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How's that game going Anon? You have made progress, right?

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Thread replies: 177
Thread images: 47

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How's that game going Anon? You have made progress, right?

Who me? I've been working on an a template AI in UE4. It's been going okay, however I can't into collision and my AI overlaps through my character if standing still and other static objects.
>>
Currently working on a platform engine in flash lol.
Enemy ai is a bitch to figure out.
Fuck arrays.
>>
>>379210118
>flash
why would you do this
>>
tfw want to make something in 3d but working with 3d or other peoples engines sucks

if anybody has figured out love3d send help
>>
>>379211739
>using purely lua for 3d
anon, 3d games take a long time to make, if you want to finish an actual 3d game, you should try out unreal engine. it has a much larger community to help you out
>>
>>379209142
Have made concept on paper and more or less know how to proceed but somehow I am staring at a blank screen for nearly a week now. This happens every time I start a new project... The moment I have a working prototype, I go into "power mode" and finish in the same time I spent staring at a blank screen. How do I fix myself?
>>
>>379212007
but then i can't release under gpl

i was looking at godot but that interface is just irritating. i like working with raw code so i might just have to nut up and learn C already
>>
I'll probably post the sprites from my mock-up later today.

I do have a question: While I write most of my games using engines made from scratch I was thinking of just using Game Maker for Project Gondola. What is GM2 advantage over GM1.4. I have GM1.4 and I'm not sure if I want to spend cash on GM2 now.

Possibly I'll release the full game as a $5-$10 game. It's just an exploration platformer about finding lost lore in ruins and Gondolas, it's not worth anything above $15.
>>
i made yesterday and posted it in another thread, but today i was busy
have a bump though
>>
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Working on some small things. also forgot to cut the final frames in this webm
>>
>>379214747
that dialogue sure drags on and on, the bee is also a bit of a cunt
>>
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finished implementing the new animation system, things may not look it but it runs way smoother than before. Really easy to tell at 60fps.
>>
>>379214747
I am enjoying your work on the game, how are battles coming?
>>
>>379216091
I am changing most of the battle system from the old version by using a new mechanic where you can give turns to other characters, and making each of them be specialized in certain types of attacks, which add some strategy elements.
But it has to be tested well and barely works right now so there won't be much battle related for a while
>>
Practicing 3d modeling. I'm still a beginner but how does my Chia pet in the wild look?
>>
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>>379209142

It's all concept stuff so far, but it just started.
>>
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After making that DBZ VR prototype a few months ago, I want to revisit the concept, but expand on it. I was thinking that I could make an "Anime Protagonist Simulator" where the objective isn't to win, since you're a Mary Sue protagonist, but rather to take a different angle:

Create an action/puzzle game where the player takes on generic shounen anime combat scenarios using a variety of skills and abilities.
The player will play the role of an actor, acting out these scenarios.
The objective is not to win, since losing is impossible given your status as the main character, but rather to perform actions that earn the player Protagonist Points (PP). These are earned by performing actions that increase drama, look cool, or otherwise follow a trope of anime combat scenes. These points can be spent later on on new moves, costumes and scenarios.

Such actions can include:
>Prolonging the fight for dramatic tension
>Getting hit a lot but never falling
>Only very nearly dodging attacks
>Only using your strongest moves to finish the fight rather than simply using your ultimate attack at the beginning
>Posing
>Speaking a specific catchphrase that can be pre-recorded using the Vive mic and a voice to text translator
>Using a wide variety of moves
>Struggling to get back on your feet as the enemy laughs
>Yelling loudly while powering up, also handled by the Vive mic

Potential abilities:
>Simple punching
>Swords
>Energy blasts
>Fire breath
>Dropping steam-rollers on people
>Making copies of yourself to be thrown at the enemy
>Magic bow and arrow

It's ambitious, I know, but I think that it has potential.
>>
Any good 3d modeling tutorials/ UE4 tutorials to look at?
>>
>>379216697
>action puzzle mary-sue simulator
>grind for moves and scenarios
>yelling in a videogame solely to decrease the grind
i don't know man, it just sounds like you'd end up with a boss rush mode packaged as a game.
It would be a better game if it was some kind of pvp multiplayer game, like dragon ball xenoverse. Else there wouldn't be much of a point to be a mary sue, wrecking enemy AI isn't impressive.
>>
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i'm polishing my game now. Today I added a simple animation to the guns and they look a lot better
>>
I'm working on dialog and quest system in UE4. Dialog system is almost done (using spreadsheets), just need to figure out how to use text to run script and check stuff.
>>
>>379218930
what game are you making?
>>
>>379209142
Currently working on a harvest moon clone. Got the basic menu groundwork done like the players inventory and planting objects where the mouse is after choosing a Placeable item from your inventory. Also player movement and animation along with screen resolutions/resizing.
Thinking on having 3 separate inventories instead of a shared one. Placeables, Tools, and Items.
No hotbar, but you can keep clicking to Place more of the same item (assuming you have more than 1).
1 equipped item at a time, but that menu will default to the Tools section first.
Placeables are things like plants or various decorative objects around your farm/home.
Items are everything else, things you can't place or use. Quest items, loot, crops to sell, and so on.
No art yet, just using quick boxes and lines with some rpgmaker sprites.
>>
>>379220535
Trying to make a third person action rpg. But right now I'm very early into it and want to make sure creating content is as easy as possible going forward.
>>
>>379214062

And some more progress on the sprite mock-up. Good thing everything blends so nicely so far
>>
>>379217692
>Wrecking AI isn't impressive
Exactly! That's the entire point. The idea isn't to beat the bad guy, it's to do so in as many creative and over-the-top ways as possible. Basically, take Zelda BoTW's open combat system and take it to an extreme where you can kill a single enemy in a multitude of different ways and the game rewards you for being creative.
>>
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>>379216005
I like this a lot
>>
>>379222938
so you want the player to end up being unimpressed and mostly just try to experiment and find out all the +style actions he can do
kind of reminds me of interactive buddy simulator, what will keep the player interested enough to keep playing after he's done everything he can?
>>
>>379223280
The hope is that the mechanics themselves will be exhilarating enough on their own to keep players engaged. The feeling of physically moving about, punching, flying and blasting should stave off boredom on its own simply through its "power trip" factor. It wouldn't be the first time when an otherwise simple concept was sold purely on the
>With motion controls, you can BE the anime character!
factor.

I just want to do it right, unlike some other devs. *cough* DBZ Kinect *cough*

In short, I want them to first be impressed by the amount of things they can do, how hard they can punch, how high they can jump, etc. Then I want them to take these overpowered abilities and put them to work, performing the most ludicrous actions that they can in order to score points.

Naturally there would be silly hidden secret bonus multipliers, such as not doing anything except posing and charging up for 22 minutes.
>>
>>379224181
hm, i suppose i have no idea what to expect from it until it's actually finished, good luck i'd say.
Make sure you put extra focus on polishing the mobility options and the sound effects, i'm guessing those 2 will be vital to the players enjoyment.
>>
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>>379209142
out tomorrow.
>>
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>>379215947
I'm not in charge of the dialogues but tried to change some stuff anyway
>>
Right now I'm at the point where I am slowly accepting none of the ideas I'm holding onto will ever come into being and my life will just be a monotonous blur from here on in!
>>
>>379216282
Cute! I like it.
>>
>>379224782
Looks cool, man.
Shill me up.
>>
Mine's going OK.
Got a REALLY basic battle system running which will probs be fine for a boss-rush RPG. The math and interface need a ton of work, tho.
>>
>>379214747
Nice reminds me of paper mario
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>>379224782
Finally
>>
>>379216697
>SerpentSphereX.webm
>Posing
>Dropping steam-rollers on people

Anon, you're an amazing person and I love you.
Good luck.
>>
Trying to learn C++ and relearn Blender at the moment.
>>
>>379216612
What's it about.
>>
>>379226361
Thanks, Anon. I'll do my best. Give me some other anime powers that I could implement.
>>
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Someone convince me to go full nolife and work on a game full time in a basement. Please tell me Patreon will enable me buy my one bag of Doritos per month required to live.

P.S. - It's a lewd game
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>>379209142
t-thanks
>>
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I'm working on a scaleable HUD.
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>>379227003
>lewd game
just overhype it and you'll get tons of NEETbux. just don't having a falling out with your artist which is what i see every single time
>>
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working on a forest area that I'm not ready to show yet so here's the also wip snow cave area
>>
>>379227119
I'll get you, my pretty and your little vertices too!
>>
>>379226979
Costume changes (magical girl? superhero costumes? wings, claws, etc?)
Stands (punch ghosts)
Possession (chuuni transformations)
Yelling speeches for powerups
>>
What are some good music-making programs?

I wanna do some jazzy tunes.
>>
>>379227493
love this artstyle, anon. excellent work.
>>
>>379228215
Fl Studio or bust
>>
>>379227493
im glad people still like what you're doing with the game, but im still incredibly sad about all the changes you've made, the 3d, the new frog boy, I miss it, anon
>>
>>379227493
I like this a lot, would be happy to make music for it
>>
>>379228215
Linux multimedia studio is free and basically FL studio.

Works on Windows fine. Get yourself some samples and you're set
>>
>>379228161
>Yelling speeches for powerups
I like it. If you could also customize the color and effects of your attacks, that'd be great.
I hate myself for thinking this way, but I think that using voice-based commands that you can customize yourself would really draw in the Let's Player crowd, since big ones like Jacksepticeye love to use their own little catchphrases and have their own online personas, you know?

Also, this way, it could appeal to many different types of shounen fans without having to actually get copyright-infringe-ey. If they want to do a Kamehameha, just let them choose the activation phrase, let them choose the color of the beam and let their imagination do the rest.
>>
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No.
>>
never ever, anon
i have fun programming(i'm not saying i am good), but apparently i can't do art. be 3d or 2d. i suck
>>
>>379229857
Then download 'em.
>>
Will someone from these threads ever make something good?
>>
>>379228573
Thanks

>>379229008
trust me the game is way better with all these changes. It's way more fun and I have an actual vision now, where as before I was just doing random stuff. And with all the art changes, I think the game definitely looks more unique than before.

>>379229029
Hey I appreciate it but I already have a composer I hired
>>
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I'm working on sprites and cutscenes but here's a background I made a while ago.
>>
>>379230150
if you make a good game you dont post about it in amateur game dev threads, that's just attention whoring
>>
>>379230513
What is your game about, how does it play? Love the background image.
>>
>>379230302
I haven't played it so obviously I'd only expect it plays better now, but honestly the art changes make it feel less unique to me. It looks safer and lacks the readable stylishness the original sprites had. Obviously you've got support for it so just do your best with it, but I hope you find some way to make it more appealing again.
>>
>>379230627

It's an adventure "game." There is no gameplay.
>>
>>379230513
i want to work there, great art
>>
>>379230801
Puzzles are gameplay. Will there be puzzles? Dialog?
>>
How many non-devs are here AND plan to actually buy any of these games? Are we just wanking among other devs?
>>
>>379231032
make a poll
>>
>>379231032
people have to start somewhere asshole
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>Spend several weeks making good progress on game after months of nothing
>Start to lose drive
>"I'll just spend a week doing other shit then go back to it"
>It's been 2 weeks now

Fuck
>>
>>379231032
>>379231071
>>379231291
https://www.strawpoll.me/13123223
>>
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>>379231457
At least you have the skills to make game. I'm still very early in the learning process.
>>
>>379231032
shitdev here
can't say I plan on buying anything that's posted on this thread, and I don't expect anyone here to buy the game I post about
nonetheless, the discussions that happen are generely very interesting and I'm sure everyone will agree that the mutual feedback is always helpful
>>
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>>379230849

It's based on a place I worked and the good feels involved.

>>379230939

No formal puzzles, just dialog and a side-mystery.
>>
What is the best programming design pattern to handle a character's actions in an action-game?

I'm reading about Finite State Machines but using interfaces and so many different classes is really out of my comfort zone.
>>
>>379231457
abandoning projects is a natural part of the growth of a dev, don't beat yourself up over it and move on
>>
>>379231605
simpler finite state machine where you just use a switch statement and a variable instead of classes
>>
>>379224782
Looks a lot like Cho Ren Sha 68k.

hmu with that name famalam
>>
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>>379231032
Not a dev yet; I plan to pick up quite a few of the games that regularly show up in these threads whenever they get released. Doesn't help that half of the time when I ask someone for their blog they don't have one. Like I'm supposed to just keep track of all these games with these threads alone.

Aside from that these threads are unironically a big inspiration for me and help me get motivated to make progress in my own studies.
>>
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I've gotta figure out what order I want the last stages in. Worked on the arcade controls over the weekend. Going to show off the full arcade version in 3 months. I hope it'll be released by then, but at the least it'll be in full beta fuck early access
>>
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Deleted the other post, since it was an older vid, but this one should be my current progress so far on a project I last worked on in March. The next step seems to be updating the pause screen to include a mini map, though honestly there's plenty that needs to be done before this looks even remotely fun.
>>
>>379231032
I'm not a non-dev but I plan on supporting games I follow that seem interesting.
>>
Ironed out jump physics (for now, I do not have a specific max/min jump height yet, not sure how many blocks I want hero to be able to clear) in Gamemaker, worked on the jump sprite.
>>
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Made some explosions the other day.
>>
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>>379233423
And some warning indicators for said explosions.
>>
>>379233509
That's a sick ass dude, moves a bit too fast to follow the movement, tho
>>
Anyone making any fighting games?
>>
>>379227493

I really like the view. I lot of side-scrollers, both in the old days and with the wave of indies, feel claustrophobic and flat, even when they're using a lot of space. With this, not only does it seem like you're using a lot of space on the character's plane, but the depth of the background just makes the area feel bigger.
>>
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making good progress still on the radar. It's basically all working except now I'm making the modules that let you upgrade it with new modes of informations that you'll scavenge from broken submarines or general sea floor debris
>>
>>379234025
I was... Until I showed my code to my hero, Mike Z, and he shot it all down. Now I'm making a new game. One that will be even bigger than Skull Girls.
>>
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audio dev here i'm bored to death again, ama
>>
>>379234373
I'm the guy making the anime game. How does one make sound effects? Like, how do you make sound effects for things that don't exist/don't happen? All sound effect libraries I find are either all made of real-world sounds, or generic sci-fi sounds that sound stupid.
>>
>>379234631
>how do you make sound effects for things that don't exist/don't happen?
for example? but I'll get into my thought process about that in a bit, I just want to know what kind of thing you want to make sounds for.
>>
>>379234631
look for cartoon libraries, they exist
although anime tends to have real-world sounds
>>
>>379234827
Like, for example, how do they make the energy blasts, whooshes and power up sounds in Dragonball? Do they just take other sounds and edit them with pitch shifting and junk?
>>
>>379235065
Well, Godzilla's roar was a violin. You just gotta get creative.
>>
>>379235065
you can do that, but you can also try to make them from scratch.
that's synthesis.

I'm going to mention a theorem here by Jean Baptiste Fourier: any periodic waveform can be expressed as the sum of an infinite set of sine waves.

why is this important? because this means, with sine waves, you can pile it on and pile it on and eventually you will be able to get the sound you want. the question is, you have to vary the sine wave's amplitude (volume), frequency (pitch), and phase relationships with each other. among other things.

and after generating a certain periodic waveform (sound), you can choose to vary that sound still, over time, using effects like filters, reverb, delay.
>>
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>>379235485
Christ, dude. Calm down with that shit. This is an amateur game dev thread on /v/. That level of smartitude is a bit much for here, don'tcha think? That being said, thanks. I never really thought of sound production like that before.
>>
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I want to die. Artfriends, please save me.

Make models for my game.

Please.
>>
>>379236063
well i am a 'professional' audio guy at the moment.
as in this gig pays my bills.
>>
>>379236157
Got any examples of your work, ProAnon?
>>
>>379236120
Is this an animal crossing clone?
>>
>>379235485
how many useful sound effects have you made by piling sine waves ontop of each other?
>>
>>379236219
https://soundcloud.com/colin-tremingway
I've been here many times

>>379236386
synthesis is one of my weakest points. all I've really been able to do is relatively simple button sounds because the studio I'm in doesn't really need super-original sci-fi droning sounds. (it's kiddy mobile games)
https://instaud.io/ZPP
for example, this particular sound effect is just three or four notes of a square and sawtooth wave (both are a result of multiple sine waves) with the last note being longer and pitched down.
>>
>>379234025
>fighting games?
I am.
It might be the frequency illusion but it seems that there's a bunch of other guys making fighting games.
>>
>>379236386
there are other forms of synthesis. but the one I mentioned is called 'additive synthesis.'

there are some called 'subtractive synthesis', 'FM synthesis', and I have no real expertise with those at the moment, as they require tinkering around with a plugin (for example, FL Studio's Sytrus) for hours upon hours to know what all the knobs do inside out.

and for me, it is difficult to really get into learning these synths because I don't know what sound I want to synthesize with them to begin with.

and seeing as how I can get by with just manipulating sample libraries, well, maybe some other time.
>>
>>379237359
https://www.youtube.com/watch?v=atvtBE6t48M

check out this comfy synth tutorial it is old but the teacher is pretty good theres is two other parts he will teach you the basics
>>
>>379237627
sure, not like I have anything better to do than shitpost on 4chan at work.
>>
>>379237112
Can I see it?
>>
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>>379237834
I kinda feel like I've spamming.
>>
>>379238087
Hey, not bad. What are you building this in?

I'd love to see some original sprites
>>
>>379238087
That air dash looks real nice
>>
>>379238307
gamemaker
>>
>>379236251
yes but it's a mix of animal crossing,
harvest moon, stardew valley and some of my own ideas


please make art for me

http://nacidev.tumblr.com/
>>
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i just accidentally deleted my entire project, i managed to recover it from the recycling bin but here's a reminder to back up your work
>>
>>379239324
thanks captain retard
>>
>>379237715
you can also consider buying a handheld recorder like tascam zoom and recording shit real time for sound effects and import them to your computer and process with plugins

theres many ways you can make sounds besides a synth
>>
>>379239574
yea of course.
but right now for the scope of what I do, I haven't really needed to do that yet.
>>
>>379238985
Do you happen to be working from any tutorials? Or have any tips you could share about making such a game?
I've been wanting to try making a fighting game in Game Maker for a while, but the only tutorials I can find tend to be very half-assed things that barely cover animating the characters.
>>
What are some top-down/isometric games that feature a lock on system?
I need references and I cant think of one
>>
>>379240818
alien swarm maybe?
i'm making one and I didnt find any references so I had to make it up myself
>>
>>379238087
I'm a sucker for air-dashes. Good shit.
>>
>>379239324
Why are you feeding Space Robot Kyle a Popsicle?
>>
>>379240818
Pikmin 3 if you count that.
>>
>>379240906
You can rotate the camera in my game, you cant in AS you cant.
Im having a real hard time making the character move in relation to the camera while that is locked into the target
>>
>>379241078
it's hot out
>>
bump
>>
>>379209142
>You have made progress, right?
I haven't even chosen an engine yet, just making a foundation at this point.

I'm functionally retarded or something, so I keep fucking up with even that, but I'll get there.
>>
>>379226746

Dating ghosts.
>>
>>379243231
Oh from that aco thread?
>>
>>379216612
>>379243231
please make a wallpaper out of this picture
>>
>>379243629
it already is
>>
>>379243714
well shit, didn't check the file resolution
I'm autistic
>>
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need sprites so I'm trying to learn animation, any tips on making this flow better?
>>
>>379243937
post gif
>>
>>379243265

Yeah.

>>379243629

Probably will do something a little cleaner at some point in the future with a good array of resolutions because I thought that after I'd made it too.
>>
>>379244230
Are you doing OC ghosts, only ones from games/movies/etc, or a mixture of both?
>>
File: sp_walk.gif (2KB, 33x75px) Image search: [Google]
sp_walk.gif
2KB, 33x75px
>>379244171
size that it will appear as in game, let me know it you want it bigger
>>
File: walk cycle.png (13KB, 367x137px) Image search: [Google]
walk cycle.png
13KB, 367x137px
>>379244885
>>379243937
Yeah she kinda jerks her legs forward and does some sort of weird michael jackson lean in the first few frames. I was kinda worried about that looking at the individual frames and the gif confirmed that.

Honestly, just copy this
>>
I want to fuck around and try to make a moba like LoL or dota, what engine should I use Unreal or Unity?
>>
>>379244885
I'm assuming you're going for a regular human walk, so I'll base my critic on that
the frames where her whole body are ahead of the head look weird
I feel like the arms are not moving properly
the head shouldn't stay in the same height during the entire cycle, it should wave up and down
finally, the hair movement is a bit odd but learning how to animating that type of stuff is generaly tougher
keep up improving it, it doesn't look bad
quality will come with practice, there's no way around it

also always use references when animating
if you're making a person walk, use something like >>379245168, if you're animating an animal, look up videos of it, stuff like that
>>
>>379245509
Unreal's biggest draw is its graphics and purdy lens flares. You don't need graphics for mobas. Decision seems pretty clear to me.
>>
>>379244832

I'm thinking it'll be something of a mix, but I think the ones that I want to borrow won't be too much like the original.

Like the difference between Alma and Sadako. They both feel similar in the way that Alma is practically a copy of Sadako, but they can both be enjoyed as separate entities.
>>
File: sp_mask.png (3KB, 50x50px) Image search: [Google]
sp_mask.png
3KB, 50x50px
>>379245514
>>379245168
Thanks for your input.
>>
File: thumbs.jpg (107KB, 1200x1170px) Image search: [Google]
thumbs.jpg
107KB, 1200x1170px
>>379246014
Keep practicing my dude. You'll make it.
>>
What kind of collision are you aiming for? Are you using the engine to handle it or making the method yourself?
>>
I lost my will and i want to kill myself desu
>>
As much as I want to make a game, I'm only good at programming and I'm shit at art of any kind, and so are most of my friends desu. So I always start something, get by with free assets I scrounge from somewhere for a while, and then give up.
>>
File: 471 Front Facing.png (3KB, 113x124px) Image search: [Google]
471 Front Facing.png
3KB, 113x124px
Here, have some of my pixelshit.

Also some of my ass-sound BGM

https://soundcloud.com/lochbriar

I'm making in Gamemaker, have a solid but raw platform code going, whenever I actually put the sprites on there I'll show how it works out.

Also if you're one of the few real life people I've shown this to, get off /v/ you weirdo.
>>
>>379247969

woops, meant to link directly to the song

https://soundcloud.com/lochbriar/cave-level-1

I mean, the only other thing on that soundcloud is a 30-second messaround.
>>
>>379247969
im diggin that cave beat
>>
File: chests.gif (624KB, 303x129px) Image search: [Google]
chests.gif
624KB, 303x129px
>>
>>379247698
you could try making something with very simplistic graphics (like simple colored shapes) just to get something out there
like VVVVVV, simple art but interesting gameplay
make the "shitty adventure of blue square in orange world", as long as it's at least fun to play and has something new/interesting to offer people will enjoy it, even if just in small scale
>>
>>379248161

Thx anon. I actually made it near a year ago, but it was shrill and hard to listen to. I was goofing around with Tales of Phantasia soundfonts when I made it, and thought it was good, but down the road I noticed how harsh the "Oboe" was. One of the most recent things I did to the track was add some string soundfont from Chrono Trigger, you can probably recognize it.
>>
File: platforms.gif (658KB, 325x198px) Image search: [Google]
platforms.gif
658KB, 325x198px
>>379248301
>>
>>379231589
>>379230513

Post your mockup posters!
>>
>>379247698
If you've already made something to the point where you're incorporating downloaded assets, that must mean you have something to show.

How about we see it before you start talking about giving up.
>>
File: be-kind-rewind_47873.jpg (268KB, 1350x900px) Image search: [Google]
be-kind-rewind_47873.jpg
268KB, 1350x900px
>>379231589
>>379230513

Yes! A videogame adaptation of Be Kind Rewind!
>>
>>379248763
completely forgot about that movie
>>
>>379232272
Looks promising. What's the engine?
>>
File: PrincessArmour3.gif (2MB, 391x372px) Image search: [Google]
PrincessArmour3.gif
2MB, 391x372px
Have just been making some more assets for it, while I'm waiting for the programmer
>>
File: Seal3.gif (965KB, 391x345px) Image search: [Google]
Seal3.gif
965KB, 391x345px
>>379249281
Also doing some commission work for Coaldev from AGDG (he's working on a Quake-like)
>>
>>379249338
looks pretty cool>>379249281
>>
File: Necrobot_CompilationTest1.gif (923KB, 170x205px) Image search: [Google]
Necrobot_CompilationTest1.gif
923KB, 170x205px
>>379249338
>>
>>379248945

Which is weird considering the genre, stars, and aesthetic.

You'd think sardonic nostalgia hipster crowd would dive for it.
>>
>>379249423
>sardonic nostalgia hipster crowd
wow man, where did you take all that from?
>>
File: 2D_AniTest_Blink1_FD_x3.gif (206KB, 174x228px) Image search: [Google]
2D_AniTest_Blink1_FD_x3.gif
206KB, 174x228px
>>379249394
Thanks!

Also been doing some 2D animation experiments like this, thinking it could work as HUD elements (like in Doom)
>>
>>379249540

Those are the people that like Wes Anderson movies, right? Well it's kind of like a Wes Anderson movie, ain't it?
>>
Just generating ideas at the moment, how viable is it to have sword combat mapped to the mouse position? I mean like in terms of actually playing the game. First person view, can lock on with sword mode to go into combat.
>>
File: 764239-dieby.jpg (44KB, 574x640px) Image search: [Google]
764239-dieby.jpg
44KB, 574x640px
>>379250053

Like that game Die By The Sword?
>>
>>379250367
Pretty similar I guess.

I'm just thinking about how different movements can create different swings.
>>
>>379250367
that game was fuckin awesome and hilarious at the same time
>>
I am toying with the idea of porting my already finished game from proprietary engine to an open source one (corona to love2d). It's gonna take about a week, but then I'd release my game for steam first, mobile later. Is that a good strategy for a paid game?
>>
>>379250605
whats the point?
>>
>>379250814
some visual artefacts in the mobile version, currently the game code only works for mobile due to using native objects. By porting the game to love2d I'd save a $100 bucks, get code that works on both desktop and mobile, be able to publish it for linux. The tradeoff would be the lack of mobile achievements, but it's a narrative based game.
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