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How's that game coming along, /v/? Made any progress lately?

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Thread replies: 402
Thread images: 93

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How's that game coming along, /v/? Made any progress lately?
>>
I gave up.
>>
Just busy trying to make my turn-based RPG challenging
>>
>>383533582
I need a learning buddy for Blender and Unity but i'd need friends or basic social skills for that
>>
>>383533880
>Too much shit to learn
>I will never be skilled enough to achieve the scope I want to strive for
>Too exhausted after 10-hour wagecuck job to put any effort into personal projects
>Despite getting full nights of sleep and eating as healthy as I can, an all-consuming lethargy and general lack of energy permeates my entire being every waking moment of my day, preventing me from becoming truly motivated for anything interesting
>Addicted to shitposting on 4chan

The helium kit has been on my wishlist for the past 2 years. Should I just bite the bullet and do it up?
>>
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>>383533582
i only learned just enough to shitpost in these threads and on /rog/ in /vg/

other than that i have no motivation to make a full game
>>
>>383534147

> Blender
>>
>>383533582
>tfw bought GameMaker Studio 2 last night
Well, I got basic movement and jumping down.
>>
>>383534693
Nothing wrong with Blender as a free product. It's the best there is when it comes to that.
>>
>>383534693
Yeah let me just drop 1.5k on professional, industry-grade software where I won't be using 80% of its features.
>>
It's coming along well! I just finished the final touches on my abstract syntax tree and now I'm going to start adding data structures to my language! When that's done, I'm going to work on C-bindings and then I'll finally be able to start work on my engine.
>>
>>383535614
That's a really autistic and drawn out way to make your own game. Why not just make the engine in a pre-existing language?
>>
>>383533880
this
I still play around with game dev but it's more for fun than anything, I don't expect to ever finish anything
>>
>>383535065
>pays for software
>>
>>383533582
Yes, actually! I'm pretty far with my project. I'm developing for Android with the possibility of an iOS port if I find any success with my game.

Basically my game is about a refugee boat trying to avoid obstacles and rescue other refugees (they're all brown Middle Eastern people). I'm trying to put some good satire in my game. For example, the currency you earn through your actions is Shekels! And through Google Play achievements you earn titles such as "Master Enricher" and "Legendary Enricher" after collecting enough refugees.
>>
>>383536201
yay memes
>>
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>>383536201
>Yes, actually!
>Shekels!
>!
>>
>>383536201
Even if that gets popular, Google will remove your game from the store so fast if the satire is obvious enough
>>
>>383536245
Honestly, I doubt anyone would call my game "memey" after seeing it. It's political satire and even propaganda of sorts. There aren't any internet memes in it, but actual observations of the reality we live in.
>>
where did all the real devs go
>>
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working on a fixed camera survival horror game. Trying to come up with some more/better puzzles
>>
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>>383533880
>Need to learn programming/coding (at least scripting/Blueprints)
>Need to learn visual design, and then need to learn sprite editing/modeling/texturing to come up with good art
>need to learn music theory and how to use a DAW suite to make music
>need to learn management skills to team up with other autists
>OR i can spend dosh i don't have to buy assets
>even if you do all that the best i would probably manage within the next 2 years is some generic 2d side scroller/soulsclone/shmup
it never ends
>>
>no webms with games
>brown pricks and alex jones already in the thread
what happened to /v/'s gamedev threads
>>
>>383537043
My experience is very different. The hard part for me was learning programming at the start, but after that I've learned the necessary skills naturally while actually developing a game. Though I don't know how to make music, but you can find quite a bit for free online. The art I create is very simple, but I design my games so that it's sufficient.

All of the skills you listed are definitely important, but you don't need to possess all of them from the get go. Just start doing something and you'll be fine.
>>
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I did a music
https://soundcloud.com/marcus-dewdney-1/unknown-world-regular-battle-theme-keep-a-steady-hand-draft-2
>>
>>383537517
This is really nice. Awesome job!
>>
>>383533582
Thought I'd pop in to say: pretty ok. I decided not to make my code any semblance of good, and instead continue spaghetti coding into the future.
>>
I just have no fucking discipline for this. I enjoy doing it, but getting myself into the zone to sit down and work is borderline impossible at this point.

Knowing I'm not really capable of making a complete project myself makes it harder
>>
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>>383533582
I finally found time to start my new project
I'm drawing one cute sprite everyday
>>
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Made a noise ping for when noisy unseen enemies are being heard.
Currently reworking the HUD a bit to accommodate some changes in the potions system.
>>
>>383537517

what did you use to do it?
>>
>>383537517
that's ... actually pretty damn good
kinda makes me want to hear a remastered version of it
whats yer game going to be called anyway
>>
>>383538132
wot gaim is dis
bit dungeon III?
>>
>>383538132
Shouldn't the guy be able to see over those tiny shrubs? Or through them even?
>>
>>383537517
Great job. Really catchy; I only listened to it once and I already caught myself humming it while off doing something else.
>>
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>>383537517
The beginning builds up too much and lasts too long. And right after the building up when it transitions into the song, it sounds an awful lot like "I've Been Working On The Railroad" except it cuts off before the "railroad" notes play:
https://youtu.be/7x74Lt6b-f8?t=10
>>
>>383538132

Nice use of movement to avoid doing walking/attacking animations.
>>
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In the real early stages of making a shitty text adventure, trying not to steal layouts from existing adult games too much. How's this work for a basic hud layout?
>>
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>>383538479
Yeah they're see-through now, changed that recently (webm related), still working on the sight blockers sprites though.

>>383538260
It's called Good Night, Knight, got a tumblr devblog if you're interested http://knightdev.tumblr.com/ might get a proper page later.
>>
>>383533582
What's the best book or source of information to start making a game in Unity?
>>
>>383539721
http://lmgtfy.com/?q=What%27s+the+best+book+or+source+of+information+to+start+making+a+game+in+Unity%3F
>>
>>383539961
Wow I didn't know the opinions of everyone in this thread were on the front page of Google, very smart post anon.
>>
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Still working on this boss battle.
I'm having a hard time making the flame effects work with super toasters.
>>
>>383533582
Messing around in Blender.

>>383540146
Hey neat background.
>>
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>trying to design characters
>constantly see whatever inspired my design choices instead of the character I'm trying to design
>scrap the whole thing
>repeat
How do I into character design?
>>
>>383541127
multiply the amount of whatever inspires your design choices until your character becomes an unrecognizable mix of them
>>
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>game is finished
>don't feel confident enough to release it
Just kill me
>>
>>383541345
>he posted wojak instead of game
it's almost like i'm really on fucking /agdg/
>>
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still working on my camera's collision. old webm
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>>383541127
I keep trying to make a character but I keep coming back to Sypha from Castlevania III and realize if I ever put it into the public eye people would call me out on it in a heartbeat.

Hell the game would play like an old Castlevania anyway. At a certain point I'm going to accept that I just want to accomplish what other people already did 20+ years ago and stop trying.
>>
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I want to make a simple 3D game - maybe more of a microgame. I can never come up with any ideas though, so I just mess around with graphics instead.
>>
>>383540146
What is this game and how soon can I buy this.
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>>383541109
Thanks anon!

>>383543329
It's called Devil Engine and you can give me money when it's done. Demo 2 comes out in September; Demo 1's a little old and stanky so I'd recommend you just wait.
>>
I made sprites but I'm shit at making anything that looks original and decent. My guy looks like a generic Mother 3 npc which is what i get for trying to make my last game type thing look like mother 3 so much. I got inspired as fuck after playing Lisa but every day the it's inspiration slowly goes away.
>>
>>383543291
I thought of a literal micro game a long while ago when in biology, where you play as a mitochondria or some shit and cities are cells, but really i never thought how it would work logically.
>>
>>383543902
>>383540146
I normally meme about horizontals but this is too sexy for me to make fun of
Looks great
>>
I never wanted to make art and my games always looked shit which demotivated me.
But now I found an artstyle I can manage because it is sort of a joke but it also looks perfect for what I have in mind and I think I might actually finish my first game soon.
>>
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>>383542968
>Not going to town with the similarities and turning it into a pro
>Implying people don't want more cute sorceress waifus
>>
>>383540146
>>383543902
honestly it looks like it needs one extra layer of detail on everything
the lineart is good but colors need work
>>
>>383542968
>At a certain point I'm going to accept that I just want to accomplish what other people already did 20+ years ago
I set out with exactly that goal in mind, with the only difference being the medium used to accomplish it.
>and stop trying.
Fuck that. Just because someone did it once before, doesn't mean you can't do it again with your own spin on it. Some people might call you out on the similarities, sure, but those same similarities will draw in fans of the original too; it works both ways.
>>
>show some progress to people or even on these threads
>they want to know where to follow the game
>ask if i have a blog
>decide to make one
Why the fuck is this so fucking overcomplicated? Web development is the biggest clusterfuck I've ever seen, it's like they threw every single good programming practice into the wind.
>>
>>383544571
Well normally they just mean make a tumblr or twitter and throw progress updates up on there.
>>
>>383542968
>Depriving the world of a Classicvania clone
Thats already happened once before in these threads
>>
>>383544634
Already have twitter but it's not very good for that kind of thing. Tumblr, yeah, even hopoo has one or I could use a wordpress. It's probably what I'll end up doing, I'm just surprised at how confusing and crazy web dev is. I don't think I'll ever complain about C++ ever again
>>
>>383537603
Thanks

>>383538143
FL Studio with some crappy NES soundfont

>>383538169
>whats yer game going to be called anyway
Unknown World. I have a demo but have yet to update it with the new battle theme. It actually fits quite well so I'm gonna make an update within the next few days.

>>383538658
Thanks. Glad it's something that sticks in your head.

>>383538918
I can't hear the "i've been working on the railroad" part. Could you point it out exactly?
>>
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>>383544128
Thanks anon!
I always though horis would work better with modern screens and there really hasn't been an attempt at a serious (or non Darius) one in a while.

>>383544543
I was thinking about giving some parts another pass over yeah, mainly the first level (the 2nd webm) and some of the enemies.
>>
>>383544914
>forgot to link the demo
https://dewdneym.itch.io/unknownworld

Man, i'm bad at shilling.
Check it out if you want. Shouldn't last you for more than an hour.
>>
>>383544571
>overcomplicates everything for no reason
>gets frustrated over something he doesn't need
>too dumb to know how to make a fucking twitter
>>
>>383533582
It's in the same stage of development as the last time you made this thread.

I haven't started it.
>>
>>383535809
Install gentoo
>>
>>383544543
always that one nitpicking faggot with shitty taste in art around
>>
>tfw working on a bara visual novel but can't make it nsfw cause I want to try to get it on steam,
but that's probably gonna make it not sell
>>
Anyone know a cheap or free program for making music, or should i just pirate Fruity Loops till i can save some money up?
Should i be a moral fag and wait till i have it planned out so i can wing it for the entirety of the free trial?
>>
>>383545749
Add a 18+ patch that users can add themselves like every other VN on Steam.
>>
>>383545501
less is bore
>>
>>383545820
just pirate FL
>>
>>383545820
I've seen this posted before, but I have no idea if it's any good.
https://lmms.io/
>>
>>383545948
LMMS is not very good, yeah.
Anon is better off pirating Reaper, FL, Cubase, or whatever else.
>>
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>>383533582
it's going I guess, i'm thinking about quitting
>>
>>383545749
You'll make a lot more money off of a NSFW furry VN than a SFW one. You could either go the patch route, or outright drop the Steam idea and try to make more money from Patreon like a lot of furry gamedevs are doing.
>>
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Slowly making progress off of a game I started two years ago. It was an Undertale clone but with Mini-games instead of Bullet-Hell fights.

The part of the game I'm currently working on is where you're challenged to a Mario-Party style game by a creature, and every time you land on a red space you have to fight an enemy.

Is it possible to make money on an Undertale clone?
>>
>>383546145
Change the colour scheme and general art style at least, but yeah totally the Undertale fandom will probably be all over that.
>>
>>383546145
You'll get called out hard for it but Steam won't stop you
>>
>>383546103
honestly, the best thing I've seen posted so far
>>
>>383546103
>making an adventure game
>genre that its fans' ghosts are literally starved for
>"I'm thinking about quitting."

Dammit, anon.
>>
>>383546145
I was thinking about something vaguely similar, but I don't know jack about shit so it'll never go anywhere.
>>
>>383546229
I was going to change all the blacks to blues, and try to do better coloring in general.

>>383546238
Fuck steam, I'll just release it on Itch.io
It definitely shares similar aesthetic and basic RPG components, story line not so much, and over-all play style not so much.

>>383546462
Surprisingly I've only found fan-games, but no 'clones'

Either people will kinda like it, or absolutely hate it. I've put a lot of work into it so I'm hoping it's the former rather than the ladder.
>>
>>383545854
>>383546141
Is that against steam's ToS? I wouldn't want to get blacklisted or anything.

>Patreon
I don't think I have enough of a following to do that
>>
Fill me in on some /agdg/ memes
>>
>>383546598
You will accrue enough of a following if you try. Just look at the Anubis game, which by the way is a porn game that's on Steam and is going the "optional NSFW patch" route.
>>
>>383546679
I'm an ideas guy
>>
>>383544112
That does sound pretty cool.

I'm not really sure what you'd be doing.. maybe the goal of the game is to create ATP? Doesn't sound like you could make a whole game about this
>>
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>wasting my time equally between learning programming and making board games
>neither is progressing
I should go at it again right now instead of sitting around on /v/
>>
>>383546759
Thanks anon, I'll consider it once I have a build to show
>>
>>383546798
I promised myself I was going to work on my game today, but instead I spent 14 hours playing dota
>>
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>>383546558
>>383546145
This is one of the parts I'm working on right now. Generally speaking most of the art is done. Just need to do a few animations and design some more backgrounds.

>>383546558
This is a tutorial for THIS particular section (Work in Progress) Hopefully the player fully understands this, because I want to have very minor dialogue with this character.

>>383546145
This is what a battle looks like with Goon Jr. (possible rename soon) In this instance he'll chase your heart around like a ghost and try to grab you.

Each fight is unique to the character and area they are in. I'll post more webm's if people are interested.
Also if you are all interested you can follow me on twitter @frogalog or https://kiddfrog.itch.io/
>>
pls rate my golden sun inspired battle theme /v/

https://instaud.io/14Rb

>>383537517
that's pretty good, wish I was this good someday with 8bit sounds
>>
>>383547034
would you use that for every battle?
>>
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>>383546268
>>383546356
There's just so many core problems that will probably make me start from scratch to fix them.
I wanted to make a game with replay value, adding rogue-like features to an adventure game like random rooms and itens.
Yet the game feels slow and drifting from my initial view, so I may quit.
>>
>>383547034
I've never played a Golden Sun game so no frame of reference but usually in jrpgs the battle themes are relatively simple and repetitive. This feels more like a boss theme.

Question; What do you use to make music?
>>
>>383547097
no idea, I don't feel like using it in my rpg tho

>>383547264
fl studio and the golden sun soundfont
>>
does using classical songs without copyright seem cheap? I can't do music for shit and I'm poor
>>
>>383547034
Damn that's nice. I could imagine this playing in a SNES jRPG
>>
>>383547241
>over complicates what should be a relatively straight forward game to develop
>thinks we want a roguelike
>replay value meme

typical
>>
>>383538132
Been awesome watching your progress whats your twitter again?

>>383542462
3D seems really frustrating, is this a collect-a-thon?

>>383542968
You should just use it as placeholder now and get over it. When the time comes for the game to come out, then change it if you want to.

>>383543291
Scour /agdg/ it's filled with ideaguys'

>>383545146
Gonna check this out

>>383547445
IASIP did it to save money on budget for their television program, and that show has had over 6 seasons with the same 4 or so common-license songs.

>>383547241
You can either learn from those mistakes and move on to the next project with better planning. Or you can cut out some ideas that bloat the game and finish it.

Here is another type of battle you can encounter in the graveyard.
@frogalog
>>
>>383546791
Yeah, that's why i stopped thinking about it after that class and continued trying to bullshit a turn based rpg system
>>
>>383547013
I was doing well on progress for the first time in a year or two and then i finally got into fighting games and i spend all my time trying to learn combos.
>>
been messing with ideas to make the game more mechanically unique so it stands out

is the idea of a plataformer where every level is an autoscroller sensible?
the concept is that there's a big wave of death coming from behind you and it gets faster and faster, but every time you kill an enemy and/or collect a thingy it slows down a bit, so if you start playing poorly the wave starts to catch up
>>
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made some tests with tentacles and an AI component.

I'm finishing up some features on the ship.
>>
>>383548067
Awesome. Great job
>>
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>>383533582
I made this thing 2 days ago.
>>
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>>383547780
>undermeme
originl
>>
>>383547780
interesting game, anon. got a link to the demo so i can try it out?

>3D seems really frustrating, is this a collect-a-thon?
it can be very frustrating, but i always learn something new every day. not quite a collect-a-thon; it's a spiritual successor to tomba 2. sand dollars are a type of in-game currency.
>>
>>383548326
wheres your game
>>
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>>383548409
>subject changes
>>
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I'm working on the next monster.
>>
>>383548523

looks like shit but the animation is cool
>>
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>>383536163
>>
>>383536163
The only pirate is Maya LT
Which fucking sucks because it doesn't allow Python scripting, which Mixamo needs to import animations.
Blender at least has Python scripting and can bring in Mixamo animations.
>>
>>383548523
a Strafe clone? not bad
>>
Making HTMl5 mmo in the style of Zelda.
>>
If I'm looking to buy FL Studio to make music and sound effects for my game, which price package do I need to go for bare minimum?
>>
>>383550259
99 USD one
more importantly, you have to know how to use it
>>
>>383550259
Trail or pirate the full version
Make a couple of test songs
Find out if you use a ton of modules or only the basics, figure out from there.
But most people are fine with the $100 for simple vidya music, few go to the $200 for more depth, it's rare to see someone spend more than that unless they heavily get into music.
>>
playing around with gml after moving from clickteam stuff
>>
Is Godot worth making a 3D game?
I feel like this engine is more for cell phones, but my only other options for 3D is Unity or a 3D engine that has more features than I need.
>>
>>383551256
Unreal is "free" now, and having more than you need is never really a problem.
>>
>>383550584
>>383550840
Thanks guys.
>>
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is this character looking edgy enough for an rpg?
>>
>>383551726

You bet!
>>
>>383551726
He looks gay
>>
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>>383548523
Oh, that looks kind of cool stringed together like that!
I was afraid my shitty animation skills would ruin everything
>>
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>>383548326
ギ メ ダ スク プリス !

>>383551726
looks good

>>383552129
That's bad ass, whats your twitter? Looks like something you'd see on the 3DS

>>383548402
Uploaded just now to see if anyone wants to try it.

Tomba is one of my favorite PSX games of all time, Tomba 2 is pretty amaazing as well. If you've got twitter I'd love to follow.


Demo link here
https://kiddfrog.itch.io/projectnotaledemo
>>
>>383552093

Meets all the criteria then
>>
>>383552093
just like all edgy characters,thanks

>>383551889
he'll be the main character and will wield a sword, also cast dark/blood magic

>>383552297
graphically or edgy'ly?
>>
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>>383552297
>That's bad ass, whats your twitter? Looks like something you'd see on the 3DS
Hey thanks a lot!
I developed the lowpoly style precisely for a 3DS game, but that project seems to have kind of died, so recently I've just been doing commission stuff for other people's games.

Don't have a twitter account, but I post on tumblr fairly frequently:
http://theonian.tumblr.com/
>>
>>383551726
I dunno about his nose, I'm not feeling it, cheeks either. He's got too much of a baby face to be edgy.
>>
>>383552297
These shits get better and better
>>
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>>383552483
>graphically or edgy'ly?
both

>>383552529
Not big on tumblr, I only have twitter @frogalog

>>383552951
Not sure what you mean?
>>
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After writing some flow controllers for player/enemy variables I can have two players with about a hundred npcs in play on a dialup connection, just barely under 7kB/s.

I wrote all this shit since I kept getting no free events for message error in Unity for my multiplayer only to realize it was completely unrelated and the bug occurred due to connection timeouts and clogging up the queue with a fuckton of packets while connection was lost.

But hey at least my network code is optimized now.
>>
>>383552297
>Uploaded just now to see if anyone wants to try it.
wow, this is great. bookmarked your twitter because I would pay for this.

>Tomba is one of my favorite PSX games of all time, Tomba 2 is pretty amaazing as well. If you've got twitter I'd love to follow.
i don't use social media at the moment, but i will probably make a twitter/tumblr when i'm ready to release a demo of my game.
>>
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>>383553449
>wow, this is great. bookmarked your twitter because I would pay for this.
damn dude that means a shit ton that you'd say that.

>i don't use social media at the moment
I used to be just like that, before my first account was shadowbanned it was nice to see people retweeting and talking about my project. You should seriously consider twitter, there is a lot of us /agdg/ folks on there and I find it inspiring.
>>
>>383553121
Your webms, the minigames in your game are pretty dope. A boss or just enemy that's just a tennis match seems fun.
>>
>>383552394
>>383552483
no there's a difference in attitude. he just looks like an emo who cuts himself crying because of his deep emotions and possibly takes giant dicks up his ass.
edgelords want to shoot up schools and love blood/shock value praise satan etc
>>
>>383543902
That boss design looks oddly familiar.
>>
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>>383547780
Thanks! Your game's looking neat, never saw it before. I don't really post that much on twitter but the tumblr's here >>383539406
>>
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>>383546759
Anubis only has wholesome things, anon.
Like achievement rewards.
>>
>>383546145
>Quit running nerd

Got a snort out of me.
You will definitely get called out for Undermemeing but it looks good, fuck em'.
>>
>>383553651
He's just a regular enemy, The bosses have different attacks and phases. Thank you!

>>383554059
I've only posted it on AGDG once back in 2015 and was spammed with a lot of hate because Undertale was pretty hot back then. Now that it's having a resurgence I want to crank this game out.
When do you think Good Knight will be out?

>>383554252
Awesome, I appreciate it man I really do.
>>
>>383553860
Seems kinda similar to Monster X from Cave Story.
>>
>>383553602
I really hope this is an Undertale fangame.
I know memelords call everything an undertale ripoff, but this is actually an undertale ripoff.
>>
>>383553775
i was goin to make him long hair but nobody likes long hair evil niggas as main character
>>
I updated my drivers, and Game Maker refuses to render anything. Not too sure what to do about it. I have a feeling it's a DirectX or something, but I'm not sure.
>>
>>383554418
It has nothing to do with the undertale characters / universe but yes it is defintley inspired by Undertale. This is intentional.
>>
>>383554361
Ah thats probably it.
>>
>>383543902
how did you do the movements??
using skeletal animations?
>>
>>383554315
>When do you think Good Knight will be out?
No idea, best case scenario end of the year/beginning of next year, a whole lot of planned content to do still.
>>
>>383554619
>inspired by Undertale
Don't devalue the word "inspiration" by using it when talking about a ripoff
>>
>>383555103
Use whatever words make you happy man.
>>
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got this area to a decent state. Still can add a lot more but going to work on other areas for now.
>>
>>383555103
it didnt feel like undertale when I played it. The battle sequence could be reskinned and it would stop having it's parallels drawn there also wheres your game
>>
>>383555302
Looks good. Almost Mischief Makers-esque.
>>
>>383555302
so cute
>>
Maybe I'll get something done for Halloween.

https://clyp.it/4qtgdcxx

https://clyp.it/mjy1p2xf
>>
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>>383555302
Diest you know I love frogs babyyyy, when is that kickstarter going live?

I'm reworking that swing animation, I really hate the smear as seen here >>383552297
>>
>>383555103
>>383555174
in order to get the point they are with their knockoff requires them to be a dumb fuck
likely far beyond their ability to comprehend what the difference is between them making a chinese bootleg of a shitty game and somebody being inspired by it
>>
>>383555405
>Almost Mischief Makers-esque
it's the most klonoa thing i've ever seen
>>
I wanted to make a 2D mech game,
but i can't draw mech for shit,
and i don't have a clear idea of how the game should be yet.
And there's so many shit is going on in my life now,
i can't really concentrate on working on it.

Is 26 too late to go unemployed for the sake of finishing a game?
>>
>>383555516
I can't for the life of me figure out what you're trying to say, are you posting your game or not?
>>
>>383555302
Looks awesome
If its you Diestware, thank you so very much for that tutorial for making dialogs in gamemaker
>>
>>383555546
If you're absolutely skilless at your age you're gonna have to work a regular job while learning this shit as a hobby.
>>
>>383555614
don't worry, it's in this thread already chucklefuck
>>
>>383555405
>>383555536
Never played that but yea I'm basically mixing Klonoa/Kirby/Yoshi's Island

>>383555443
thanks

>>383555497
whenever I get the 2 other areas up to par with this one

>>383555638
thank you and you're welcome
its diest or diest64 now
>>
>>383555345
>wheres your game
I'd rather not have my game attached to the anonymous comments I make. Seeing as you're so obsessed with identity, maybe Reddit or Tigsource are better places for you?
>>
>>383555614
To be honest if his game is good he won't post it and if he has no game he won't post it.
It's bad mojo to shittalk other games since if your game is any good you're just gonna worry forever about some dumb comments catching up with you in the future.
>>
>>383555649
>while learning this shit as a hobby.
I'm a programmer, so making the game is not the big problem.
the big problem is coming up with designs, art, and music.
I can refer to others on designs and art, but i can't come up with musics at all.
like not even the most simple music.

and it's kinda a gamble too.
what if i wasted my time making a game that won't sell?
i would be wasting all my time for nothing.
>>
>>383555967
>i would be wasting all my time for nothing.
That's life for you.
>>
>>383554451
you can fuse the two and give him some transformation power into a long haired edgelord
>>
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>>383553860
>>383554361
A lot of people draw that comparison.
I totally forgot about it before people started pointing it out.

>>383554897
Yeah. It ended up looking pretty good but it took forever to rig up and get working.
>>
what is a good price point for a 2-3 hour visual novel?
>>
>>383556113
whoa,i was actually thinking about some 2 year fast forward in the game where the main cast gets rekt by final boss and he away goes mad to train, then returns with long hair and beard all powerful without shirt with all ripped abs
>>
>>383556262
>Yeah. It ended up looking pretty good but it took forever to rig up and get working.
what engine are you on?
what skeletal animation software r u using?
I feel like using skeletal animation too because drawing animations frame by frame is killing me.
and they are not even smooth animations too
>>
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>>383555825
This is exactly it. "whereurgame" posters are impossible to win against; if you do post your game, you're only giving them an avenue to bash you, demonize you, and attack you in future posts simply because you criticized them and now they have your identity. If you don't post your game, they'll completely dismiss your criticism and feel vindicated in that - as if opinions from regular people have no value. It's an argument that essentially stamps you as a weak person who is unable to handle harsh criticism (the most common kind, unfortunately for them).
>>
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>Tfw when you spend hours scripting something only to replace it all the next day with something better you thought of in a few minutes

I hate scripting
>>
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>>383555750
lol ok pussy
>>
>>383556719
I've refactored systems that took me days to write in like one day with orders of magnitude less code and more features, previous you always looks like a retard compared to current you.
>>
>>383555302
DO YOU HAVE A TWITTER?
>>
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>>383556738
So what he does? Are you just gonna talk shit about his game because you can't handle criticism about yours?
And so what if he doesn't? Does that somehow invalidate his statements?
>>
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>>383556497
Gamemaker Studio
Spriter
I wouldn't recommend using it on everything,if the design of the thing isn't conducive to it (ie humanoids) rotating limbs around will look terrible.
Try a Super Robot Wars solution, like what I do in >>383540146 , where it's several drawn limbs changing and sliding around as needed.
>>
>>383556978
Wheres your game pussy?
>>
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Post your abortion's code metrics
>>
>>383556738
Please explain to me why I should tell you which game is mine. Just what benefit do you see in that? Why are you even asking?
>>
>>383557125
I mean you already said you posted it, you bashed the undertale guy. considering only 5-6 different games where posted here and 3-4 of them interacted with him saying they liked his shit you're probably one of the ones that didnt interact with him. Gonna guess youre the guy making the schmup which by the way is the easiest type of game to make.

case solved you can stop being a faggot now.
>>
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>>383557081
I don't have a game because I'm some random onlooker wondering why it matters so much whether he's making a game.
If it was Pixel or Toby Fox posting, would that make a fucking difference?
>>
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>>383557047
not meming but this is more of an undertale ripoff than the other guys game lmfao this is the flowey fight in a nutshell.
>>
>>383557298
>>383557565
Ok, so you only want my identity so you have something concrete to shittalk me about? Considering you just randomly plucked out some dev who hasn't even talked to you yet, and are now bullying him. What exactly is wrong with you?
>>
>>383552529
how do you make pixel art that's shaded like that?
>>
>>383557974
You're implying I'm a dev at all. I'm just in this thread to look at peoples games anon. You're the one talking shit, I'm just asking you to back it up with a game.
>>
>>383557047
>Gamemaker Studio
>Spriter
isn't that GM:S only support Spine in skeletal animation?

>ie humanoids) rotating limbs around will look terrible.
don't worry about it though.
i'm making a mech game.
and i wanna allow people to switch the mech part.
thinking of trying on skeletal animation to see if it works better.
else i will have to draw every animations frame by frame...
>>
>>383555302
I'd buy this. (on sale, sorry, i'm cheap)
>>
>>383558120
I'm assuming your Diest because you're posting screenshots from Diest's game. The speculation reached in the post that doesn't have a screenshot attached (>>383557298) is followed by the exact same speculation in >>383557565.
If you're not Diest why are you falseflagging as him
>>
if I pirate game maker can I sell my game made on it?
>>
>>383558120
But why does it matter if he's making a game or not?
>>
>>383558120
>You're implying I'm a dev at all
Never implied that in any of my posts. I just wanted to know what compells you to be such an asshole, it literally does not matter to me in any capacity whether you're a developer or not. Maybe you should follow that philosophy.
>>
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>>383558203
Those sprites look amazing, more and more I find myself interested in Mech games since that Gundam game came out for PS4. Never really cared for them before. Do you have a twitter?

>>383558120
>>383557974
You guys are devolving the thread into shit. I don't care if people talk shit about me or my game, I'm not some thin skinned cuck. If I was scared of being '''bullied''' I wouldn't be posting an undertale inspired game on 4chan.

>>383558370
The guy is false flagging just ignore it.
>>
>>383558425
GM has ways of checking if the executable has GM code and registration info in it. If they see that you're non-registered, they could sue. Would they? I don't know.
Pirate it, make game. Once you're at 99% done buy a legit version and transfer all your work there.
>>
>>383558425
I don't see how they'd find out, they're not gonna ask for proof. I understand where you're coming from since i thought the same thing when using Aseprite (but for that i just get the trial and old free versions and copy into the trial when i need the full version features then paste it into the freeware so i can save it. I'm a desperate and cheap moralfag)
>>
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>>383558203
>isn't that GM:S only support Spine in skeletal animation?
Not if you get clever about it or cheat super hard

You could draw the individual part animations, like one set of legs moving, then just have it be a seperate sprite from the body of the mech and stitch them together in engine. Making sprites for every possible combination would take forever. Webm related does a simmilar thing.
>>
>>383558594
>Do you have a twitter?
nope.
why would i have a twitter when there's no game yet?
>>
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>>383558091
Vertex paint!
>>
>>383558880
for progress posting
>>
>>383558843
Also the free version has most things available already and i think you can publish games with it. I never ran into problems when using free gamemaker and only bought it cause it was 16 dollars on humble bundle, unless you want to pirate GMS2, i don't know if there's a free version for that.
>>
>>383555302
I'm sure you get this a lot but that looks a lot like Prinny's games. I've been for something similar for a while. I'd pay and play for sure.

(you should have a secret nazi/pepe outfit too)
>>
>>383558990
there's no progress yet.
but if i have more stuffs and have a twitter,
i will probably be shilling it on /agdg/.
just check out the recaps and see if u find mine eventually, i guess.
>>
What the downside to making a 2d game in unity compared to game maker?
>>
>>383558976
>vertex paint
in 3ds max?
>>
Was trying to look up tutorials for learning how to do a grid based game for game maker and hit a roadblock when I learned the method of doing so was taking up way too much memory, so now I guess I try to find a way to program a grid about 200x200 spaces, each about 32x32 in size.
>>
>>383559198
In anything, I guess.
I'm using Blender
>>
>>383559170
If you're doing pixel perfect game on unity,
u will have a better time fucking yourself in the ass with a Durian
>>
Can someone post free steam keys pls, doesnt matter if already taken, post that pasta pls
>>
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>>383559290
thx fren
>>
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Good i'd Say.
>>
>>383559170
It's probably better to use Unity even for 2D. At most it would be that GML is easier to use, but for me it's mostly that the index for Gamemaker is so perfect and easy to understand, and it's offline. If unity's index was as good as the one for GML I'd be a happy boy.
>>
>>383559170
Unity doesn't do tile sets. well technically it does you just have to write code to lay it out. its not *paint the box* like rpgmaker.
>>
>>383559267
Same shit happened to me. I was happy as fuck with how my CRPG type game was coming out but i got fucked in the ass by the frames i was getting even after some optimization like making only grids close to the mouse be active. I might do better if i found out how to do it instead of winging it though.
>>
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>>383559361
No problem - good luck with your work!
>>
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anybody know how to make a menu like pic related in Game Maker?
do u just make an object and in create event create instance for the buttons and stuffs?
or is there better ways?
>>
>>383559715
What you suggested is what I'd do, but I'm trash at this shit.
>>
>>383559267
whats the problem ? what is taking up so much memory exactly ?
>>
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I made a cutscene some time ago!

https://youtu.be/U18MoNB1CII
>>
>>383559308
>>383559474
>>383559589
So unity is harder but better.
>>
>>383559936
Did some portraits recently too.
>>
>>383559873
The way the tutorial told me to go about it is I have one square node set up on space 0,0 and it told me to set it to draw a copy of the node square for each grid space. Well originally I set it to have a grid of 300x300 and it said to have that alone would pull nearly 4mb for the grid.
>>
>>383560158
No I find Unity a lot easier to use than Game Maker actually. Especially since they rolled out legit 2d support a long while back.
>>
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I'm currently fucking around with new background/s while sheepishly working on the new player sprite set
>>
>>383560158
>better
Unity can't handle +5 characters for shit.
>>
>>383560158
Unity is easier in a lot of aspects especially with UI, it's just that it uses the normal coding languages like C++, JavaScript, and C#, while Gamemaker uses a custom language that's a lot simpler and easier to learn.
>>
>>383560328
how is that bad ? does GM impose some kind of limit ? art assets alone 4mb for 9600x9600 worth of pixels is great.
>>
>>383559936
>>383560321
looks amazing, just followed you on twitter. Is this done in RPG maker?
>>383560417
looks fun as fuck, you've got twitter? I want to follow all of you fun Devs.


please send me your twitters if youre making a fun game.
>>
Every dev post their twitter and tumblr. I wanna follow.
>>
>>383560696
Yes, RPG Maker.
>>
>>383560417

You've got a good game feel going. Even though the main character is just a black blob, there's good feedback. Freeze frames, afterimages, camera shakes and blood are all on point.
>>
>>383560417
that looks pretty fun
>>
>>383560895
inverare.tumblr.com
There's nothing there since we went on hiatus for school, but we're working on two games here
>>
>>383560895
@GamesPedrovin

Here you go, anon.
>>
>>383560895
@frogalog
>>
I'm struggling with ideas but don't want idea guys. I've spent time writing out docs or reasonable scopes, but I don't feel like acting on things because they don't feel like what I want to work on.

How do I get better at using my imagination for game ideas solo?
>>
>>383540146
green robot looks like a huge rip off of Gusion from Gundam
>>
>>383560895
shmoopdev.tumblr.com
@sinoc229
>>
>>383560158
>better
depends on how u define better.
functionality game maker is better available.
but potentially, unity is better since u can do everything.
but if u just need the simple functions,
u might as well start with game maker than wasting your time just to do something simple which should had been there at the first place
>>
>>383534130
The trick to making any RPG challenging is giving the player a ton of preperation options and forcing them to play through the scenario with those options.

Think how with X-Com of Final Fantasy tactics you can equip your doods and deploy them before hand, and make the scenario dynamic enough where they can make bad choices.
>>
>>383552529
>>383559290
>>383559646

holy hell how are you making these awesome PS1/2 era looking models?
>>
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>>383560895
>lobsterwing dot com
>@JunoDarkestHour
Kinda dead for now since we're between two projects
>>
>>383546145
You will be remembered as the knock-off guy, just like the guy that made the knock-off games that took a bit too much inspiration from FNAF.

To put it simply, half the fans will give you a chance while the other half will hate you because they think you are just ripping off something that is already out, which, in a sense, you are.

Steam green lights most things and is soon going to be doing a program that allows you to pay upfront to avoid the green-lighting process to begin with.

That being said, you are at risk for getting a take-down from Steam and possibly being blacklisted down the line if the game gets enough attention for being a knock-off type of game.

Real shit, game dev to game dev; your idea is fine and the execution looks like it can work, but if you really do not want to risk getting blacklisted from the industry or getting more hate than you deserve upon release then I would recommend changing the artstyle / aesthetic up a bit more to make it not look like an Undertale clone, and while you are at it, maybe make the mini-games stand out more than just a "hey, don't touch that thing or you get hurt"type of thing you see most people do.

Whatever you decide to do, I wish you the best, anon!
>>
>>383562519
>To put it simply, half the fans will give you a chance while the other half will hate you because they think you are just ripping off something that is already out, which, in a sense, you are.

I agree, I think for now I'll keep it this way to garner attention from the would be fans from the Undertale community and change it when the time comes to sell.

>That being said, you are at risk for getting a take-down from Steam and possibly being blacklisted down the line if the game gets enough attention for being a knock-off type of game.

Yeah my buddy has had some rough dealings with Steam so I'm not looking forward to it.

>Real shit, game dev to game dev; your idea is fine and the execution looks like it can work, but if you really do not want to risk getting blacklisted from the industry or getting more hate than you deserve upon release then I would recommend changing the artstyle / aesthetic up a bit more to make it not look like an Undertale clone, and while you are at it, maybe make the mini-games stand out more than just a "hey, don't touch that thing or you get hurt"type of thing you see most people do.

Whatever you decide to do, I wish you the best, anon!

I've got to think of some creative ways to change the art, so far I'm coming up with nothing. It can all be placeholder for now since I'm only in the demo phases. Also I've been thinking of other ways to make it stand out in battles, hopefully some fun things are in store when I get around to it. Each fight is supposed to be unique and memorable which is exactly what I want. Just have to figure out how to ditch the undertale style.

Thank you for your kind words Anon, I wish you luck as well!
>>
Is HTML5 as strong as actionscript?
>>
>>383563129
>Yeah my buddy has had some rough dealings with Steam so I'm not looking forward to it.
care to elaborate?
>>
>>383563668
my buddy shared his account with his brother.
his brother used hack and was VAC banned.
he tried to plead to steam customer service but failed.
so he spent months sending harassing emails to steam everyday.
like, nonstop. not a single day missed. every single day one email.
>>
>>383563801
you're not even attempting to post like the other poster. why falseflag?
>>
>>383563801
Heh.

>>383563969
You know back in the day posts like these weren't called falseflagging, baiting or trolling. They used to be considered "jokes."
>>
I started writing my own engine.
I more or less got the rendering down (using more advanced opengl features to get everything to be as fast as possible). Now I am adding animation.
From a design standpoint it will match the quake3 engine closely, but with a modern rendering pipeline, and lua instead of C as a VM language.
Still thinking about maybe using something instead of lua, but the speed of lua-jit just makes it too compelling.
Also I don't know what I will use for physics. bullet and newton are in the run, but neither of them has a convincing interface, so maybe I will just fork one of them and rewrite the interface.
(Or just end up using bullet, since it is at least documented, compared to newton)
>>
>>383564267
>I started writing my own engine.
stopped reading there.
reminder that engine dev is not game dev.
>>
>>383560627
I'm sorry, I think I misspoke. I've been getting an error message saying "can not create a vertex buffer of size 98304 bytes, vertex buffer allocated with total size of 948672kb."
I looked up what this means but I'm still quite confused what it means.
>>
>>383564304
same lol
>>
>>383564304
>engine dev is not game dev.
lol. Its a video game engine.
>>
>>383563129
as a pointer for art, cohesion and thematic relevance are just as important as "quality" in a game like yours. I don't know shit about setting/narrative/anything other than what you posted so i can't really say anything else. best of luck mate
>>
>>383564267
If all you want to do is make an engine, go for it. If you're trying to make a game and are making an engine first, you probably don't fall into the 0.001% of developers who actually need to make their own engine.

For most game developers, making your own engine is a waste of time. To utilize it to learn how to become a better coder or to commercialize it is fine, to make a game with it is retarded, even if you don't make your libraries from scratch.
>>
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I think I'm retarded or something. Every "tutorial" just tells me how to import models and shit and then says "and now you know everything you need to make game!" I can't find one that is actually helpful in the way I need.
>>
>>383564943
it's basically xna. Most of the coding are xna, the only difference is now you have to import to monogame manager.
>>
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>>383533582
Im trying to wrap up the modeling of one of the main characters for the cutscenes. Low poly style.
This dude is inspired by Sol Badguy.
>>
>>383565390
I can note the ripoff-ness but he looks like a gay lego or something. The face looks awful and there's a lot of weird shit going on with smooth shading but also distinct polygons. There's no cohesive art style among all the parts in that image. You need to be more consistent in your poly count throughout parts of the mesh that people see the most.
>>
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Nah.
>>
>>383564845
>For most game developers, making your own engine is a waste of time.
Not for me. I need some features that are in no other engine that is viable in 2017. (At least I didn't hear of any)
And that reason is not rendering a lot of pixels or anything like that.
>To utilize it to learn how to become a better coder
This also helps you make better games, but whatever.
Also, programming an engine is another fun part about video game development.
Not everything is about commercialization, profit, and shipping as fast as possible.

>>383564943
The ones who do these tutorials don't know how to make games either.
The only resource you can trust are people who have made games themselves.
>>
>>383565573
Yeah totally. I realized those issues yesterday when I starting testing rendering with lights. I'm high-rezing the model and fixing the faces that are fucking up the shadows.
>>
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>>383561631
Thanks!

I just make very low resolution textures (64x64 or 128x128), turn off mipmapping and add a layer of vertex paint.

(pic is a head for a new robot I'm working on right now)
>>
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>>383533582
>Unity
>Unreal
If you use these please neck yourself.
>>
I can't find a good entry point. I want to actually work with code and start learning more lower level stuff but it seems like all the guides assume you're fluent in game logic.
>>
>>383565983
just some advice randomly....

when i see what looks like a robot thing with a shroud over his face i am immediately interested. when i see a robot with a lens eye i am immediately bored. i think what might have bene the back of your robots head should be the front instead.
>>
Posted yesterday but the thread died in the ass. Working on backgrounds and sound effects. The engine is pretty much good to go.
>>
>>383566228
>subnautica is a bad game
>ori and the blind forest is a bad game
>countless unreal engine games are bad
>>
>>383566263
Because there is no good entry point there. You either engine dev or you make games. You need a better defined goal and that will give you the answers you want.
>>
>>383565776
If you for some reason can't find a preexisting engine that doesn't have features you need, then go for it. But to pretend that making an engine is somehow beneficial for a developer besides the coding experience, personal achievements, portfolio material, or commercialization of the engine (which I previously stated), you are fooling yourself. An engine is not even close to being needed to create games, especially since free engines are starting to rival inhouse AAA engines.

If you want to make games, you are only burdening yourself by creating an engine first. If you want to make an engine and after a game, don't kid yourself into believing that this is as fast as making just a game. If you are content with taking a longer time to make a game, be my guest, friend.
>>
>>383566293
Well, not every bot should be interesting (this is for a game with lots of robots making up a post-human society. Many will just be NPCs in the background.)
>>
>>383566393
I want to make games but I want to actually know how to program and not just drag and drop shit.
>>
>>383566412
>But to pretend that making an engine is somehow beneficial for a developer besides the coding experience, personal achievements, portfolio material, or commercialization of the engine (which I previously stated), you are fooling yourself.

you are wrong and this perspective is wrong. Humanity did not become great by doing things in "good enough" fashion

the vast majority of every single great game of all time, like 90% of them, have a bespoke engine that is used only for that game. You have no perspective on this but trust me the importance of it isn't changing that much
>>
>>383566546
I don't agree with that at all. Every isngle thing should be interesting. Otherwise you're giving yourself an excuse to do "good enough" work

at least that has something original with the ribs (which are far, far too low on the body), play up the skeletal concept more
>>
>>383566228
>complaining about Unreal
we've reached new levels of shitposting
>>
>>383566412
>since free engines are starting to rival inhouse AAA engines.
Which?
>>
>>383565390
>>383565573

I'd say it's more of a Lord's of Shadow Simon Belmont thing going on.
>>
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>When you begin deving and realize implementing all your ideas is going to be extremely difficult
>>
>>383566556
>i have to fill arbitrary checkboxes to make a great game
Ignorance. The difference is most games made now on preexisting engines are 100x better than something you will ever come up with on your own engine. You specifically, and 99.9999% of other indie engine developers will never be able to compete with a preexisting engine. This include AAA inhouse engines as well. You can make an engine, you can be proud of that engine, and you can capitalize on the success of your product/achievements, but your engine will not be better than what is already out there, because you're simplistically a single man who will take 2-5 years to make his own barely competent version of something already done a thousand times over.

I am not hating on greatness, or extraordinary individuals. If you become spectacular and create an engine of such magnitude and extravagance that it deserve retraction of my statements, so be it, I will definitely apologize. But you will not be making anything out of the ordinary than a run of the mill opengl mish mash of precreated libraries and physics which will have an ounce of the features, community, and ability than something already made.

Good luck on your engine anon, I am only denouncing your stupidity because you keep pretending making an engine is necessary to creating games. It is not, and never was. Good day.
>>
>>383566845
didn't read
>>
>>383566845
>it was never necessary to make an engine to make games

so your perspective on video games includes like...the last 3 years, and that's all? and no AAA games involved in that either
>>
>>383537517
I'm no music expert, but it sounds good man.
>>
>>383537517
too meandering and too long. a lot of this is notes for the sake of notes.
>>
>>383566984
>the only thing you can argue about is that engines were needed to be created once because of a distinct lack of available engines, and those that were available cost an arm and a leg to license
Nice argument. Enginefags are retarded.
>>
Things literally just started but are shaping up well enough, I'm still assembling my team at the moment. Four programmers, two writers, and an artist. I'm wanting to add two more artists and a musician since we have a huge amount of art assets that we're going to need and eventually it's going to become a development bottleneck. We've got our design doc, most of the game is written, we've got a ton of the concept art down, and have just started this week on actually programming.
>>
>>383554059
i spin around all the time like this in any video game that allows me to do it

please make it take like 10 times longer to disable you so it is more of an easter egg
>>
first game went okay, was a good learning experience. fucked around with different concepts and practiced different things for a few years, have a few final ideas in mind. programming is the easy part for me, i absolutely hate art, but its a necessary evil.
>>
>>383567189
Sooo you've got nothing then? What is your game about at least?
>>
>>383566845
I (the dude making the engine) am not the guy you are replying to.
I make the engine most of all because I enjoy the fun of it, and there are some features I wish for that are not possible in Unreal or Unity. Also while doing that I learn a shitton of things.
I don't think you need a self-made engine in 2017 to make a great game, but I honestly would enjoy working in my own engine, with my own tools more, because if I want to change something I know how to do it, and don't have to read the source code of huge generalized projects.
The generalization is another thing I don't like about these engines. It's understandable though, since you need to be able to do any type of game with unreal or the like, but I don't think I need it. I'd rather have something lean and understandable.
>>
>>383567160
>tfw you want to spend an extra few years building your in-house engine from the ground up for no discernable advantage or reason
>tfw you want to integrate third party services and realize suicide is probably a better option than maintaining your clusterfuck of shit
>>
>>383567397
>you learned to program and now have a marketable skill that is worth easily over 70k anywhere, at basic level
>this has no value
>>
>>383567352
Completely understandable and I am 100% behind you. Good luck.
>>
>>383567397
>spend an extra few years building your in-house engine
Why do you think it would take this long?
For most indie type games a more than suitable engine is written in 2-3 months.
>>
>>383567352
to a point. unreal is mostly for first person games, it's not worth the effort for most other types.
what features do you really need that these engines don't offer, that you couldn't just create an addon to do?
>>
>>383567508
>For most indie type games a more than suitable engine is written in 2-3 months.

what a bizarre thing to say
>>
>>383567523
I would argue Unreal has its source available, so you can add whatever you want to it, technically.
>>
>>383567508
basing it off of development times of larger scale games that built their own engines
>>
>>383566549
The whole point of engines is to make things easier. You can program in Unreal or Unity. If not, look into DirectX, OpenGL, SDL, and other things to waste your time.
>>
>>383567523
Server side mods. No steam-workshop shit or the like.
Just join the server and maps, characters and other mods get downloaded and are playable.

>>383567605
>of larger scale games
What is a "larger scale" game? And which for example?
Also how do you know when the first engine revision were ready to work in?
You can't base the engine development time on the time the whole project took to make.
>>
are clickteam tools shit or it is just a meme
>>
>>383567349
First person horror about a dead man trying to overcome his demons and personal failures in the afterlife that are holding him back from nirvana. This afterlife is personal and reflects your life and choices. It delves deep into his mental and emotional states, dealing with topics such as suicidal depression, childhood molestation, adultery, being a bad father, compulsive lying to the point of getting lost within them, and more. It's designed as a 3D metroidvania, with each area representing one of his sins in life, so enemies are all designed around that central theme (the lust section is gonna be a tricky one to do right so we don't get hit with an AO rating). The gameplay actually changes throughout the game, with each area having specific mechanics tying into the central themes, as well as fairly different gameplay in each. One area is somewhat more action oriented, while another is more focused around stealth, but all of them have extensive environmental puzzles and a key focus on dread and tension over jump scares.
>>
>>383567845
What the hell are clickteam tools?
>>
>>383555302
how did you achieve that pixel shading on those 3d objects?
>>
>>383567815
>server side mods
I can't imagine that being too difficult to program in Unity or Unreal, honestly.
>>
>>383567909
point filtering and probably some meme gamemaker 3d thing with it being "pseudo" 3d and planes.
>>
>>383567887
>dealing with topics such as suicidal depression
Hello Zoe. Jokes aside, the premise sounds interesting but are writers needed right now, when code and assets are priority? Not trying to dig you, just seems that team spot priority would be the mechanical and artistic area of the game to get a base.
>>
>>383567898
multimedia fusion 2 / clickteam fusion 2.5.

i just pirated them and it looks easier to make stuff but sometimes when someone reccomends them they are either mocked or disliked.
>>
>>383567815
Also, Path of Exile comes to mind. Long development time for basic features, pain in the ass for integrating basic things, ironing out bugs and performance issues took ages.
>>
>>383542462
unity lazytip: parent camera to an empty at playermodel's head position, rotate that instead
>>
>>383568051
Just from a brief look at videos, if you're making a mobile/simplistic 2d game I'm sure you'll be fine.
>>
>>383564267
You might want to look into painkiller game since it is the exact kind of engine you want to make. You can extract the scripts and look at how the Lua side works
>>
>>383568005
As I mentioned we're still trying to expand the staff since we've just started fairly recently, and the current staff are all good friends going back nearly a decade. I've got interviews scheduled over the next 2 weeks for new staff. We've still got some writing duties to finish up, we're also doubling as our PR and community teams once we're ready to start having a presence in a couple weeks when we've actually progress to show off. We are also working on two additional projects since I'm a trust fund baby and can afford up to a ~20 man team at a living wage around here for up to 15 years without seeing a cent of income. The goal is to get this one out and if we can make enough off it, hire rapidly and have two simultaneous projects with staff who've completed their duties on one project heading up production on another. I'm hoping we can become an AA studio in time and stay in that niche since I've got enough personal wealth we can afford a couple weak selling games and still be perfectly fine. We've actually got fully fleshed out concepts for 9 additional, different games across a number of genres we'd been dreaming up over the last decade or so.
>>
>>383533582
Coding a game for the atari 2600. As band merchandise. I know it is retarded but i just love to create videogames xD
>>
>>383568051
because clickteam software is way too simplistic even for simple games
>>
>>383568593
i wish i had your problems
>>
>>383534147
How much time are you willing to sacrifice?
>>
>>383567575
I don't enjoy reading and finding my way through the huge OOP hellholes that these programs tend to be.
Especially debugging in such a scenario would be a pain.

>>383567935
Unreal can't even have normal mods in its usual version. Even integrating the steam-workshop is a pain in the ass.
But still, giving a lot of control to the scripts is what I wish to achieve, which is why I need the scripting engine to have a lot of control over any form of game object.
Fusing that into unreal would mean changing its whole structure from the ground up.
Which would be much more work than just writing a basic Game Engine myself.

>>383568054
well, we will see how successful I can be with this project.
I understand and am aware of pretty much all the concepts employed, don't need any breathtaking technological features, and am generally a pretty competent programmer.

>>383568480
Thanks for the recommendation. I will definitely look into it.
It's good to see that someone else also though about adding lua for something like that, but I think it might be even better today, since lua-jit is really really fast (for a scripting language) .
>>
>>383568680
I recognize I'm in a unique position but I figured I'd use my privilege and status to actually do something cool instead of being a shitty SanFran hipster like everyone I knew back home. Fuck that noise, I want to make good vidya with my buddies.
>>
>>383568593
Good luck. Glad to see a trust fund babby actually doing something artistically creative for once.
>>
>>383568836
you sound like a cool guy
>>
>>383564534
No its not. Its either framework for your game or its multimedia software.
>>
>>383533582
shameless plug for ben tristem's courses on udemy, highly recommend for anyone who has development structure/"what do I do in what order fuuuck" problems.
>>
>>383568886
>>383568953
I'm just a writer and programmer with money, I hope the game we're making speaks for itself instead of the staff being in the limelight, but thanks.
>>
>>383568593
Meanwhile I hope that my first game is going to sell 20k so I can afford ramen until the next one makes me another 20k.
Do hire me when I can't live like this anymore.

>>383568972
Define video game, and/or game dev.
>>
>>383568051
They're alright. They just have a different approach than Game Maker, so some people don't like them.
>>
>>383568815
I just don't understand why you wouldn't save the maps as a string or json file and upload that to the user, then have the client fill in the map based off of the json file. this is done currently in these engines, i'm not sure why you need to reinvent the wheel
>>
>>383569076
Good luck anon, this is a tough industry and while I can't hire everyone, I'm at least trying to do well by them. I hope you're able to find an employer (or make enough to become one) who's like that. Don't give up, keep on pushing and maybe you'll hit gold.
>>
>>383568836
wasn't giving you shit, and i appreciate not wanting to move to the bay area. it's a possibility to me but i'm not sure if i want to feel like killing myself 24/7
>>
>>383569289
You don't, it's absolutely insufferable most of the time and to make things worse it's so ridiculously fucking expensive. No reason to move there, even if you're filthy rich. If you can save money on housing costs, go somewhere else entirely and do something better with that money instead. It's why I and my friends moved out to the middle of nowhere to focus on this since we were able to squeeze an extra 6 full years of salary out of the reduced housing costs on savings alone.

Bay area a shit, avoid like a cancer you'll just be miserable and annoyed by everything and everyone.
>>
>>383569157
Because I don't just want maps, but also models and scripts, with custom assets and the like.
Imagine it like this. Game servers can, if they want, provide custom maps, custom character models, or even host totally self-invented game modes, up to the point where they can potentially make entirely different games out of the base game,
>>
>>383569626
okay, well, your idea is a lot more ambitious than I thought. if it was any other kind of game i would have said you are vastly over-complicating things. I wish you the best of luck
>>
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I've been a lazy shit and haven't finished a dark souls inspired ring I started last month

going to do the low poly "in-game" mesh today
>>
>>383569841
>dark souls inspired ring
More like a Giger inspired ring.
>>
>>383569921
Hes my favourite artist :p

But while making it I was thinking of hollowing in dark souls, thus the boney shapes and flaps of "skin" stretching around the top part (which is shaped like a shield with a bone structure on top)
>>
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modeling stuff is taking up most of the time right now. but once i get some more place holder stuff done things should go a bit faster
>>
>>383570253
Hit me up with a render senpai
>>
>>383569626
I don't see how any of that wouldn't be doable in UE or Unity.

>models
Write or use an existing model importer and let your players drop the models in the game folder in some standard format.

>and scripts
Write or use an existing script plugin. Integrating a lua library into an UE project is piss easy (for example, https://wiki.unrealengine.com/Integrating_Lua).

>with custom assets
How are custom assets a problem? Presumably you already have an importer for them, just use that.

>host totally self-invented game modes
Put the logic that runs the game mode into editable scripts.
>>
How do I balance stats in an RPG?
>>
I made a space invaders clone as portfolio but didn't bother finishing it
>>
>>383570634
Start with the mimimum require stats for the gameplay, then go from there. Whatever you do - don't make the same mistake I did in trying to implement all character stats at once and then building then gameplay around that.
>>
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>>383533582
Main desktop with rpgmakermv broke down, so i focus on making battler animation at the moment
>>
>>383566546
>>383566617
I think he just means that not every robot should have a lot of visual features and look "complex", not that some should be boring as fuck. A streetsweeper robot doesn't need to have a lot of cool gizmos rotating and other shit, he can be rather plain.
>>
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>>383538918
I just came to the realization that the reason there are so many nursery rhyme and lullaby song videos is because young parents have actually become so lazy they don't sing to their baby themselves anymore, instead slapping a tablet in the kid's face with a playlist of this trash to keep them occupied while they are busy browsing normiebook.
>>
>>383570634
replace stats with states
>>
>>383533582
The last real progress I did was in May. I did manage to graduate in exchange for stopping deving but I haven't been able to get back into my previous project. I did toy around with some light prototypes though.

Right now it feels like days keep slipping between my fingers and I've been kinda out of it for a few weeks already. I need to get back into devmode.
>>
the character select screen for my fighting game

https://www.youtube.com/watch?v=Oy1MPeNhtBc
>>
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>supposed to make progress on game
>just make 1 model then play some games i bought on sale
progres is slow as fuck
>>
>>383566315
pretty nice, although I reckon those sprites could use some basic shadows.
>>
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Recently reworked the blood/gore.

>>383559936
I like your style, looking at the in-game world it's so bright and colorful. (The thicc character design doesn't hurt either).

>>383571108
Pretty good, a bit stiff maybe. What's the game?
>>
>>383555302
Love it. Keep at it man.
>>
>>383571108
i feel the skullgirl vibe
>>
>>383555302
please go back making momodora clone you dunce
>>
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Been adding stuff at a pretty consistent rate, this was something from two days ago.
>>
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I thought I knew what I wanted to make but now I don't.
>>
>have a lot of complex ideas
>come up with rough idea about camping during exploration
>and having profession like skills that can heals and cure and more during the camp session
>darkest dungeon come up with better camping
I lost interest all of a sudden. I wish i had the skills so i can make game when a good idea strike me.
>>
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Half a dozen half started projects, some further then others. Everytime I start on one something just comes up irl and kill me. feels pretty terrible
>>
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I'm working on the background of all my creatures and what playstyle they have in-battle. (it's a PvP turn by turn RPG with a very original and interesting attacking system)

My 163/176th monster is a teabag dragon. It turns red by excitement ( doing teabags movements ). What do you want it to do /v/ ?
>>
>>383533582
My right hand, arm and shoulder still hurt, about a year now, doctors can't help me.
I guess I won't develop any games. Avenge me.
>>
Is GameMaker any good for the kind of game that has a fuckload of variation and data?

I want to make use of massive numbers of individual rooms and many different objects of all kinds. Graphics aren't a problem because the end result is going to look like some Atari era shit.
>>
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>>383575954
Just generic rpgmaker game with some /ss/ milf and thicc element,still in very early stage

>>383576819
Porn game!
>>
>>383556951
yes @diest64

>>383558256
i'll be selling for $15 so I hope thats a fair price to you

>>383559083
I actually dont! I guess a lot of people haven't played those games. I get tons of inspiration from it.

>>383567909
Nothing fancy, its just low res textures with no filtering.

>>383576045
thank you

>>383576423
I want to finish it.
>>
>>383577562
It's almost as if you develop game dev skill by actually making games instead of thinking about making games.
>>
>>383577562

literally just make games

a lot of the best ideas put into games usually come up mid-development.
>>
>>383533582
Is there a much difference between Game Maker Studio and it's newly released 2nd edition? I see the second one cost $99 for W7, Linux and Mac edition. Is there a point for a scrub like me to even consider buying an engine?

I started to take interest in making my solo game a week ago, since then I wrote down couple of ideas, gave two of them more thought and put them into Game Design Document template, and I've started doing some tutorials in Unity (rough). Besides, I'd rather aim for 2D which I heard Game Maker is better.

Is game like Don't Starve or Stardew Valley done in pure 2D, or there are some isometric 2d/3d shenanigans? Because I'd like to try to do something like that.
>>
>>383581027

GMS2 is quite neat and it has all sorts of improvements to performance. Although despite having a nice manual and documentation there's not many tutorials for it just yet, but most of the things in GameMaker 1 carry over to the second. The main thing that seems to be tripping people up is the way the room editor, tiles, layers etc works but it seems way better than the original anyway.

I don't know if Don't Starve is purely done in 2D but there's no reason you can't clone it if its a 2D game. Stardew Valley you can do almost definitely, someone's working on a GMS2 tutorial series for a clone of it.

The main reason you want to use Unity is because of its accessible nature when it comes to 3D games, and its 2D tools are mainly just a fuckery of the existing 3D tools. GMS2 is built for 2D from the ground-up for both pixel-perfect games and vector graphics. Has a proper tile system too.
>>
>>383581343
Thanks, I'll go with GMS 1, and when (or if) I feel like it is going somewhere I'll consider switching to GMS 2.

During the time I've been reading about game engines, and general tips & tricks about beginners. I've been doing 2D pixel spirites in a software I got somewhere called Aseprite. They look atrocious for now, but I guess I can use it to for templates of basic stuff.

My ideal graphics would look like those from Klei games (Don't Starve, Shank, Oxygen not Included), but I would have to hire (lol) someone for that, becaue I doubt I'll be able to learn how to draw nicely in short time.
>>
>>383581027
Valley is pure 2D, Don't Starve might be fake-2D. As the other anon said - if you're starting from 0 there's no real reason to go for 1.4 instead of 2, since there are a lot of new features and quality of life improvements. Also I don't think 1.4 will receive any more updates in the future, beyond basic bug fixing support.
>>
>>383581027

I'm currently making my game in GMS2, and I won't even consider buying it until I'm certain I'm in the finishing stages. You can do almost everything you need to do in the free version, then buy the engine to make executables and remove the watermark
>>
>>383582494

If you really want to start on GMS1 you might as well get both now, cos you get a 40% discount if you own GMS1 and want to upgrade to GMS2 and that offer is gonna last for the remainder of this month. Assuming you're using the basic paid license for desktop distributions you'll be saving money.

Also GMS2 isn't a paid patch to GMS1 or anything like that, you buy both and you keep them on separate installations. You can learn on GMS1 and directly port your projects to GMS2 when you want the cool shit.

You can also just get the free version of GMS1 for learning purposes, but buy GMS2.

>>383582704
Yoyogames have said that this time next year they'll be officially dropping support for GMS1. No idea what they'd be fixing between now and then.

I still recommend you just start on GMS2. All the good tutorial creators have already started focusing on GMS2, making it the wiser single investment for the future.
>>
>>383581343
Don't Starve is done in 2.5D where the environment is a 3D plane and then you have 2D images on quads.
>>
>>383583558

Didn't know that, thanks. Guess >>383581027 could make his Don't Starve clone in full 2D without problems, though.
>>
>>383582959

I agree with your recommendation but disagree with even entertaining starting on 1.4. A fair amount of functions have been obsoleted (instance_create becoming instance_create_depth as an example) and straight porting is going to be an issue of rewriting if you use one of these functions.
>>
>>383583896

Is there a list or article describing the idiosyncracies between the two versions anywhere? I wanna learn from old tutorials and how I can adapt them to actually work with GMS2.
>>
>>383534398
Sounds a lot like depression, Anon. You should consider changing jobs if you can, or consulting a psychiatrist.
Or, if you lack motivation, start with smaller goals - don't try to already imagine the final game and how impossible it seems. Instead, set yourself little goals every time, make a checklist on paper, it sounds stupid but it can be motivating.
>>
File: germ.jpg (37KB, 749x828px) Image search: [Google]
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working on the charcter/player models, gonna try texturing something next
>>
>>383584101

Well yoyo games has a couple of lists that you can look at.

obsoleted functions (Many related to things replaced by the layer system)
https://help.yoyogames.com/hc/en-us/articles/231738328-GameMaker-Studio-2-Obsolete-Function-List

New functions for 2

https://help.yoyogames.com/hc/en-us/articles/231539867

And this is about porting 1.4 game to 2, but at a quick glance I don't think its as helpful to newbies as you'd like

https://help.yoyogames.com/hc/en-us/articles/231719468-Porting-A-GMS-1-4-Game-To-GameMaker-Studio-2
>>
File: DixieFastFists.webm (3MB, 709x480px) Image search: [Google]
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3MB, 709x480px
New weapon implementation.

I know I said the Fist weapon strings were done but I'm reworking the main string. I don't think it's satisfying to mash out for fast weapons like this once you get past about the 5th attack. There's too much lag.
>>
File: 1489508111240.png (550KB, 494x467px) Image search: [Google]
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>getting better at modelling
>cant code for shit

a fate worse than death
>>
>>383582494
>Aseprite
Excellent program, make sure you're sharing your work in places like the WIP board at Pixel Joint
Also I'm fairly sure you cannot buy GMS1 anymore. It's all 2 now
>>
>>383585518
Joooocy, nice work
>>
>>383571108
Where can I follow this?
>>
>>383568141
i tried that, but i got some weird stuttering issues. also, it fucked up my mouse orbit script. i'm about 90% done with my camera, but thank you.
>>
File: 21_edit_normals.jpg (879KB, 1920x1080px) Image search: [Google]
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>>383585518
Fix those grass cards, son
>>
How difficult is it to make a ripoff of Dr. Mario, Puyo Pop, or Tetris Attack in GameMaker? By difficulty I mean as far as crazy math and calculus required to pull of the core mechanics.

I got a near puzzle idea that has never been done before, but it does rely on a "matching" formula.

I'm only good with visuals, terrible with math. But I want to make a game. HELP
>>
File: mv_healer_Magic01.gif (147KB, 360x360px) Image search: [Google]
mv_healer_Magic01.gif
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>>383587875
/rpgmg/..
>>
>>383546145
It looks fun, but as others have said, change the artstyle. White on Black was Toby's thing, so you need to do something different.
>>
Feels like i haven't seen one of these threads in a while.
Do you guy have them on certain days, or do they just pop up when they pop up?
>>
>>383592243
they popup when they pop up
>>
>>383590623
Yeah I might do add sceneries that affect status conditions. I don't know yet.
>>
>>383589203
They actually do have custom normals, the problem is making the base color line up with the splotching on the texture and I'm not sure how to approach that.
Thread posts: 402
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