income. Welcome to America
>>
>>378363486
And where do you get the "their main source of outside funding declined to give more" thing?
>>
>>378363250
>>378362957
The smart thing to do is to sell on other platforms as well for cheaper, but not 30% cheaper.
You get more money and can still give out Steam Keys to people.
Steam is an amazing platform for reaching people, but it also lets you give out keys for free since they want people to use the platform, even if you sell stuff elsewhere.

The real problem is they make it so easy to integrate their ID system into the core of your game, and that people don't know how to package standalone games (and are afraid to do so due to pirating). Plus, why do all that work when Steam already does it for you? You make 10 times what you would anywhere else if you sell it on Steam even with a 30% cut.
>>
>>378363526
Yes, a lot of expenses are tax deductible from tools like Maya to travel, food, etc.
>>
>>378363526
Unless you are indie dev and you dont have a firm registered.
What then?
%10

>>378363545
Maybe if you are from US,what do you do if you are from other country?
Income tax is still applied on individual basis.
>>
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Would /v/-/adgd/ play my friend's game? It's supposed to be a star fox/rail shooter kinda game. I helped provide feedback on it and stuff.

https://www.youtube.com/watch?v=852O_64f0Cs
>>
>>378363787
Because they already have a main investor that's been giving them money for 5 years now anon. Do you think they've been self-funded this whole time or something? Do you think money appears out of thin air? Read an earnings report sometime..
>>
>>378363843
You should, unless you're really just having it as a hobby and are dirt poor so can't be bothered to set one up.

>>378363796
I was under the impression that any distribution platform with any kind of reach takes 30% or more, and that steam is actually pretty good for that
>>
>>378363843
Not from the US?
>Valve takes their cut and hands you the rest
>You pay based on the amount you got to whatever tax agency you need to for your own country
TADA!

I made about 4K outside of my job last year and paid taxes on it. At the end of the year, I plugged it into my tax calculator and it told me if I'd need to pay (after my normal job's deductions). I ended up getting back like 5$ instead of getting back $1500~
>>
>>378363992
>they have a lot of investors
>now they have one more who brought $400mil to the table
>unity is doomed, I say! Dooooomed!
>>
>>378326613
Yes. I was going to do procedural generation but I am too retarded for that. Fuck. At least everything else works for now.
>>
>>378363218
>Gaben's kikery
that's way less than any other distributor would take
they could have started steam and taken 60% and nobody would have complained
>>
>>378364068
>and are dirt poor so can't be bothered to set one up.
Exactly
>>
>>378364147
They don't have "a lot of investors", they have one major investor that's been giving them a large percentage of their operating budget up until now. You are opening your mouth to show your ignorance, you don't know what the fuck you're talking about dude.
>>
>>378364068
>I was under the impression that any distribution platform with any kind of reach takes 30% or more, and that steam is actually pretty good for that

Name a distribution platform besides Steam please.
I can name itch.io which charges by default 10% but you can pay less if you want to
>https://itchio.tumblr.com/post/112709605589/introducing-open-revenue-sharing
They mention App stores as 30% takers, as well as Steam

Other than that, I can't think of a PC distribution platform. Obviously something like XBox store or Playstation store can fuck you over since there's no competition.
>>
>>378364297
Well I mean, how expensive can it be
>>
>>378364361
About 1-2k for lawyers and registering.
>>
>>378364356
GOG
but yeah Steam has the biggest PC market penetration by far
>>
>>378362250
>unity
>dead

you know its Nintendo's most recommended dev tool, right?
>>
>>378364361
Pretty fucking poor,Eastern Europe with phd unemployed.
>>
>>378361912
Class doesn't do the most damage, but has a lot of utility outside of combat, and a wide range of debuffs they can apply to enemies (but they have to choose which one they want to use before combat begins). Maybe give them a lot of burst on new targets, but low sustain, so they can be useful on weak enemies that pop up.
>>
>>378364416
No way it's much cheaper than that
>>
>>378360502
>muh 5%

Show me your game that made enough revenue to be subject to that 5%, anon.
>>
>>378364416
Just looked it up

£90 here for a package that includes a bank account and trade-ready. Guess its different over there?
>>
>>378364635
>>378364535
>For lawyers

You can do everything yourself for much cheaper, but why risk doing something wrong?
>>
>>378353990
Im actually going to buy your game anon, it looks sweet. Good luck finishing it
>>
>>378364436
>GOG
>30%
Why would anyone use this over Itchio instead of just using Steam?
Even if you make porn games, you can just have an official link a patch that enables the porn content.
>>
>>378364298
Where are the reports that their "main" investor is making cuts to the budget then?

>They don't have "a lot of investors"
>Others of Unity’s earlier investors include China Investment Corporation, FreeS Fund, Thrive Capital, WestSummit Capital, serial entrepreneur Max Levchin, and Sequoia Capital, which remains its largest shareholder. (Roelof Botha, one of Sequoia’s most powerful investors, sits on its board.)
>>
>>378364635
Its really region based.
There are other expenses on top of that for accounting and whatever else the state requires you to have.
>>
>>378364356
What about providing it for free on p2p basis and maintaining a website for donations.
Oh wait if the game isn't good it won't makes you a billionaire
>>
>>378364696
That's not what I'm saying at all. Jesus christ you're retarded.
>>
>>378364768
free with donations never works if you're looking to make money
it's like communism. It sounds decent, but literally can never work

Not even minecraft would have made good money if it was a donation model.
>>
>>378363843
>Unless you are indie dev and you dont have a firm registered.
Why the fuck would you ever sell anything a s a private? Fucking register one before you start selling anything.
>>
>>378364851
Than explain me like I'm five
>>
>>378364920
>Why the fuck would you ever sell anything a s a private?
Million reasons anon,all of them wrong but what can one do.
>>
>>378364661
There's close to zero risk in opening a company unless you're mentally challenged. If anything the type of professional you need is an accountant for taxes and not a lawyer, and if you're making any kind of money an accountant pays for himself.
>>
>>378364768
>game isn't good
>billionaire
You forgot it wont be """successful""" because your publisher (or Steam) isn't gathering massive amount of money.
>>
>>378363849
depends if you can mute the in-game music or not. Sounds generic and like it would be really grating
>>
>>378364880
>capitalism is working
It is, enjoy your shit games and blatant cashgrabs.
>>
>>378365000
Not that guy but that a bold fucking statement.
There are a lot of young people just getting into this stuff and can fuck up pretty easily due to not having the right information or overlooking something
>>
Writing immediate GUI for one at the moment. It's more of a prototype though, so yeah.
I have that other big project that's gonna be released on steam on next month but not feeling too good on it. I feel completely sapped of energy.
>>
>>378365519
You are literally handholded through the whole process. I guess maybe in a shithole corrupt country it's harder because you have to bribe your way through but in America, UK, etc it's as safe as opening a normal bank account.
>>
>In 2013, Tencent bought 48.4 percent of Epic Games for $330 millions.
>Tencent

>Unity - $400 millions
>Silver Lake

:thinking:
>>
GUYS
Take an intro programming class or 2 at your local community college
When you know exactly what it is that a game engine that you're using is trying to do, it's much, much easier to work around its faults and/or implement things the way that you specifically want to do them
>>
>>378365519
you're at more risk if you dont start a company and you sell something than if you do
>>
>>378365696
haha why buy 48.4 percent when you can buy ten 'cent
lol
>>
>>378365170
It's human nature to do nothing but eat and fuck.
Also educate yourself on games before "buying them"
>>
>>378365727
you're not going to learn how a game engine works on the inside from an intro to programming class to be honest
>>
>>378365519
Having a company is cheap and easy. Registering is just for the sake of taxes and state recognition. Only memesters who read r/gamedev and haven't actually done anything think that it's hard or expensive.

If you aren't making 100$/year, then you don't have a business, you have a hobby
>>
>>378366001
100$/year? That's your goal?
>>
>>378366052
are you mentally retarded? That's the cost of registering a business.
>>
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Went through greenlight last tuesday.
Currently building a level for the prototype release. Hoping to get lots of feedback by providing it for free.
>>
>>378366147
How the fuck am I supposed to know you degenerate piece of shit? Sorry I don't live in burgerland.
>>
3rd person dungeon/castle rpg.

Unity or Unreal? Assume that I already have heavy experience as a programmer.
>>
>>378366327
Unity

Do not listen to unreal cucks
>>
File: screenshot.png (183KB, 1140x646px) Image search: [Google]
screenshot.png
183KB, 1140x646px
>>378326613
Game progress is steady, work is getting done. Getting closer to the point where I should seriously be looking into artists to hire since clearly my programmer placeholders leave much to be desired.
>>
>>378366184
What did you use to make this, anon?
>>
>>378365879
Yes obviously "Introduction to Java Programming" is not going to teach you how to use Unity or how it works. However, when you independently go to learn how something in Unity specifically functions so you can implement something the way you want to, you'll actually understand what's being said and why things are done in certain ways and can properly work around it in a way that's not going to screw you up
>>
>>378333553
What compile time?
>>
>>378366186
Not him, but it was pretty obvious contextually that it wasn't intended to be a "goal" and you trying to interpret that way to grasp at any sort of trash talk was pretty shitty.
>>
I work as a full time developer and have for 7 years now.
I use blueprints in Unreal because it's easier.

Come at me.
>>
>>378366186
Read the statement again and try to use logic to determine what it's referring to. It certainly isn't referring to "target revenue for the year"
>>
>>378366476
he has no idea what he's talking about, compile times are super fast
>>
>>378366327
Unreal is good if you don't have programming skills, but still want to make game. If you can program, unity will be better for you, because you have to go really deep into ue4 with c++ to get the best use of the engine. But if you will do, you'll get a more powerful engine. But it takes time, while Unity is fast and lightweight. Choose wisely.
>>
>>378353990
Boss fight looks fantastic!
Player is about as boring as it gets..
>>
Paused working on my game idea directly while I learn and build up scripts and prefabs. I'm trying to replicate another game I want mine to feel like. So far implemented the base movement, health and prompts fairly accurately.

I figure once I hit a level of basic parity I'm comfortable with, I can begin to adjust variables and appearance so it has a similar feel but with my own flair.

For my first time scripting, it's taking a lot of effort, but so far doesn't seem like there's anything Google won't tell me if I ask the right questions.
>>
>>378366540
Good for you. Personally I work faster with C++ but that's just me, some people aren't as bright I guess.
>>
>>378366405
My crusty old hands.

Also blender, substance painter and unreal engine.
>>
>>378357312
In house engine written in Haskell
>>
>>378358158
I dig it. Looks humorous.
>>
>>378366769
Actually using blueprints is a chore it takes so much nonsense just to get a for loop going but all of epic's learning resources use it and I just picked it up the engine this week.
>>
>>378366184
Gives me that old Oblivion nostalgia.
...
In a good way.
>>
>Using C#/SFML,Net to write a small prototype for a strategy game rather than using Unity/Unreal or the Monogame project I have been working with some friends

Maybe I deserve suffering.
>>
>>378342857
But can I put my dick in it?
>>
>>378367273
>Using sfml instead of monogame
Literally no reason for this.
>>
>>378367436
I personally just enjoy SFML more. I really dislike Monogame and since I've been working on some time with it, I have gotten kinda tired of using it.
>>
>>378366373
making a fire emblem game eh, what language/engine are you using
>>
>>378366373
I loved advance wars
Keep up the good work (even if they are unrelated)
>>
File: enemy_pirate_jump.webm (2MB, 1680x998px) Image search: [Google]
enemy_pirate_jump.webm
2MB, 1680x998px
>>378357778
jumpy jump
>>
>>378367717
Unity I probably could have done it using something else, but I was very new at the time so I wanted to use something popular so I could google any problems easily.

>>378367752
Thanks, it's more of a Fire Emblem style, though it is RNG-less. I really like both series though I lean a little more to FE and I noticed that while there are some Advance Wars types of clones out there on the PC, FE doesn't really have much. So I thought I'd give it a try.
>>
>>378366327
Unity. I'm making a 3rd person dungeon rpg. Or at least I'm making the parts needed to build one. Lot of moving parts in a game to make it work.
>>
>>378329237
>working on a game
>200mb of text

you need to start actually creating your game
>>
>>378368257
I never ended up playing FE and I'm afraid I may be past the point in my life where I'd find it super engaging.
Good luck with your endeavour.

I haven't read previous postings, but what are you making the game in?
>>
>>378329237
>200 MB of text
Just write a book. Write some stories on a website like Royalroadl and take feedback on how you write. Then build up to write something nice.

If all you're writing is design docs, then you need to get feedback on those. If you don't review your work with outside sources, you won't improve properly.
>>
>>378368593
It better not be pure text, because there are about 500 pgs in 1 mb so that means he wrote 100000 pages of ideas
>>
>>378368694
Unity. And while it is definitely inspired by FE, I'm really seeking to make it its own thing; same genre, not a clone. Thanks for the well wishes!
>>
>>378331858
>>Horribly optimized and often runs like shit
This is almost entirely the developers fault. Believe me when I say that it is the result of Unity giving devs an 'easy' way to make games, that it lets devs who don't know anything about optimization do bad things.
>>
File: 1453782333092.jpg (54KB, 530x800px) Image search: [Google]
1453782333092.jpg
54KB, 530x800px
>>378326613
>tfw you fell for the programming as a job meme and now don't feel like doing any private projects
>>
>>378333383
Hearthstone is a Unity game.
It's the developers fault, not the tool. The tool just lets you do the wrong thing if you want to.
Recently I learned that I needed to completely rethink how I do my update cycles for literally everything. Do I want to? No. I would like to keep doing it as I always have, but it'll make for a better game if I do.
>>
>>378368593
>have 30 kb of text for my entire game
well atleast my idea isn't too overambitious this time
>>
What part of hardware matters in 3d sculpting. I use Blender and it starts to slow down when I have 3million tris, and it takes really long to convert model into fbx.

I have a fairly old PC though. If the limits are more on a high-end pc, or there is some other bottleneck?
>>
>>378370406
>3million tris
for what purpose?
>>
File: 1495760539066.gif (373KB, 186x266px) Image search: [Google]
1495760539066.gif
373KB, 186x266px
>>378333383
Hearhstone, Cities Skylines, Ori and the Blind Forest, etc

just off the top of my head.
Again, Unity has a bad rep because of how accessible it is, not because of the actual engine being shit.
>>
Why does /v/ hate Godot 2.0 but are hyped for 3.0?
>>
>>378370406
CPU speed, mainly, but every part of your hardware matters
>>
>tfw working on game and got job offer from established studio to design stuff for them at high salary
>>
>>378332235
Back when we used it for a project, we couldn't use foreach statements in C# scripts as they would cause memleaks for some reason. This might have been fixed since then, but things like this means that when misused you can have surprise performance issues that shouldn't happen.
>>
>>378370498
To get a lot of details for the surface and make a good looking texture

>>378370614
Oooh, I see. I have an i3-2100, I guess it's time to upgrade
>>
>>378370685
Yeah, I'm pretty sure they fixed that, but that was an obnoxious thing. I have for(int i, everywhere in my code because of it
It had to do with the Enumerator object being created costing bytes which could slow things down slightly.

What kind of project were you working on?
Thread posts: 347
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