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

How's that game going?

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

Thread replies: 376
Thread images: 90

File: 1450343262600.png (53KB, 890x400px) Image search: [Google]
1450343262600.png
53KB, 890x400px
How's that game going?
>>
It's going well. I'm still only on the ideas stage though. I've been on the ideas stage for about eight years now.
>>
>>379074850
looks like shit like all my games
>>
File: GelleryTest02.webm (144KB, 512x424px) Image search: [Google]
GelleryTest02.webm
144KB, 512x424px
Starting to get the achievement system going with all the assets. Here's a test to show how it works, has an in-game record of achievements that are synced with Steam and unlocks little pinup images.
>>
I just finished the trailer we're going to show at E3, it's a very anticipated sequel for a game filled with blood
>>
File: 1418953960770.gif (1MB, 300x200px) Image search: [Google]
1418953960770.gif
1MB, 300x200px
I want to make a game and am pretty proficient in all of the skills needed to make one, but I don't know what kind of game to make because i'm not creative. I'm never gonna make it.
>>
>>379078250
You guys need to really sit down and write things out.
Think of what you can make and focus on it.
If you sit back and do nothing, then yeah, you're never going to do it.
>>
>>379078360
this

the number one killer of motivation is not having a long-term goal to look forward to. if you don't have that you just stumble along
>>
>>379078047
Mad world 5?
>>
I have a solid portion of the basic story down, which'll likely get re-written a whole bunch and expanded since it's just basically the party going from place to place and doing a thing. Currently waiting for an amigo to draw some character sheets so I can get to modelling.
>>
Which would be easier for a first time Unity project attempt?
>temple run style mobile game with scrolling levels and swipe movement
Or
>Spyro style platformer with a single level and some enemies
>>
File: Mattas Schemes.png (58KB, 1344x1147px) Image search: [Google]
Mattas Schemes.png
58KB, 1344x1147px
Color schemes yay
>>
>>379078857
>unlocks little pinup images.
1 or 3
>>
How would you handle collision in Unity?
Would you use a CharacterController? I'm trying to make basic 3D platformer physics without a RigidBody but I don't know how to handle gravity and collisions.
>>
File: rememberthebriefing.webm (2MB, 1280x720px) Image search: [Google]
rememberthebriefing.webm
2MB, 1280x720px
I need to improve my pathfinding/attack code.
>>
>>379076598
But can I put my dick in it?
>>
Struggling. This programming stuff just wont click with me. I feel like I steal a lot of code.
>>
>>379079010
I would let a rigidbody handle the collision. Are you sure you wouldn't want to use one as well?

If you want to make your own version, then store the position coordinates at the end of each update call. Then whenever OnCollisionEnter is called for the player revert back to the previous coordinates.
>>
File: girl.jpg (37KB, 775x816px) Image search: [Google]
girl.jpg
37KB, 775x816px
working on my waifu
>>
>>379080650
I'm not sure what the best approach is in general when it comes to Unity; I don't know if I should use a RigidBody, a CharacterController or do it myself for a 3D platformer.

As a silly comparison, would you think Mario 64 used a RigidBody on Mario? Just to get an idea of how movement can be implemented in Unity.
>>
>>379075051
Feel you, man
>>
File: 1468619544688.gif (706KB, 303x270px) Image search: [Google]
1468619544688.gif
706KB, 303x270px
Its more my dream to make the MUSIC for the game than the game itself

It may be a stupid dream but its my dream
>>
What engine would be best for a 2D turn-based game?
>>
>>379080834
For player movement I would use a Character Controller. That's what it's designed for.

>>379081153
If it's a fairly simple game, I'd use either GameMaker or RPGMaker
>>
>>379081423
Thanks, man
>>
>>379081724
No problem. Googled around and found a blog post that outlines some of the dos and don'ts of movement. http://angryant.com/2014/03/07/Moving-in-Unity/
>>
File: sanic.webm (598KB, 720x480px) Image search: [Google]
sanic.webm
598KB, 720x480px
Just some prototyping. I'm picturing a game that's essentially DKC-style minecart levels, but with loop-the-loops and more fleshed-out physics/acceleration. So I'm figuring out 2D sonic movement and going from there. It's just about functional but there's still some clipping issues.
>>
ded
>>
>>379083927
UR DED
>>
>>379081949
Dude, you're awesome. You didn't have to do this, abut you did it. Thank you.
>>
>balancing 3 games at the same time
>while trying to get a job

Just fuck my shit up senpie.
>>
>>379082324
It looks like that one wheel level from Battletoads.
>>
>>379082324
You should use a camera system that has smoother transitions.
>>
What's an engine that will teach me useful skills for when I graduate to using XNA/Monogame
>>
>>379084669
>balancing 3 games at a time
>one of them IS my job
it's a good feel, man.
>>
i'm sick of being so fucking uncreative, i want to kill myself

is it because of head trauma i had at a very young age?
>>
>>379082324
That looks cool.
What are you making it in? What math are you using to get the ball to rotate based on the angle?
>>
File: peng.webm (158KB, 540x960px) Image search: [Google]
peng.webm
158KB, 540x960px
>>379084669
>>379085182
I'm already having trouble balancing my workload on two, can't imagine how you guys do for three.
That said I might put one on hold/give it up.
>>
it's pretty much done, i just need to change the graphics to something real (they're just placeholders) and add music. Also i have no idea how i'm gonna sell it, in my country you have to declare yourself a small business or whatever before you can make any money from anything and i have no idea how to any of that shit.
>>
>>379079507
I made this for you
https://my.mixtape.moe/vupiup.avi
>>
File: 1496602180.png (400KB, 1920x1080px) Image search: [Google]
1496602180.png
400KB, 1920x1080px
I showed a few projects in these threads before but they never went anywhere. This is the first one it looks like I'll finish.

It's a pretty simple puzzle game but there's a good chunk of content there. I put in a bunch of different modes, bosses, and minigames, so I think it's pretty close to done. I did all the art, music, and code by myself and it shows, but I'm still a little proud of it.

I'm having trouble sorting out what needs to be fixed and what can probably slide.

http://www.mediafire.com/file/anoi6cmhiwhd6is/Ghost_Crash.zip
>>
>>379085363
Game Maker 1.4; I'm not a big enough boy to write everything from scratch. If you pause the webm you can see two lines extending "below" the ball; That's where it's checking for the floor segments, if they're both registering a collision, each sensor returns the x/y position of the nearest collision, calculates the angle between these 2 points, and rotates the ball accordingly. The sensors' positions are calculated using the sin/cos functions of the ball's angle, so they always face "below" it. Trig is fun, etc.

Barring the sensors' positioning, all the logic used draws from this handy reference: http://info.sonicretro.org/Sonic_Physics_Guide

>>379084803
I'll get some pretty lerping shit going on later, but for now it suffices.
>>
>>379086419
I hate it. I hope you die.
ibelivinu
>>
File: PONG RPG 17.webm (3MB, 1200x720px) Image search: [Google]
PONG RPG 17.webm
3MB, 1200x720px
Fine,
>>
File: image.png (2MB, 1588x892px) Image search: [Google]
image.png
2MB, 1588x892px
Ehhh.
>>
>>379087552
Why is your skin material such shit Favela?
>>
>>379087674
Because it's not finished.
>>
File: cutscene.gif (2MB, 631x467px) Image search: [Google]
cutscene.gif
2MB, 631x467px
It's been going well just been working on cutscenes and adding some effects and what not.
>>
>>379078250then make a knockoff of another game
>>
File: 1358874829316.jpg (74KB, 362x344px) Image search: [Google]
1358874829316.jpg
74KB, 362x344px
>>379088078
you should probably KYS you're self
>>
>>379088078
this shit looks good, what is it?
>>
>>379088078
I love the sprite work anon.
>>
>>379087510
Fucking kek, thats cool.
>>
>>379087552
have you posted more of your work on this anywhere else? It looks really interesting
>>
>>379074850
i quit to do drugs instead. making a lot more money now than you will when 12 people buy your game on sale for $1.99
>>
File: ribbert1.webm (3MB, 727x412px) Image search: [Google]
ribbert1.webm
3MB, 727x412px
its going. Art is hard and I'm a programmer first so making art takes me forever.
>>
>>379089307
fuck off, diest. faggot ass thief.
>>
File: market.gif (2MB, 540x304px) Image search: [Google]
market.gif
2MB, 540x304px
cancelled.
but looking for a new artist to make it not cancelled.
>>
>>379089608
>trusting artists
>ever
>>
>>379089449
lol what exactly did I steal?
>>
>>379089608
Is pic related your game?
>>
File: 2017-06-04 14-40-48.webm (1MB, 800x600px) Image search: [Google]
2017-06-04 14-40-48.webm
1MB, 800x600px
>>379087361
Thanks. Have a webm. The game looks slightly better in motion.
>>
File: DeckCreation.jpg (366KB, 1456x898px) Image search: [Google]
DeckCreation.jpg
366KB, 1456x898px
Integrated non blocking SQL stuff in to the game. Username / password login and creating/saving decks. Threading in Unity had me bashing my head against my desk for too long because I was retarded, but it's finally all working. Now I need to work on the UI because it is horrendous.
>>
>>379089307
that's looking pretty good. hopefully you can make the frog able to grab to multiple of those pink things at a time. perhaps make them flies or lillypads
>>
>>379076598
>has an in-game record of achievements that are synced with Steam and unlocks little pinup images.
I hate when games do that.
>>
>>379090319
Thanks! Why would you need to grab multiple at a time though? You have one tongue which you use for just about everything.
>>
>>379089608
what were you making?
>>
>>379088078
This guy is going to make a lot of money everyone
>>
File: first_person_scene_test.webm (3MB, 1680x928px) Image search: [Google]
first_person_scene_test.webm
3MB, 1680x928px
all done :^)

>tfw all I know how to do is model
>>
>>379090213
That does look better than the image. Is it mobile app or Steam future?
>>
hoping to quickly go over C++ then start using godot.
>>
If any of you plan on going professional with this I seriously hope you've grown out of Game Maker by the time you got out of high school.
>>
>>379090951
You call this knowing how to model?
>>
File: shark.gif (2MB, 640x360px) Image search: [Google]
shark.gif
2MB, 640x360px
>>379090175
>>379090662

lil fighting game called Kerfuffle.
>>
>>379091236
>multiple devs making millions off successful gamemaker made games
>caring what engine a game uses
have you finally got a square to draw on the screen?
>>
>>379075051
kek

>>379074850
It's not. Or not at the moment anyway. I'm reading through the entire GM:S manual, I want to learn as much as I can, specifically about the Game Maker Language.
>>
>>379091303
you call this shitposting?
>>
>>379091372
>kerfuffle
that is an extremely autistic name, why would you pick that out of all your options
>>
>>379091515
just to make you mad i guess
>>
>>379091404
name 5 game maker games that have made millions
HARD MODE: don't include risk of rain or undertale
>>
>>379081145
Nah, that's one of my eventual goals too, anon. Video game music is what got me into music in the first place, and I think a lot of games these days aren't taking advantage of their soundtracks. Or at least, just not in the particular way I like.
>>
>>379091626
https://www.yoyogames.com/showcase

Engine doesn't matter, all that matters is the quality of the game behind it.
>>
>>379090951
>comically huge boat
>stretched texture
>round headed characters
>"guys I know how to model"
stop lying to yourself
>>
>>379091626
who cares dude? The point is several GM games have been successful and the engine works. Just look at Undertale, RoR, Hotline Miami games, Hyper Light Drifter, VA-11 HALL-A, Death's Gambit, HackyZack, Spelunky, Downwell, Nidhogg. So fuck off with your engine hating when the engine does not matter at all.
>>
>>379090595
He worded it weird but I think he meant like you swing from one to the other. Like you grab another one while you're still in the air.
>>
>>379091858
I asked for big name game maker games, not literally who phone games that have probably collectively grossed under 10k.

And yes, the Engine does matter if it inhibits the content the developer can create. If all you know how is Game Maker, you will be stuck with making indie pixelshit platformers for the rest of your career.
>>
File: 2017-06-04 15-02-46.webm (2MB, 800x600px) Image search: [Google]
2017-06-04 15-02-46.webm
2MB, 800x600px
>>379091196
I don't have a smartphone but I got the Android build chain running so I could probably throw it on Google Play. I figured I'd just release the main version on itch.io. Would anybody actually buy a game this basic on Steam?
>>
>>379091626
>name GM games that made millions
>except don't name the GM games that made millions so I can pretend to have a point.
>>
>midget pirates
>they're not textured
>game isn't even going to be first person
>implying knowing how to texture is the same as modeling
hehe. glad it upsets you.
>>
>>379092123
>If all you know how is Game Maker, you will be stuck with making indie pixelshit platformers for the rest of your career.

No shit, the entire appeal of Game Maker and RPG Maker is that they are very easy for newcomers to get into.
>>
>>379092378
meant for
>>379091889
>>
File: Me101115c.jpg (24KB, 418x438px) Image search: [Google]
Me101115c.jpg
24KB, 418x438px
>He's using a CIA Nigger engine to make a game
Make your own engine
>>
>>379092123
GM was made for 2D games. How dense are you? Are you just looking for things to hate?
>>
>>379092123
I know you're just memeing but you do realize there's more than just platformers that come from Game Maker, right? I mean people have even made 3D games with Game maker.

Anyway the only inhibitor is yourself, but it's true that the more programming languages/engines you know, the better. You're still a faggot though.
>>
I-I don't know where to begin. Tic tac toe seems too hard, pong seems too hard, and breakout seems too hard
>>
>>379091626
>muh game has to make millions
>>
>>379092518
go to bed terry
>>
>>379089796
Why are you pretending like you didn't get shat on for copying literally everything directly from Momodora? The fucking dev himself called you out for being a stealing faggot.
>>
>>379092518
where is your game
>>
>>379074850
>no gamemaker 2 logo
>>
File: 56qe154w146713.jpg (25KB, 300x299px) Image search: [Google]
56qe154w146713.jpg
25KB, 300x299px
>>379092625
>I mean people have even made 3D games with Game maker.
>>
File: really now.jpg (26KB, 256x337px) Image search: [Google]
really now.jpg
26KB, 256x337px
>>379091626
>name game maker games that have made millions
>but dont include the ones that made millions
>>
>>379092378
>>379092476
Midgets don't have round heads.
The boat uses a stretched texture, that's pretty obvious.
And knowing how to texture is part of making a correct model.
Pretend you're good all you want but that's only going to convince yourself.
>>
>>379093231
>I mean people have even made 3D games with Game maker.
It's not done yet but Fight Knight looks great. That's 2.5d though.
>>
>>379093338
also the boat is still huge compared to the midgets
>>
>>379088078
looks good, but can you really use the family guy's guy?
>>
File: 1490290260629.jpg (54KB, 305x309px) Image search: [Google]
1490290260629.jpg
54KB, 305x309px
Unreal Engine or Unity 5?
>>
File: blocking_1.webm (2MB, 1024x631px) Image search: [Google]
blocking_1.webm
2MB, 1024x631px
I'm think of turning my game into a first person knight game
>>
File: 1494018063499.png (81KB, 378x357px) Image search: [Google]
1494018063499.png
81KB, 378x357px
>all these triggered game maker babbies
>>
>>379089796
>>379093194
Oh and you also reregistered the Momodora 4 tumblr URL to link to your own shitty game's devlog. You're a scumbag, dude.
>>
>>379093338
are you so dumb you took my first post seriously? I textured the boat so I could tell what I was looking at in unity. someone else is making the textures when I'm done with everything. all the midget pirates will be wearing hats. I'm glad you like it so far.
>>
>>379093642
It doesn't matter. None of it matters. You're never going to make your game.
>>
>Small team of two other people, one for art, one for music but everyone pitches in where they can
>All enthusiastic about what we're creating
>A unified vision of what we want from the game but also benefiting from the shared perspectives
What is your dream anon? Where do you want to be?
>>
>>379094082
I want to be dead.
>>
>>379093194
I recommend looking up the archive of that thread and reading it. The momodev got shat on/bullied and left agdg because everyone told him to fuck off.

>>379093787
lol someone off agdg did that to further bully momodev. I emailed him saying to ignore everyone on agdg and the bullying but never got a response. Please learn the story before hating for things you have no idea about.
>>
File: 1495288569633.jpg (222KB, 1081x1504px) Image search: [Google]
1495288569633.jpg
222KB, 1081x1504px
>>379093756
>mfw I have been a professional freelance GM programmer for the last year while you grinded at your full time service job for minimum wage
lmaoing at your life
>>
>>379092518
Nigger cattle
>>
>>379093787
he's also dirty leftist/liberal, posting anti trump shit.
>>
>>379092280
Maybe a few people. Probably would be better to develop a fanbase and sell on Google App store for .99c-2$.
>>
>>379094167
rdein is a bipolar faggot and was unwelcome on AGDG because of his shitty attitude, but that doesn't change the fact that you stole his game unashamedly. Either way, he released his game to critical and commercial success and you're still a failure struggling to finish something after years of trying so it looked like it didn't help you very much.
>>
File: MontanaWild.webm (2MB, 709x480px) Image search: [Google]
MontanaWild.webm
2MB, 709x480px
NPC design progress
>>
>>379094836
>>>/vg/agdg/
>>
>>379095151
She looks depressed as fuck.
>>
>>379095342
like all of us
>>
>>379094836
I didn't steal shit. His game isn't the first platformer to ever have a redheaded girl protagonist. I even say on the download page of my game that its inspired by Momodora. Also I'm glad he's successful. I purchased the game on release and enjoyed it, I also played the previous three games.
He had multiple finished games before I even started gamedeving, so he's way more experienced and has a team of people helping him. I'm one person doing all the work on my free time while being a full time student with part time job. Whats your game anyways? Why do you care so much?
>>
>>379095342
As opposed too...?
>>
File: Montana.png (410KB, 620x723px) Image search: [Google]
Montana.png
410KB, 620x723px
>>379095342
It's just because I don't have the animation for her looking up to start the conversation yet.

I actually think she looks more smug than anything.
>>
File: 2017-06-04 15-38-40.webm (2MB, 800x600px) Image search: [Google]
2017-06-04 15-38-40.webm
2MB, 800x600px
>>379094523
Sounds reasonable. I don't really know how to market a game like this. I guess I'm supposed to go on Twitter or Facebook and pretend a simple puzzle game is more exciting than it is? The closest thing to a social network I use is right here so I don't know how well that would work out.
>>
File: 03052017_pause.webm (406KB, 640x480px) Image search: [Google]
03052017_pause.webm
406KB, 640x480px
>>379074850
3 more days.
>>
>>379094158
with your friends?
>>
>>379094836
>>379093787
>>379093194
>>379089449

and this is why we can't have agdg threads here.
take your autism back to the contaiment board.
>>
File: DixieCombatStuff.webm (3MB, 709x480px) Image search: [Google]
DixieCombatStuff.webm
3MB, 709x480px
>>379095151
...and just because I like to post combat on /v/, here's a look at progress from earlier in the week; procedural rotation on Dixie's turns, the newest charged sword attacks, and combo counter fixes.
>>
>>379096804
>>379095151
so her "eyes" are actually covered by a shadow like those doujin characters?cool
>>
File: DixieDouglas.png (136KB, 214x401px) Image search: [Google]
DixieDouglas.png
136KB, 214x401px
>>379097027
Who, Dixie? No, she just has a giant clump of black rock sticking out of her face where her left eye should be. Same stuff as on her hands and feet.
>>
>>379097426
she looks pretty happy,even if she became a jew golem.
>>
>>379097628
Southern hospitality, I guess? I never met an angry country girl.

Also I haven't fully implemented her facial expression system (though that's her idle default).

Then again I don't know how mad anyone could be about something that gave them superpowers. I know 90s comics were full of people who moped about the tragedy of being given laser sight and titanium bones and shit but come on. Even if you're disfigured, if you can summon magic hands that make you fly and let you crush five-ton boulders with a punch, that feels like an even trade.
>>
File: downlow fg.webm (2MB, 640x360px) Image search: [Google]
downlow fg.webm
2MB, 640x360px
Well I guess. Just worried about the art.
>>
>>379098257
The movement looks neat but the attacks don't read well. I assume hit effects are incoming?
>>
>>379098257
is the art you made or took from online? Animations are pretty good but characters look kinda generic and colors aren't great imo. Also you should break up the background into layers and add parallax to it. Also what >>379098520 said
>>
>>379098520
The hitstop reads better at 60fps. I guess sound and particle effects play a big part too.
Actually I want to get netplay done before polishing.

>>379098595
>is the art you made
I wish.
>>
File: peter2.gif (1MB, 629x478px) Image search: [Google]
peter2.gif
1MB, 629x478px
>>379093578
No lol it's only a joke

>>379088409
okay

>>379088720
BlueOmen Operation, the game I am working on, you can see more on my twitter https://twitter.com/Coxyworthy

>>379088736
Thank you! Almost all if it is done by my partner ink, https://twitter.com/inkuuusan
>>
>>379096483
till what?
>>
>>379096713
I don't have any friends.
>>
finished up with the icons for the achievements, all that's left is to find the old shitty trailer I made years ago and publish this bitch to Steam. Then I can forget all about it, as it proceeds to sell approximately 0 copies because it's not a very good game. But at least it will be finished.
>>
File: fireborn tactics.gif (2MB, 1136x768px) Image search: [Google]
fireborn tactics.gif
2MB, 1136x768px
Nothing more since last time, because I was away on business all week.
>>
2nd year cs here
can i make a small 2d game with unity in c# during 3-4 months of summer break?
thinking something where the character is sideways like metal slug or the camera is on top like gta 2/those spaceship battle games.
Where should I start? Never done it before.
>>
Hahahahahahahaha How The Fuck Are People Buying Game Maker For Hundreds Of Dollars Real Hahahaha Nigga Just Make 2D Shit It In HTML5 Like Nigga Learn To Program Haha
>>
File: 1446413928156.png (126KB, 319x456px) Image search: [Google]
1446413928156.png
126KB, 319x456px
>>379099787
What are you using to make your strategy gameplay here? Looks neat
>>
>>379100390
yes you can, just start looking up tutorials and getting to work, don't worry about art just get the fundamentals down of the game.
>>
>>379100390
>sideways like metal slug
you mean a 2D game?
>those spaceship battle games
you mean a shoot-em-up?

The fact you don't even have these extremely basic terms in your vocabulary is worrisome. But if you just use sprites from spriters-resource or something, sure you can whip together a simple little game in that timeframe.
>>
>>379100629
it's just Unity, layered sprites with an orthographic camera. Writing all the scripts in c# myself, I don't like to use plugins. A friend is making the sprites.
>>
What do YOU guys want to see in a new AVP game primarily focused on multiplayer? Engine? Weapons? New Xenomorph caste? Etc.

https://docs.google.com/document/d/1ftrTx8L7tcBVfGRz67bihGbjsT9sac3g9_a7SOsDDw0/edit?usp=drivesdk

no this isn't a teaser for e3 or any of that shite, we figure that if the big wigs can't do it right, the fans can. Right now, I'm handsculpting some xeno dome designs to see how they'd look in 3D.

Remember to clean up after you're done and try and keep things on track. argue In the bottom section
>>
So how popular would my game be, generally speaking, if all the music was electro swing?
>>
>>379101269
not beeing focused on mp
>>
File: tumblr_m3q65xNOn91r8tmqqo1_250.gif (600KB, 209x235px) Image search: [Google]
tumblr_m3q65xNOn91r8tmqqo1_250.gif
600KB, 209x235px
>>379101324
meh
>>
>>379101324
that would depend greatly on every other aspect of the game, I think.

But you'd probably get some more people interested than if you simply had a generic chiptune or orchestral soundtrack. I doubt there's anyone who would be turned off by such a soundtrack, except super-autists on /v/ who would never have bought your game to begin with.
>>
>>379101324
game don't live or die on music, but on gameplay. If it will be fun, your game can still fail, cause you might not have enough luck
>>
>>379101324
It won't be popular, regardless of the music.
>>
File: AvP_arcade_gameplay[1].png (278KB, 500x291px) Image search: [Google]
AvP_arcade_gameplay[1].png
278KB, 500x291px
scrap everything you're currently thinking of and make me an ACTUAL AvP game, fuck shooters.
>>
I stopped working on it after my side hobby making nude shit for pervs started bringing in way more money.
>>
>>379100627
Just Close Yo Eyes Hahah
>>
File: tank crew.png (306KB, 1200x1050px) Image search: [Google]
tank crew.png
306KB, 1200x1050px
I have an idea for my own version of Advanced wars that I would love to make, I've got a lot of concept art and most of the concept on paper.

But I can't into programming.
>>
File: 1308114031001.jpg (45KB, 648x595px) Image search: [Google]
1308114031001.jpg
45KB, 648x595px
>want to make a browser based mmo remake of pokemon gold and silver
>would take me a month or less
>would just get shut down as soon as it went up
>>
>>379101926
Then learn how. It's a skill you can acquire.
>>
>>379101926
then hire one or learn like idgi

>>379101990
get around it by making it a parody of sorts, like idk all video game characters or whatever the fuck
>>
>>379101926
If you have money, hire a programmer that uses an engine and pay them hourly (from experience this gets best results.)

If you have time, learn to program with an engine. Programming isn't impossibly hard and now its easier than ever.
>>
File: infantry.png (341KB, 1200x1200px) Image search: [Google]
infantry.png
341KB, 1200x1200px
>>379102568
Where's the best place to look for a game programmer?
If you're experienced, whats the average going rate for hourly work? for at least a seasoned programmer?
>>
>>379102784
I don't think there's a specific place to look for one, but look for game developers on twitter/tumblr/gamedev forums and ask them if they'd be interested and their rates.
As for rates, it all depends on the project and the programmer.
If you're serious I'm looking for work
>>
Would GameMaker 2 be any good for making something like old XCOM or Jagged Alliance 2? WIth pixelshit graphics of course, but with more complex stuff going on.
>>
>>379102784
>>379101926
You art is pretty good anon. Are you a professional in any kind of industry or just a hobby artist?
>>
>>379102784
If I wasn't already extremely deep in my own project, I would consider discussing your project with you. I've always been a huge fan of AW.

Funny thing is I am in the opposite situation where I can't find an artist, but it's not Advance Wars related unfortunately. Your art looks great.
>>
>>379103464
Yeah. Can be GM 1.4 too, though.
>>
>>379103464
GameMaker and basically every other big 2D engine is fine for an XCOM type game. Engine doesn't really matter
>>
>>379101990
instead of having it set in pokemon's world, have it set in Monster Hunter's world or something like it
>>
File: runner037.webm (2MB, 640x360px) Image search: [Google]
runner037.webm
2MB, 640x360px
Chugging along.

More progress on level 2, working on the miniboss now.
>>
File: tron1.jpg (57KB, 600x800px) Image search: [Google]
tron1.jpg
57KB, 600x800px
>>379088078
>>
Just been practicing 3D modeling. Still a beginner but here's a Chia pet in its natural habitat
>>
>>379103986
>shot cancelling shield bounces powerups to a different type
neat
>>
File: commanderA.png (962KB, 2100x1800px) Image search: [Google]
commanderA.png
962KB, 2100x1800px
>>379103461
Okay good to know.
I'm not serious enough, unfortunately, but I have a thick ass folder ready for when I've got a proper budget. but if you have any sort of resume/portfolio I would take a peek.

>>379103560
Thanks! I freelance design and illustrate as a hobby, alongside bill paying work.
Although I'm trying to get a real job in Illustration.

>>379103604
Thank you.
That's a shame, what type of game is it anyways?
>>
>>379102568
>pay them hourly
dont do this over the internet
>>
>>379103986
Looks good, guy
>>
File: runner036.webm (3MB, 640x360px) Image search: [Google]
runner036.webm
3MB, 640x360px
>>379104287
Thanks anon! You also can bounce the current shot type off to have it split into the 2 other powerups (witch then can't be bounced again).

>>379104614
Thanks, buddy!
>>
>>379104492
doing it all upfront hasn't been a good experience. Ask them for their hourly rate then ask for an estimation of how long it'll take. If they take way longer than expected then just don't pay. It's that easy. Paying it all upfront could lead to them just taking your money. Especially for something like making a game. How long do you think making a game takes? If you pay 3 ground upfront then they realize they can't do that, you're out 3 grand.
>>
>>379104919
you create a series of milestones and pay based on the delivery of those milestones. paying hourly only works for small projects, smaller than nearly any game. paying upfront is so ridiculous I don't even know why you thought it was an alternative
>>
File: Combo.webm (2MB, 1440x900px) Image search: [Google]
Combo.webm
2MB, 1440x900px
>>379104392
>what type of game is it anyways?

A Megaman Battle Network inspired game. The focus is on online multiplayer with the game structure built somewhat like Hearthstone. At this point I could in theory release it publicly and people could join the server and battle (even 2v2) but lack of polish and too many bugs is stopping me right now. And I'm not satisfied with how "fun" it is yet.

Webm is a bit old but I haven't done too much multiplayer testing recently. Working on backend database stuff right now like logins, saving player decks server side, etc.

GBA was a great system.
>>
>>379105491
good luck and godspeed, the battle network games were great. i'm playing through 3 right now
>>
>>379105376
Yea that's another good way to handle it. I brought it up because I've seen many people pay for things upfront only to find out they've been scammed or the person they paid didn't realize the scope or whatever. I'm just saying paying in smaller chunks is best because even if the person disappears at one point, you have results and can hire someone else to continue.
>>
File: pjan.webm (1MB, 504x249px) Image search: [Google]
pjan.webm
1MB, 504x249px
Still workin on this garbage w/ile procrastinating on my main project oh well
>>
>>379105957
>>379105491
uh oh
>>
>>379105903
paying someone based on work-per-hour results in shitty work being turned in on longer projects, and playing pass-the-programmer results in even shittier work. paying per milestone ensures you get people who are actually serious about sticking around and gives them the flexibilty to create what needs to be done instead of just throwing more code down when they're stuck on a problem so they can get their hourly wage
>>
>>379104392
She's cute, anon. Y-You should make her nose longer. haha
>>
>>379106227
Have you ever hired anyone or are you just speaking out of thin air? Most people online (artist or programmer) work by a per hour basis. And if you don't want shitty results then don't hire someone with a shitty portfolio. Every single person I've hired has been per hour (except for composers) and I've had good results.

Although I do agree getting multiple programmers isn't the best idea (I'm a programmer myself) but if your project is big and the programmer disappears, you have no other choice.
>>
File: 1482096917294.jpg (63KB, 675x720px) Image search: [Google]
1482096917294.jpg
63KB, 675x720px
>>379106410
you would like that wouldn't you?

Plus I just realized I made the character with the big nose have an advantage with money.
I seriously had no intentions with that...
>>
>>379105491
hmm looks interesting!
not really my style though
>>
File: bub.gif (78KB, 147x158px) Image search: [Google]
bub.gif
78KB, 147x158px
didn't make anything new for the game worth showing, so here's a gif of one of the enemy's animation
>>
File: T E X T.gif (31KB, 623x474px) Image search: [Google]
T E X T.gif
31KB, 623x474px
>>379074850
Working on dialogue stuff, making it actually presentable now that the text parts good.
>>
>>379106826
I've worked as and worked with contractors, the payment was always a fixed amount based on work delivered. I can't imagine doing a long-term payment based on a per-hour wage through the internet. It doesn't sound flexible enough at all. It's not like you can even check how long they're working for when you're doing it through the internet
>>
>>379107628
Basically with milestones like your said but on a per hour basis. So lets say you want a turn based combat system with xyz. Explain to the programmer what you want then ask
>what is your hourly rate?
>how long do you expect it to take?
Then move onto the next milestone, ex inventory or whatever else when finished. You don't pay until its finished and if its taking drastically longer than expected, find someone else. Your way works aswell, but everyone I've come across has been hourly pay and everything has been fine so far and honestly cheaper than when I was looking to pay on a different model.
>>
>neet with unlimited freetime
>can't make games becaues I spend all my time playing them and I lack self-discipline and willpower

How do I stop being a piece of shit
>>
>>379108308
use game time to make games
its that easy
but u wont
so
>>
>>379108308
you wont
>>
>>379108474
If it's that easy why won't I do it
>>
>>379107591
I'm not certain that font fits the whole aesthetic, also it'd be better if the dialogue box was a dark dark crimson instead of plain black.
>>
Decided to make my own Doom engine for fun, but I can't seem to wrap my head around Binary Space Partitioning.
>>
>>379108528
bc ur mind thinks playing games is more beneficial
all those times games have made you happy, even in little ways like winning matches = your brain being conditioned playing games is the way to go
>>
>>379108308

Set an alarm for the morning, a time you don't like, and set it out of reach from the bed.

If you get up to turn it off you are motivated enough to install Unity and look up some tutorials.
>>
>>379108203
what's the biggest project you've made? I can't see that scaling up to something that takes more than a few weeks at all. Most games take over a year. Do you check what they've done every hour on the hour?
>>
>>379108582
Yeah, that's just some random font already in GM, and im using GM's set colors and "draw_rectangle" instead of sprites just for testing all the actual coding.

If you know any good fonts I'd love to know whats a good starting point.
>>
>>379108528
What works for me is to not have any games I want to play (or at least not have them installed). Finish playing the games you are currently playing, and then start to work on something when you've got nothing on your slate.

If you're playing a persistent game like an MMO or assfaggots then either stop playing them entirely or only play them when real friends are playing with you, never solo.
>>
>>379108728
I'm a programmer so I've never hired one before but I've hired composers/artists. I've been working on a project for over a year now (slowly since I'm doing it on my free time) and all the art I've commissioned has been per hour. No I don't ask what they do every hour, but like I said before, I ask for an estimation beforehand and if I'm satisfied with the amount charged I agree to it.
>>
>>379094298
Where/who do you get your jobs from?
>>
>>379109340
where did you look for people to hire?
>>
>>379096804
>>379097426
>>379095943
>>379095151
What are you using to make this? It looks fantastic.
>>
>>379109576
I follow artists I like on twitter/tumblr. When I need art I ask them if they're available for commission and then go on from there.
>>
File: character design is easy.png (10KB, 747x864px) Image search: [Google]
character design is easy.png
10KB, 747x864px
rpg maker.
what version/ pay or pirate/ pls help.
>>
File: HDF-spin.webm (61KB, 852x480px) Image search: [Google]
HDF-spin.webm
61KB, 852x480px
Important progress
>>
>>379109995
dont use rpgmaker. get another 2D engine and learn to make the system yourself. You'll have much more control over your game and be easier in the long run.
>>
>>379109995
im stealing this
>>
>>379109995
I wanna fuck it.
>>
>>379109995
find yourself an artist you motherfucker
that design has potential, but the pixel art style just brings it down
>>
>>379110521
it's an unremarkable design and there's nothing wrong with pixel art
>>
>>379110657
how can one man be so wrong
Hand drawn > pixel shit
>>
>>379110287
pls no
>>379110409
thank you
>>379110657
>>379110521
considering i drew it in literally 2 minutes youre both right
>>379110183
i see.
im mostly just looking into this as something to poke at but ill keep that in mind.
>>
>>379110819
pixel art is hand drawn
>>
>>379092123
>literally who phone games
>hotline miami

stop posting
>>
>>379110819
Pixel art = hand drawn > pixel shit = poorly drawn not-pixel shit
>>
>>379105957
Why are you putting off your Battle Network clone anyway?
>>
File: sd (659).webm (2MB, 724x416px) Image search: [Google]
sd (659).webm
2MB, 724x416px
slowly
added cardboard landmines to the playground
>>
File: 2017-06-04 18-24-51.webm (1MB, 800x600px) Image search: [Google]
2017-06-04 18-24-51.webm
1MB, 800x600px
>>
>>379111904
adorable
>>
Any good ideas on what to use to make a text-based game?
>>
>>379112475
every programming language supports text output
>>
>>379112475
vim
>>
Hey guys I was following the guide on making a fps game with unreal engine which was designed for 4.15 and I have 4.16 and I think that shit isn't working because of it. Could I get any help, just started and don't know whats causing the errors. I had to import "engine.h" manually but it seems there are more changes that need to be made.

link : https://docs.unrealengine.com/latest/INT/Programming/Tutorials/FirstPersonShooter/2/7/index.html

error : identifier "FDrawingPolicyRenderState" is undefined.
>>
>>379074850
Is there a way I can get game maker studio 2 for free?

Anyone know what's their policy on selling games made with game maker?
>>
>>379112475
Not sure how complicated you want it but Inform is interesting. Craziest syntax I've ever written in since it's designed for people who aren't programmers.
>>
What genre suits a game based around a noir-ish detective mystery with sci-fi elements?
>>
>>379112851
visual novel + lots of nudity
>>
File: sd (658).webm (3MB, 960x540px) Image search: [Google]
sd (658).webm
3MB, 960x540px
>>379112126
thanks
>>
>>379112851
half-baked cliche ridden idea? try making a visual novel
>>
>>379109624
Blender to model and animate
GIMP for texturing and such
for the game itself, Unreal Engine 4, only Blueprints.
>>
File: qboo.png (23KB, 640x525px) Image search: [Google]
qboo.png
23KB, 640x525px
>>379113078
Your Q*bert homebrew (honestly my favorite version of Q*bert) has a glitch you might want to fix.
>>
>>379111904
I love how your game's art style is 100% Paper Mario, but the gameplay is nothing at all like Paper Mario

because I love Paper Mario's aesthetics and hate everything about the gameplay.
>>
>>379113572
>only Blueprints
That's fucking nuts. The movement looks so fluid.
>>
Made a song for it

https://soundcloud.com/iwilldevouryourkittens/lifeblood

Thoughts?
>>
Which option do you guys think would be better for a JRPG inspired game?

Option 1: Enemies visible on the map and when they see you they try to initiate battle. This version would have a stealth system. The battle would happen on the game map, it would be similar to Chrono Trigger.

Option 2: Same as option 1, but the battle would happen outside of the regular map.

Option 3: Random battles
>>
File: 1452455415061.png (108KB, 635x410px) Image search: [Google]
1452455415061.png
108KB, 635x410px
Reminder
>>
>>379078250
Make a knockoff of another game
>>
File: sd (619).webm (2MB, 642x362px) Image search: [Google]
sd (619).webm
2MB, 642x362px
>>379113623
damn, i thought i had a good fix set up for that one. thanks for telling me, i'll look into it when i have more time
>>379113867
glad to hear you like it
>>
File: base.webm (1MB, 1148x720px) Image search: [Google]
base.webm
1MB, 1148x720px
I started on a new area last week and I'm hoping to finish it up in the next few days. Then I'll work on turning this guy into a boss.
>>
>>379114607
DAMN that's rad
>>
Anyone here has experience with blendshapes?
will they affect performance?
>>
File: 53lwS.gif (82KB, 120x139px) Image search: [Google]
53lwS.gif
82KB, 120x139px
What engine would be best for a 2D sprite-based fighting game/beat-em up
>>
>>379114270
For the most part, blueprints are as powerful as code.
If you want to make a game but programming turns you away, it's a great option.
>>
>>379115081
Pretty nice
>>
>>379115085
I tried using them to change the direction of gravity a while back, but I couldn't figure out how without using C++.
They're really intuitive.
>>
>>379114398
anything but option 1 is horrible
random battles on another screen are one of the most cancerous things in video games
>>
>>379109508
tigsource
>>
File: 1493671063302.gif (3MB, 454x490px) Image search: [Google]
1493671063302.gif
3MB, 454x490px
>>379115081
Unreal 3
>>
>>379115707
This was reproduced on unity:
https://www.youtube.com/watch?v=o5eLlAtM2DU
>>
File: AGDG Spider 2.png (48KB, 736x683px) Image search: [Google]
AGDG Spider 2.png
48KB, 736x683px
Improved my spiderrr
>>
Can anyone point me to a guide to using blueprints? I found one but its fucking 4.8
>>
>>379114270
Thanks! But why would blueprints be less fluid? They're just sepples calls dressed up in a flowchart instead of parenthetical syntax
>>
>>379115537
That's not so much a BP thing as a UE thing.

Gravity's direction is hardcoded in CharacterMovement components in a LOT of ways, mostly because it's convenient and fast to derive certain altitude-based calculations by isolating the Z axis of velocity/position.

You'd need C++ to "fix" this only because that's the only way to modify the CMP; you could create your own from scratch with BP if you wanted, though.
>>
>>379115909
Xrd's art is like 75% the modeling, texturing and animating (and effects design) and 25% actual shading algorithm.
>>
>>379079507
Good to see you're making progress. That gun is basically a signature of your stuff now. When you make a real gun model, are you going to include some sort of red smiley logo? That'd be pretty sweet nod to the people who remember your stuff.
>>
>>379089307
make it a chameleon, so he grabs enemies with his tongue, eat and morph into them.
Call it Kurbo or some original name.
>>
>>379116765
this post gave me autism
>>
>>379078843
probably spyro style because randomly generated levels are a pain in the butt
>>
File: 100.gif (83KB, 395x281px) Image search: [Google]
100.gif
83KB, 395x281px
>>379116957
what the hell is wrong with you?
>>
>>379116957
because someone not being an asshole to other people in this thread makes you angry?
>>
>>379115604
That's good to know as i had already started programming that system.
Thanks for helping.
>>
>>379116765

Weapons with smiley faces on them always give me a chuckle
>>
File: dragon.png (89KB, 2048x2048px) Image search: [Google]
dragon.png
89KB, 2048x2048px
I scraped 3 projects. I can't finish stuff, i always start to think my ideas are silly after awhile and i stop making my stuff.
I started a new project 2 weeks ago and now i'm trying to get better at modelling.
This is what i'm working on right now.
>>
>>379118527
your current work looks silly
don't try to make a 3d game by yourself fool
>>
>>379119061
No reason you can't make a 3D game by yourself
>>
>>379119061
It's that bad, huh?
>>
File: 1496426998436.jpg (35KB, 567x437px) Image search: [Google]
1496426998436.jpg
35KB, 567x437px
how do I record webms
>>
Gamemaker or Gamemaker 2 for a simple 2d game?
>>
File: Angels.webm (2MB, 1200x636px) Image search: [Google]
Angels.webm
2MB, 1200x636px
Working on the next major demo and probably the final one before the marketing push.

And then hopefully I go full speed into asset production.
>>
>>379119325
what, you expected praise for a completely unfinished model of a dragon's face?
if you want to actually show what you can do, show something you finished.
>>
>>379119209
Is there a quality 3D game made by one person that doesn't go for purposely simplistic/cartoony graphics?
>>
>>379119520
1.4
>>
>>379119209
There is. A lack of time.
Sure you could make a simple and short 3d demo game, kind of like Zeno Clash.
But do you really want to make a game a casual player can finish in 3 hours and then forget about it?
>>
>>379119639
why are you being so aggressive? Can you just tell me what's wrong with my model?
I just want to get better.
>>
>>379119393
You record videos and convert them to webms using a webm converter. Pretty sure there's a board on 4chan that actually tells you how to.

>>>/wsg/957536
>>
File: furbol.webm (3MB, 1300x686px) Image search: [Google]
furbol.webm
3MB, 1300x686px
And battle atmosphere related stuff with missile contrails and tracers going everywhere.
>>
>>379074850
is there a set of tutorials for a beginner that knows nothing about coding and knows waay too little about pixel art, (the only engine i have is Game maker when it was 15 bucks), thanks in advance
>>
>>379119674
>that doesn't go for purposely simplistic/cartoony graphics?
Well now you're just moving goalposts

>>379119858
Models are faster than sprites in a complex game because you don't have to keep redrawing them from scratch for every new frame of animation. Not to mention lighting is automatic
>>
>>379120138
look cool
>>
>>379119871
just being rough on ya, i can't tell you what's wrong with the model but i can tell you what you are doing wrong. It's basically the same reason.
It's too unfinished, it just looks like an unfinished dragon head, that could serve as a part of a carnival costume.. if it's finished?
Finish it up first.
>>
>>379120158
Unity's tutorials are pretty great.

https://unity3d.com/learn/tutorials/projects/roll-ball-tutorial

That'll give you a great intro to Unity. And it's free.
>>
>>379120328
Ok, thanks
>>
>>379120285
>3d models are better and easier to make than 2d
The number 1 excuse.
3D games still take far longer to make than 2D games, especially solo.
>>
>>379120621
I guess, it doesn't mean it can't be done
>>
File: slopes 2.gif (922KB, 641x379px) Image search: [Google]
slopes 2.gif
922KB, 641x379px
>>379082324
Man I'm putting some rayman origins type slopes in my game at the moment. this shit is getting complicated now that I have nomal mode jump through platforms and slope mode ones. its a lot of code for what was only meant to be a small feature in the game but I've committed to it now.
>>
>>379120621
>3D games still take far longer
Gunna need you to source this.
>>
>>379120714
...Yes, it only takes alot more Time.
Achievement Unlocked: Complete the Cycle
>>
is there any wiki or pastebin to get some direction?
I just started learning to program with python
>>
>>379120891
On the other hand, 2D games are also worse than 3D games. Why make a worse game just because it's marginally easier?
>>
Trying to wrap my head on how I should do a dynamic camera zoom during lock on.
As of now the camera focus in the point between the player and the enemy (perspective is like Ragnarok, you can rotate the camera and shit). I have the zoom tied to the distance between them but that doesnt work because screens are widescreen, so depending on the distance limit of the lock on the the characters might get out of the field of view in the vertical part of the monitor.
Im thinking of different zoom ratios for x and y but then you take into account resolution and it just fucks my shit up
Unity by the way
>>
>>379120885
Not going to bother, simple logic is likely to be lost on you.
If you really want some answers i'll give you a hint.
Look at the credits of 2d games and 3d games, you might find a significant difference in how many people worked on them.
>>
Would a fighting game where attacking to the beat of the music double the damage work? That's basically the only unique idea I've got.
>>
>>379121092
That's some Phil Fish logic right there buddy.
Would you say that the first Final Fantasy game is worse than Zeno Clash?
>>
File: 1490969749037.png (116KB, 500x465px) Image search: [Google]
1490969749037.png
116KB, 500x465px
Doing Ben Tristem's Unity tutorials right now based on recommendations in previous threads. Did I get memed? I feel like I'm learning things but at the same time I'm worried I'm still not going to know where to go or really even be that much better off by the end of it all.
>>
>>379088078
Huh, I didn't know you posted on le ebin hacker website.
>>
>>379091515
>>379091567
Because it's Smash Bros. Kerfuffle.
>>
>>379114287
guitar-ish noise ruins it, doesn't fit in the mix well at all, just makes everything all muddy. why is it 7 minutes holy shit
>>
File: ZZKZB2Y (2).webm (1MB, 470x260px) Image search: [Google]
ZZKZB2Y (2).webm
1MB, 470x260px
I made this last weekend during a jam.
>>
>>379121092
>marginally
its at least twice as hard to make a good 3D game than a 2D, if it were even quantifiable
>>
>>379121312
You're supposed to try out things with the projects you make in the course. If all you do is follow what the instructor is doing, you're not getting much value out of the course. Use the forums to ask stuff you want to try out, the instructors usually do answer on Tristem's courses.
You will still have to put a ton of effort to get the best value out of the course.
>>
>>379121173
>simple logic is likely to be lost on you
>implying hand drawing animation doesn't take longer than making a CG model with textures move
So what you're saying is you're making baseless claims but saying them with some sort of authority on the topic? You're an arrogant fuckwit.
>>
File: mycode.jpg (177KB, 980x653px) Image search: [Google]
mycode.jpg
177KB, 980x653px
>>379074850
It's doing pretty good, here's a sneak peak of my code
>>
>>379122793
Top kek.
Still gave the idiot a way to figure it out and i implied that a decent 3D game takes longer to make than a decent 2D game.
Making animations isn't the only thing you need to make an actual good game faggot. Now bleed your heart out somewhere else or make a good game and post something useful, like actual critisicm rather than crying.
>>
>>379122536
I'm doing the extra credit and trying some things out for myself, sure, but are you saying I should be going even further? I don't expect this course to get me right up to the point where I'm making my dream game or anything.
>>
>>379123154
Still not providing evidence for your claims. Keep talking out your ass, fucking loser.

The graphics are about the only real major difference between a 2D and 3D game. All the other assets and features are made with the same kind of workflow.
>>
>>379121904
What in the fucking fuck
Seems pretty cool, post link
>>
>>379123154
are you going to tell us that managing a z axis in the code requires that much more work? because it doesn't.
>>
>>379123473
Ayy. Here you go.
http://gamejolt.com/games/beyonder/260023
>>
>>379123327
There's a great bit of irony there with your faggot mind. I'd like to think that you are a funny man, but you are either serious or pretending to be retarded.

If you honestly believe that the major difference between a 2D and 3D game are their graphics, then you have never programmed anything in your life.
You should try it, you might actually become relevant to this thread!
>>
>>379123904
Still not providing evidence of your claims.

I am a professional software developer.
>>
>>379123730
of course not, now go make an actual good game, that isn't a low effort prototype.
>>
>>379124012
OBJECTION!
I'd like you to "provide evidence" of that claim.
Post some of your video game work or gtfo
>>
>>379124012
3d rotations are much more complex than 2d rotations
3d collisions are much more complex than (most) 2d collisions
3d pathfinding is much more complex than 2d pathfinding
camera control, performance optimizations, I could go on and on
>>
>>379114607
THAT LOOKS GREAT. You control the purple goo, and it controls the other thing, right? Will you be able to get in control of other stuff?
>>
>>379123074
>tfw you can't cook or code
>>
>>379120138
looks amazing anon. Will it be realistic or does it have supernatural stuff in it?
>>
less salty, guys
>>
Doing some spritework for Project GONDOLA based on sketches and concepts I've done which will be a 2D exploratory platformer (Something that would be most likely just a little zen garden for me, maybe $10 game at best).

I'm still retooling stuff for the Project 1905 city builders since I have to scrap science & military ideas completely and rework them...

...summer is gonna be fun.
>>
>>379074850
I stopped because people said it was shit and didn't encourage me to keep going.
Indie is a mistake.
>>
>>379104271
Thanks doc.
>>
I don't want to do it anymore desu
I just want death
>>
File: 1496625589930.png (2MB, 1400x802px) Image search: [Google]
1496625589930.png
2MB, 1400x802px
I've been working on the farming stuff (which isn't in AC!), and I really liked the glimmer effect when you watered plants in ACNL, so I did something similar
>>
>>379125525
>>379125610
What were you trying to make?
>>
>>379125395
i like your sprites
>>
File: Untitled-2.gif (22KB, 150x250px) Image search: [Google]
Untitled-2.gif
22KB, 150x250px
Most trying to draw more sprites and start work on some enemies sometime soon
>>
File: Assets Test 20.png (43KB, 768x732px) Image search: [Google]
Assets Test 20.png
43KB, 768x732px
>>379125737

Thanks man, this is another example of what I do... before I had to scrap everything and retool it to fit bigger character sprites. I'm actually thinking of making a portfolio and doing work for hire at some point.
>>
>>379125707
A metroidvania with heavy environmental story telling and three different gameplay styles
>>
>>379076598
What game? Looks interesting
>>
>>379081145
Hello ZUN

>>379120982
just google shit, and use pygame I guess
>>
>>379124312
Unless you are an engine dev (and I am sure you aren't), the work has already been done to calculate and handle that stuff. And even if there isn't one, the math is already out there for it. Quit spewing bullshit.

>>379124169
Can't distract from the fact that you haven't provided any sources for the previous claims. I'll wait. Quit misguiding people in threads.
>>
working on some animations
if you have any feedback im all ears
>>
>>379124312
The only thing i really though it was harder was syncing animations with the environment, even using bonewights.
I still haven't played much with the camera because i tend to use static cameras, but it does seem more complex.
performance is also a concern depending on the device you are targeting.
Not the same guy
>>
>>379116838
its basically like that, except instead of morphing into them, you can pick up their items and use them. For example the shield in the webm
>>
File: redo.png (3KB, 72x58px) Image search: [Google]
redo.png
3KB, 72x58px
Currently changing the enemy animations by not having them all connected to one sprite.
Don't know if I want to HD update the game tho
>>
>>379126876
it looks like hes humping, does that serve as advice? keep working on it, though
>>
>>379126863
>Unless you are an engine dev
I am, I'm not the guy you were arguing with, even if you are using Unity I think competent art and game design for a 3D game is still alot more difficult and has alot more factors to consider
>>
>>379126863
>quit misguiding people
>muh sources of claims on simple things you only need to think a little bit about to understand
m8 the only thing you do is talk bullshit, you are on /v/ talk about games
>>
>>379126876
Redo the shoulder joints so they deform properly.
Either you need to redo the weights or you need to look back over your topology.
Don't just get to work, always look up instruction and references first.
If all you're looking to do is work with animation, then get someone else's model off the internet.
>>
>>379127158
Not for art. Once you've made the model you literally just move the bones around. I wish I could do that instead of having to draw, colour and shade thousands of frames for each character to make them look good.
>>
>>379126863
...You really aren't a funny man eh? If you need to be spoonfed on why 3D takes more time than 2D, which i've already answered as it's plain to see in the credits of many games, then really i don't know what else to say to you anymore.
It should be blindingly obvious if you understand the concept of work hours? You have worked in your life before yes?
Not to mention how much effort has to be put into a game to make it an enjoyable experience, rather than making a walking simulator ala machine for pigs.
I mean honestly, you weren't actually serious right. Merely pretending to be retarded was your shtick right? Because you are keeping it on for a little bit too long, while not even attempting to participate in the thread itself.
>>
>>379127867
animation is the only part that's easier
>>
File: 1482935008462.png (783KB, 1500x1796px) Image search: [Google]
1482935008462.png
783KB, 1500x1796px
>>379074850
>haven't worked on in in over 4 months
help
>>
File: Capture.jpg (125KB, 1308x981px) Image search: [Google]
Capture.jpg
125KB, 1308x981px
Deep sea horror game progress:
making tons of progress on the radar. I'm currently making the relic/treasure spawning system with a pool of pre-specified spawn points that will be available for the radar to read from. This way it'll calculate the info for whatever radar mode you're using (and paying for with minerals, which could alternatively be converted to more oxygen).

The 4 modes of the radar each cost more than the last, cost going up with the strength of the hint about the relic's location.

You start out with 1 to 2 modes unlocked for free, with the opportunity to find modules scattered around the ocean floor to unlock the others.

It'll obviously need a lot of tweaking not only for the radar's mineral costs but the availability of the modules, the oxygen conversion rate, etc. Hopefully it'll end up being a good core feature.
>>
File: 1478059306221.jpg (18KB, 480x516px) Image search: [Google]
1478059306221.jpg
18KB, 480x516px
>>379080773
She very sex
>>
File: Mantis.jpg (34KB, 400x300px) Image search: [Google]
Mantis.jpg
34KB, 400x300px
>>379088078
>>
File: male.jpg (139KB, 1107x1174px) Image search: [Google]
male.jpg
139KB, 1107x1174px
this is my base male that i'll use to create all the males
It's supposed to be anime-styled. I already fixed the black spot on the ear.
tell me if it's ugly and if i should change something, pls
>>
>>379081145
Get FL Studio and get VSTS/soundfonts

Listen to snes music and recreate it, then start changing it a bit.

Keep going at it and in 5 years you'll be TobyFox
>>
>>379104392
Is that character inspired by who I think it is inspired by?
>>
>>379128759
ayy lmao
>>
>>379128759
looks pretty ayyy, put some texture on it
>>
File: 03129.gif (90KB, 650x600px) Image search: [Google]
03129.gif
90KB, 650x600px
>>379109995
?
>>
>>379124312
>>379126881
Also, i've experimented with the navmesh and it works pretty well if you turn it on and off after it reaches its target.
>>
File: male.jpg (128KB, 568x434px) Image search: [Google]
male.jpg
128KB, 568x434px
>>379128925
>>379128903
Okay
here's what the model looks like with my shitty textures on unity
Can you pinpoint exactly what makes it look like an ayy?
>>
>>379112851
JRPG. It's what FFVII was a one point intended to be like.
>>
>>379112475
Twine.
>>
>>379130467
big, but thin eyes
vertically long nose, but it's small
small weird mouth

it just doesn't look human, not even in an anime way, maybe it just need some eyes and hair
>>
I'm just starting out. I used to believe C# was an overwhelming language, but just getting to grips with making a clone of a game in Unity has been super easy. A lot of the fun has been thinking on how to increase efficiency in the code (as an example, I went from using a hundred trigger cubes to realising OnTriggerExit was a thing).

I'm currently practicing making it look and feel like a Halo game atm. The scripts I'm writing for it have so much inherent value. I'm gonna tweak a bunch of shit to my liking for my own game when I'm satisfied.

As soon as there's something I need but don't know how to do it, I hit google, searching for shit like "unity c# increase healthbar image fillamount" or "unity how to use lerp".

If you're finding yourself struggling for ideas, I recommend it. Trying to recreate a game you like the feel of has opened up my mind to understanding scale and scope of what's possible. Having the power to say "I always wished you could do x in y game" and being able to implement it is the start of your own game design tangent.

If nothing else, you're accumulating scripts.
>>
>>379127067
I can't unsee it now.
>>379127775
Thanks I'll redo the weight painting and take a look at the topology.

How does animation look though?
>>
How far do I have to get into CA to make vidya?

> Finished Sophomore year and only know C++ and Java
> Haven't even gotten TO THE REALLY advanced Data Structures
>>
File: male.jpg (124KB, 568x434px) Image search: [Google]
male.jpg
124KB, 568x434px
>>379130702
i have hair and eyes, but they are even uglier than the male, i don't have eyebrows yet.
Maybe i should just give up.
>>
>>379132140
you will learn more about gamedev in 1 month worth of doing it yourself than 2 years of CS courses
>>
>>379132269
Hair is good.

I say take a short hour break and look at it with fresh eyes. You'll notice what's off then. Specifically the width of the eyes and nose, thinness of the lips and height of the head. Eye stuff has a lot to do with iris and pupil size as well as lighting.
>>
>>379132269
Well, consider what you want to do and estimate how much time it will take to do it all.
If you believe the time you will have to spend on it will be worth it in the end, keep on going.
If you think it takes too much time and effort to get there, then try to simplify it
>>
>>379132591
>>379132625
Thanks for the advice
>>
>>379129367
I thouht the same thing seeing that
Thread posts: 376
Thread images: 90


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

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.