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How is your game project coming along?

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Thread replies: 279
Thread images: 82

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How is your game project coming along?
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Focusing mainly on the OST as of now
https://www.youtube.com/watch?v=f3IHRLWM42k
https://www.youtube.com/watch?v=rrn2D3GMpRU
https://www.youtube.com/watch?v=DhfAaGax51c
>>
>>385155902
Sounds great! I hope you release it on Bandcamp. :)
>>
Suffering with work to be able to make anything
>>
>>385155902
That fucking level design is horrible. Those colors are horrible. It's like there is no light/sun in your world. Jesus fucking christ so much green, at any given point over 70% of the screen is green color. SAME GREEN COLOR
>>
I made my Unity mobile game automatically adapt the resolution based on the device's CPU's frequency. So far on my three test devices (high-end phone and two medium-end tablets) I've had very good results. I believe 60 fps is way more important than a high resolution. It seems that CPU's frequency is a good method of determining a device's power.
>>
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Trying to think about mechanics for my dumb gameboy action rpg game but can't think about anything good enough. Totally blocked.
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>>385157304
>>
I used GameMaker to make an Alex Jones maze shooter type game. It's pretty fun. Lots of funny InfoWars sound clips and jokes.

Don't know how to share it with folks, though.
>>
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>>385155625
just launched a gamemaker project today

https://gamejolt.com/games/vidyadash/271547
>>
I finally managed to release on Steam. Jfc, for such a relatively high cut of profits, Steam should be able to have all documentation in one single place rather than make the user see a video that doesn't cover everything and then read more stuff afterwards.
>>
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>>385157304
I'm always up for some improvement. What could I do to make it better? of course "less green" is an option, but anything else?
>>
>>385155902
Any chance for a Linux version?
>>
>>385158164
get a copy of Color by Betty Edwards
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>>385158109
Congrats anon!!
Link?
>>
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it's not.
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>>385158164
Use mushrooms/clouds as platform climbing terrain. Put some flowers. Tbh instead of being this monotone shit cube why not be a colored 8bit sheep like nyancat but sheep.
>>
>>385158268
Focusing on the Windows and Xbox versions as of now, but yes a linux version will be around
>>
>>385158425
that kid needs a chin, anon
>>
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Taking a break from visual novel and widget work in unreal and doing whatever this is.
>>
>>385158164
even the fucking flowers is green anon please. at least put fruits on trees. i could go on forever.. also the concrete blocks at end look like im inside a stomach of a dead african child whos body is degrading for a year now.
>>
>>385158528
his head is literally an acorn.

but you're right.
>>
>>385155902
neat

what engine?
>>
>>385158608
das grass
>>
>>385158856
grass on grass in 8bit game

please stop while you still can.
since your color palette is so small you need to make a streamlined level not half open world.
>>
Is there any software that will help me develop a non-linear storyline for video games? This stuff is harder than I thought it would be.
>>
>>385159551
>software that will help me develop a non-linear storyline
what...?
>>
>>385159551
Twine my man. We use it for dynamic storyboarding. It aint just for VNs.
>>
anyone need music art writing game design code or life advice?
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These past 2 months have been real slow. Gotta build up that discipline I guess.
>>
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>>385159754
Writing for movies is a streamlined process. You write a script outline and write the screenplay, which flows from point A to point B.

With video games, you have to take in consideration the choices the player makes and the different consequences each decision has, as well as the influence of the world (a crucial NPC may interact with you differently depending on the time of day, and this could have an considerable impact on the rest of the game's story).
>>
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g-goin' great
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>>385160319
Nice. I will check it out. Thanks. :)
>>
im doing a l4d-like game in ue, im doing the environments/lvls and recently i started modelling, uv's are cancer
>>
Everything is going at good pace
>>
>>385159754
The average linear movie script is around 120 pages long. The script for Beyond: Two Souls is over 2,000 pages long. That is a LOT of information to organize.

https://www.ign.com/articles/2013/04/23/beyond-two-souls-script-is-over-2000-pages-long
>>
>>385161550
i could show you the level design so you'll have a chance to hate on me a little and ill improve it
>>
it's going but i don't really have any new webms to show yet
just bumping
>>
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rate this logo /10
>>
>>385165239
Squirrel is shit but sphere is good.
>>
>>385155902
First song is good, but two others sound too much like Undertale
>>
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>>385155625
Still working on textures.
Mental illness(es) getting in the way of progress.
>>
>>385166795
is it schizophrenia?

glug glug
>>
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Working on improving my 3d modeling skills. This is my most recent work
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>>385167012
Nah just suicidal thoughts and not feeling like doing anything type of stuff
>>
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I'm focusing more on the OST and the HUDs.
https://soundcloud.com/enzo-dalmaschio/atlantis
https://soundcloud.com/enzo-dalmaschio/aesthetic-arctic-for-upcoming-project
>>
>>385167223
I would have seriously thought that was a photo. Good grief, that's brilliant.
>>
I made the switch from CodeBlocks to Visual Studio, and I love the debugging, but man it seems really slow compared to CB with GCC
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>>385167223
What 3D software and renderer did you use?
>>
>>385168531
Thanks a lot! Really gives me confidence to hear that!
>>385168645
Cycles engine on blender
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>>385160816
What's wrong, anon? :(
>>
>>385167223
everything about that little glass table looks off to me somehow...
everything else looks really fucking good tho
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>>385157935
>Vivian James

Hehe.
>>
>>385168951
Yeah I definitely still have a lot to learn but this was my first render I wasn't actually embarrassed to show
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>>385169113
well to be more precise, the fact that the window reflection on the table is a straight line doesn't seem logical, there's no light refraction going on there
and the table leg things don't have enough lighting on them, which is extra weird since the outside is really bright
>>
>>385158591
>doing whatever this is
that's the problem with all u indie cunts: a lack of vision and scope. no wonder why all indie games fall into the same generic genre and fail to introduce anything new.
>>
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I made a model with animations and everything in 2 days but I'm putting off making the AI that I'll use for most creatures today. I'll probably have to sit in a coffee shop to plan it all out or else I'll never do it.
>>
>>385160693
why don't u just use pen and paper. what the fuck is some software gonna do?
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Haven't done much besides make a tileset to play around with and an awkward character walking animation. Programmer's getting the engine setup while I work on other things to pay the bills for now.

Anybody wanna share what their favorite eroge is, and why they like it?
>>
>>385169509
are you retarded? excessive ideaguying leads to large quantities of concept and small quantities of game.
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>>385169770
>why
forbidden love can be exciting
>>
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>>385169770
>>
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>>385155625
very very slowly
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>>385169592
from further away inside the ship

It's great cause the mouth of the baby eel opens, then closes and the ship gets stuck in the mouth's hitboxes so you can't escape, it looks chaotic AND the ship takes a lot of damage, all without a single line of additional code. It's kinda too chaotic though so i might trigger a "kill whatever's indide the jaw" later.
>>
>>385170004
at the very least your character is very well polished
never give up anon i believe in you
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>>385170038
what the fucking christ is with those teeth
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>>385169829
>excessive
me merely asking for u cunts to have vision and scope is "excessive". thank u for proving me right, though. u ilk seem to despise using at minimum 2 brain cells to form some coherent picture. as for large quantities of concept: u can now have a plethora of concepts u can apply to the game in a way that works with it main idea. at least understand basic fucking game design. otherwise u get
>>385158591 whatever that is
>>
Slow but steady
My buddy got cutscenes working and I figured out why inheritance in gml wasnt working
Didn't know you had to write event_inherited() in events in the child objects that also existed in the parent objects because the childs event overwrites it (instead of default running itself after, which I think is dumb)
>>
>>385170156
will do friend, i just keep procrastinating on starting an actual level cus every part of it scares me
>>
>>385170038
i actually like the graphical style. was this ur intention?
>>
>>385170004
>le red bandana scarf of uniqueness

simply epic, nice moves though
>>
>>385169770
I need to know if I care about this or not, is this a porn game or what?
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>>385155902
what samples are you using if i may ask?
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>>385170425
that pronounced ass and bulge... seems like it.
>>
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>>385170373
half me doing my best, half aiming for "early 2000 pc game" graphics. I'm an awful artist and my workflow consists of making a model that feels alright and then slapping royalty free textures on it, fucking around with the UV unwrapping until it looks passable.

I kind of like my style even if I know it's garbage. I'm glad I'm not alone.
>>
>>385170674
>royalty free textures
Anon it's as simple as using a camera capable of taking large pictures and taking a picture of a texture, then importing it into GIMP where you make it seamless.
>>
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>>385160343
i have wanted to be a gamedev since i was a kid. instead i gave up and started drawing. i can doodle cute stupid shit ok but i have always been too intimidated by gamemaking, and even with all the different accessibility options and choices of direction i still don't know where to start.
Where do i start? HOW do i start?
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>>385155902
Will Blanco have an edgy rival that's just a black version of him?
>>
>>385170860
El Negro
>>
>>385170856
>wanted to be gamedev since a kid before it became a meme
my hopes and dreams crushed
>>
>>385170856
understand basic game design. u can do this by playing games, watching shit like gdc, or simple google searches on wikipedia and the like on ship like "emergent gameplay".

when u feel like u can properly deduce nearly all aspects of a game, such as mechanics, gaemplay, narrative, etc, start learning programming.

u can learn programming by doing a game development course or something like computer science, while reading on game development.

make game.
>>
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>>385171109
cartoons always made being "the smart nerdy one" look so cool.
When i was a kid i thought i'd grow up to be like Double D, but instead i became more like Ed.
>>
>>385170378
are scarves a meme now? I just like them
>>
>>385170856
If you can draw I suggest trying out Ren'Py.

https://www.renpy.org/

you can have your first game done in a weekend or week if you want.

>but I don't want to make VN style games or use Python
no one says you have to in the long run. but its a great starting point and you can actually FINISH A FUCKING GAME instead of just sitting around talking about it.
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>>385170860
THAT'S WHAT IT TAKES TO BE INFINITE
>>
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>>385170378
What's wrong with them ol' bandanas?
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>>385170378
>le hat of uniqueness
>le jacket of uniqueness
>le backpack of uniqueness
>le sword of uniqueness
>le wand of uniqueness
>le bow of uniqueness
>le gun of uniqueness
this is how you sound.
What's wrong with scarfs?
>>
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Making animations for meme game.
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>>385172746
>all of those trademarked Nintendo characters

GET THE LAWYERS
>>
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>>385170378
WHATS WRONG WITH SDCARFS ANON???A??A?

>>385172389
python any good? im learning c++. just asking whatt its capable of.
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>>385170378
yea epic
>>
>>385172389
I literally have no experience what a visual novel is. I haven't the faintest idea what to do with this.
I'll give it a shot.
>>
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>>385172893
if meme game gets taken down I would not be mad. its made with no soul or talent.
>>
>>385172746
Only King Zelda can get stabbed with a trident all the way through the other side of his body and then instantly get back up again.
>>
>>385173047
the first *game* I ever programmed was a text adventure. A visual novel is like that but with audio and pictures at a minimum. If you ever read a choose your own adventure book as a kid, you can now make your own in video game format.
>>
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>>385171207
Whatever you do don't listen to this retard (except for the make game part).

I recommend starting with Game Maker. It's a robust and powerful engine that let's you create just about any 2D game you can imagine, and it's good for beginners because it's easy to learn and has lots of guides and resources online.
Watch some tutorials and learn GML (the scripting language for GM). Then when you're ready make a super simple game from scratch that you can finish within a week or two.

Where you start doesn't really matter that much, because the things you learn in one language or engine will carry over to others. The most important thing is to start somewhere, and to make something on your own early on.

Also if you wanna make pixel art i highly recommend Aseprite.
>>
>>385173337
Can I go full "you awaken in a dark room with a hatchet on the desk and a door facing east" or is it strictly for waifu dating fanfics?
Can it do combat?
>>
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>>385173196
in the events preceding meme game, the king of Hyrule got passed by the meme God Weegee, I hope this explains his regeneration skill demonstrated in the video
>>
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This was made by one guy.

https://www.youtube.com/watch?v=z5El-yYNUwU

What does it take to get to this level?
>>
>>385173546
Do whatever you want dude its your game
>>
>>385173660
ue4 marketplace
>>
>>385173546
it can do anything in the sense that it allows you to embed other python stuff in it. what actually built in is the basic:, background, foreground images, menus, textboxes, video playback, variables/data/loops/etc. you can do combat sure as long as it can be broken down into a series of choices.
>>
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>>385172746
yo i loved those videos when i was younger
>>
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Art is hard but other than that it's going OK. Making an mspaint turn-based RPG on rpg maker
>>
>>385173660
>tons of bought assets
no it was not made by one guy. Though programmed by one guy maybe
>>
>>385173545

>Whatever you do don't listen to this retard
u can take his advice and produce mediocre titles that blend within every indie game released. yes, don't attempt to understand game design before developing a game. are u that fucking dense?
>>
>>385175129
>study game design
just make the game good. if the game is fun then it's fun, any attempts to break this down further all fail
>>
If this twerpy little brat can do it, why can't you?
>>
I have no experience with any of these programs

How hard would it be to make a sidescroller with a physics based whip
>>
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>>385175610
fuck studying writing. just (somehow) make it good.

fuck studying film making. just (somehow) make it good

fuck studying programming. just (somehow) manage.

fucking learning politics. just spout shit.

ur not going to make it very far if u dont at least have some understanding of the industry/medium. this is why arbitrary and redundant mechanics are thriving. this is why all games follow formulas. idiots like u that follow this stupid fucking ideology have no knowledge on the medium, so they follow practices established by other idiots that fail to introduce innovative and unique concepts. u literal fucking swine.
>>
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>>385176315
>sidescroller
what's this interesting, new, and innovative sounding "sydescoller"(?) u speak of? it couldnt be every fucking game ever made by noobs.
>>
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>>385176442
>u
Go back to facebook
>>
>>385176548
>Said I have no experience with any of those programs
>Probably wouldn't release anything
>Just wanna fuck around with a physics whip

Why do you have to be an ass?
>>
>>385176315
There are plenty of tutorials out there, just be sure to have some discipline to go through them because shit can get boring.

>How hard would it be to make a sidescroller with a physics based whip
The side-scrolling part shouldn't be hard, getting the physics part and fine-tuning all the controls/gravity will be the hard part.

>>385176659
what exactly did you expect from the saltmine that is this board?

somehow this thread is still better than /agdg/
>>
>get started with a game using opengl
>code ends up being a mess
>try recreating it with Unreal Engine
the combination of trying to learn unreal engine and the fact that i'm toiling away to create something I already have is so consuming.

It doesn't help that most of their tutorials are outdated and don't compile anymore because they changed the engine's structure
>>
>>385176637
abbreviating text for typing efficiency = facebook. nice to know.

>>385176659
when u spend even a minute amount of time on this board, the retards get to u.

>>385176809
>what exactly did you expect from the saltmine that is this board?
when someone literally fucking tells u that understanding game design is pointless, and u should just (SOMEHOW) makes good games, some consideration should be deserved.
>>
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>>385176442
>"my game doesn't have coins, one-ups, or lives
>"this means that I AM THE PINNACLE OF CULTURE AND PROGRESS IN MY MEDIUM"
Please give me a couple examples.
>>
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Finished all the basic art for the enemies. Now I gotta do the attack/power-up effects.

The interface is designed, the enemies load automatically, and the math for the effects/magic aspects is done.

My GF is working on the story, which is nice, but I'mma have to stop working on it for a few months due to college.
>>
>>385177978
Ugh, ignore the Instagram filter. Posted the wrong pic. :/
>>
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>>385177574
examples of arbitrary/redundant game mechanics?

-like u already said, lives in video games that merely spawn u outside the level when gameover occurs or dont even impose a consequence.

-preforming monotonous tasks to increase stats. why cant i rely on skill? dont busy work. i want to run fast in san andreas, but nope. gonna go gym. cause realism.

-swimming, in like the majority of games. they only slow down gameplay and i would much prefer to just fucking die when hitting the water so i can keep up the pace instead of having to swim back to shore. gta is an example. sunshine is another.

-stealth. tacked on nearly every third person game and only slows down gameplay and offers nothing dynamic or challenging. botw and dead rising 4 come to mind.

-aidming downsights with short ranged weapons.

this is off the top of my head. atleast try and understand the issues before commenting. we could have a neat discussion.
>>
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I'm almost done with the general gameplay foundation stuff. All looks really rough, but it's functional so it can be polished.

Making a 3D Megaman X/Zero game that hopefully won't play like shit like X7 does.
>>
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Don't mind me just ripping off ripoffs.
I'm pretty sure I've seen like 5 other devs post essentially this exact same progress in the last few months, yet they all die.
>>
>>385180430
SEE HERE!
what is the point of having to click repeatably to eventually gather it resources? ...are there enemies that may disrupt that "flow"? why slow down the process of collecting essential items? what is the reason? its mundane. it doesnt even appear satisfying to click. so tell me. why?
>>
>>385180959
You can just hold the button down, you don't have to click. I could increase the chop speed though.

Also I don't know, these games always seemed like they were pretty much designed to waste time so
>>
>>385165239
I think I saw one of your webms recently, shit looked weird as fuck.
>>
>>385167223
I'm trying to learn to 3d model. Nothing nearly as detailed as yours, but where the fuck do you learn how to do shit like that?
>>
>Great at art.
>Good at Writing.
>Shitty at programming.

Right now I'm trying to figure out how to do Pixel Collision for Game Maker Studios 2, so I can implement Slopes which in turn I can use to improve a the main game mechanic.

I'm also trying to figure out how to make a Player object go from "Controlled" > "Projectile" > back to "Controlled".

All and all it's going rather slow, as there aren't many resources or materials for Game Maker Studio 2 and I've been struggling with going with going Tile Set collision or OBJ Collision for the game.
>>
>>385181189
gathering resources should be fun. if there isnt any reason for the gathering to be lengthy, and is just brain numbing (holding down a button for several seconds rewards ones ability to waste time, not skill, knowledge, etc) if it was a sandbox game where u could fuck around with different mechanics and elements to gather resources in unique and faster ways, that rewards knowledge. if u have to avoid enemies while gathering resources or something akin to that, that rewards skill. there should always be a reason for something to exist.

>Also I don't know, these games always seemed like they were pretty much designed to waste time so
which is why i dont find myself playing them.

props for not being offended by my comments, though.
>>
>>385169770
Those BALLS.
>>
>>385180959
maybe to that certain things may fall from the tree on each click, or so that when you craft the steel axe, you feel more powerful.
If you really wanted to nitpick, why does the tree collapse into pre-chopped lumber, like in every other game? why not implement a sawmil? if you implement a sawmil, what other things can you do at a sawmill? the sawmill could open the door to more woodshop-based features like custom furniture crafting or sculpture carving
>>
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It's going great lately. I'm maybe going to have some friends do a play test soon.
>>
>>385181513
>there aren't many resources or materials for Game Maker Studio 2
which is why game maker are for sluts, and u should learn computer science to have broader knowledge.
>>
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Redoing a ton of stuff. Shit sucks. Have a gif.
>>
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>>385155625
Slowly but surely
>>
>>385181679

Yeah, that would probably help with allot of things.
>>
>>385155625

Somebody explain SDL to me

Why is it not enough to just simply have visual studio
>>
>>385181598
>sawmill
nice idea. using a games mechanics for different circumstances that can preform different things.

if it was a flow game where u had to click in certain rhythms, that would be a neat idea.
>>385181576
i basically say my shit here, anyway.


>nitpicking
i would call it more "perfecting" the game; giving it some death and reason. nutpicks are valuable.
>>
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>>385181759
>>
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>>385181759
RPG Maker though
>>
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I'm trying to learn how to do a dungeon exploration game, kinda like wizardry, with gamemaker. I've been following a tutorial but I have no idea what half of these commands do. It's pretty disheartening to be honest
>>
>>385155625
Making a strategy RPG that is going well programming-wise, really honestly getting close to being essentially ready for expanding upon with map scenarios and such, but graphics are fucking painful. I tried one artist and paid for a sprite sample but hated it, I've tried my own work and hated it, and now I feel that all I can do is try to find other artists who might be reasonable to work with. Game dev is hard.
>>
>>385182496
why do u even try when the end result is clearly going to be a subpar game? either succumb to the despair and actually give a fuck and learn proper game development.
>>
>>385155902
ey shit, it's my argentinian buddy
como andás vieja?
>>
>>385182687
Try getting into 3D and doing simple prerendered sprites.
If you make them a fitting art style, turn off anti-alias, make them low res, you might get something that emulates pixel sprites.
>>
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>>385181759
That's undeniably hot my dude but I really want to see some actual gameplay
>>
>>385182697
>trying to learn
>why even try
Nobody makes a good game on their first try, and nobody should.
Learn, try, experiment, fail, rinse and repeat until you get good and confident enough to take on bigger projects.

Grow up.
>>
>>385155902
Shit man, your music is great but the way the areas are designed seem so poor. I think you either need to commit to the square theme or make everything more natural looking, right now your mesh of some square things and normal looking castles/buildings makes them game look really cheap
>>
>>385181702
That's some delicious spritework and animations.
Any plans on expanding on this or is it a throwaway project?
>>
Always wanted to make a game, and I've always been interested in games from a development perspective, but I'm not entirely sure where to start.
I'm currently studying comp sci at uni (4th year), so even though I'm no pro programmer, I understand that shit well enough to where I think I can manage that side without being too overwhelmed.
I also always liked drawing/painting. I've tried to get better at it, but I'm still pretty fucking shit at it.
The thing is that I honestly don't know where to start. It feels like I would need years upon years of making complete shit, and learning to model/texture/whatever else, until I could make anything that even resembles a decent game.
>>
>>385182993
I considered something like that, but I figured the amount of effort to get something half decent from that would be about the same as just getting good at making a sprite, am I wrong? My sprites are only planned to be like 32x32
>>
>>385183057
>wants gameplay
we are kindred spirit, you and i.

>>385183143
trying = youtube tutorials for game maker (a program that wants to eliminate the coding process to make making games as simple a possible) and yet you FAIL. study actual courses. not this tutorial bullshit. i looked up c++ tutorials when i was fucking 14. and i did grow up and now im learning computer organisation, objected oriented programming, systems development, ai, etc. u grow up, sir.
>>
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>>385183305
I'm goin' all in.
>>
>>385183429
You're failing to realize that everyone has to start somewhere and not everyone has the opportunity to take up a course on the matter.
There's no reason to be a dick about it and not trying to be understanding. With so much shit under your belt I'm surprised by your immaturity, so no you clearly haven't grown up yet, which you sorely need to do.
>>
>>385183305
>Any plans on expanding on this or is it a throwaway project?
he's been working on this meme for 6 years, the game's been scrapped and rebuilt so many times I think you'll play Grimoire or Dwarf Fortress 1.0 before this.
>>
What is the latest game-maker?
>>
>>385183057
Just generic rpgm tutorial reskin gameplay _(:з」∠)_
>>
>>385183712
game maker 2
>>
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How would you implement sacrifice in an XCOM-like squad turn-based game? I.e. holding off a large amount of enemy reinforcements so that others can survive
>>
>>385183646
yes, i'm being harsh and needlessly dickish with my criticism, but it still has merit. you aren't going to grow by merely watching tutorials. get out of your way to read and actually study. i dont even necessarily mean at a higher educational facility. im sure game maker has publications based on its software. if not, there are multiple books on game development.
>>
>>385183767
Any torrents of it?
>>
>>385183915
wouldn't know, I don't use game maker
>>
>>385183901
>>385183429
>>385182697
>>385176442
>>385171207
post game or >>385173545 still applies
>>
>>385183869
Do you mean as a mechanic, or more of a mission?
>>
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>>385184116
You don't have to be a developer or actively have a product in that medium for your philosophy and ideology on game development to have any worthwhile merit. Should critics of film, literature, or games have there opinion invalidated because, even though they understand the medium, they haven't made a product in that respective medium? This is shallow logic.
>>
>>385176315
to actually make it yourself ? a few months to a year. if you are just using other people's code and assets a few weeks.
>>
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>>385183901
>>385183646

OP here, there's no need to get all roused up guys, the advice is well intentioned I'm sure.

I didn't expect it to be that difficult is all
>>
>>385160681
This looks really fucking cool, don't give up on this anon
>>
>>385184224
Mechanics, I'm thinking it should be one of the failstates for not completing the objectives or taking down the commander/radio operator fast enough
>>
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>>385184405
>You don't have to be a developer or actively have a product in that medium for your philosophy and ideology on game development to have any worthwhile merit
>>
>>385184740
So every book critic who hasn't written a book is wrong? every film critic who hasn't made a film is wrong? Your ignorance is palpable
>>
>>385155902
Holy shit anon, i havent been in one if these threads for a while so havent seen your updates, but last time i saw this game you still had a 2 frame run animation. Watching your new video now everything looks so much more satisfying to control, I might even pick it up eventually. Nice work :^) love the music too
>>
>>385184740
How about actually refuting my argument? Or is it because u cant? Stick to ur memes, then.
>>
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here are a boss i'm workgin on he shots rocket(s) at you
>>
>>385184556
It could just come naturally from the general gameplay I guess?
Like if this failstate is activated (objective not completed, therefore reinforcements are called), the next objective becomes basically trying to get as many people out of there as possible, but since reinforcements are called, it's basically impossible to get everyone out, so you have to have a person (maybe multiple people?) stay back and try to hold off the hoards, while the rest run to some extraction point.
Not entirely sure how your game works, so hard to really comment on how best to implement something like that, or how to communicate to the player that getting everyone out is basically impossible though.
>>
I am going to do something with LÖVE but I instead I am wasting time trying figure vim.
>>
>>385185160
don't use a CLI text editor man. their only purpose in 2017 is when you are working on network device that literally cannot display a GUI program.
>>
>>385155625
Maybe not a videogame but im thinking on creating a TCG with my gf, give me some ideas please
>>
>>385181427
Blender Guru's Architecture Academy taught me so much. Just get it from other sources, it's normally hundreds of dollars
>>
>>385184849
why don't you palpate this *unzips pants*
>>
>>385172940
i like this a lot
>>
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>>385179959
I was tired and didn't want to try anything more tonight, so I made a shitty doodle of the "robot masters" for my game based on old concept art I had.

Each one is supposed to represent some type of sweet. Can you tell what's what from just the shitty doodle?
>>
>>385185343
what if I want to work from my phone or another computer
>>
>>385185345
Have a card that does 4 damage, most tcg's have those, so probably a good bet to add one in.
>>
>>385172454
That's some of the laziest god damn character design I've ever, seen, but at least the graphics look pretty good. Good luck on your furry Mega Man clone.
>>
>>385175610
i imagine this approach to life hasn't gotten you anywhere, has it
>>
>>385185485
then use it i guess. just dont come on 4chan and whine when you have a big box of nothing after wasting so much time dicking around with it.
>>
>>385172903
Honestly, if you're learning code for the first time to gamedev, have a look at LOVE2D. Lua is better than python and not nearly as hard as C++. Learn lua then you can hop over to https://simplegametutorials.github.io/ for some shit you can do with love, program all those bad boys and get a feel for making full games.
>>
>>385185006
looks good but some visual fluff ideas: animate the bosses legs a bit more and add something to make it look like the robot isn't just floating and has something to propel itself around with like a jetpack on it's back or feet.

another idea is to have the plane you are fighting on suffer battle damage as the fight continues, if not too difficult you could make it linked to boss health so the plane goes into a crash landing and the level ends when the boss is defeated and the plane has skidded to a stop completely wrecked yet your player character is completely fine. (bit of contra hard corps/metal slug vibes i think)
>>
>>385183187
I know what you mean. I've almost completely redesigned the first world from what it originally was back in its December release. Its gotten better than it used to be, but stuff is still off. I'm still making adjustments to it as my quality standards get higher and higher.

The main reason I use different shaped platforms for the main areas of the stage is because of polygon counts. The stages I have here pass several million polys onscreen almost all the time.
>>
>>385185062
>how to communicate to the player that getting everyone out is basically impossible
Yeah, that's one of the main problem that pops onto my mind. Normally, these types of games also let you just dash everyone out to the extraction point, so there's also no need for a sacrifice
>>
>>385185686
appreciate the help/advice, but im studying programming for used in broader application, but willl eventually apply that knowledge to developing games. im a year in my course, so languages like c++ don't pose much of a challenge. i was merely asking because i have this autistic smug "friend" in my course that loves python, and wanted to know if his opinions had any merit.
>>
>>385185831
That's good to hear, because in concept I like the way the game looked a lot. I think with a bit more a cohesive world design it could sell well, at least in a sense that beauty shots could get people to look at the game and not think it's just a normal collectathon-platformer made by an indie. Are you going to change the art as well or are you pretty set on how the color is portrayed and how blanco looks?
>>
>>385185971
Well communicating something like that could be done early in some kind of tutorial mission I guess. Like you basically have a scripted failure/a basically impossible mission, and after the failstate is triggered some character tells the others to run and says that he'll stay back to protect them or some shit. Pretty sure xcom (at least the newer one) did some scripted deaths and shit like that in the first missions, just to show how the game works. Maybe the 2nd time it happens drop some subtle hint that someone will have to stay back again so the others can survive.
And yeah, just because other games tend to give quick extractions, doesn't mean that yours has to do it too, although you have to feel it out and see if the mechanic fits in well and isn't too frustrating for the player or some shit.
>>
>>385186634
scripted events/tutorials are an effective way to communicate a point, but you can doing it better. directly forcing you to "learn" something is annoying. it feels more rewarding when the player feels like he came to this conclusion on their own.
>>
>>385186478
I don't really want to change the way he looks because it has to do with the game's story. Fits his name as well.

The colors I wouldn't mind changing at all. I just don't know where to start. I've made efforts to switch the combinations before, but I'm guessing from the response, it didn't work out too great
>>
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I'm stuck on making this frog jump in an arc in GMS2

I wish I wasn't so bad at math
>>
>>385181513
Use move_contact_solid(). I have no idea why people don't use this more, it makes collision so easy.
>>
>>385186912
not gonna pretend like i know shit about animation, but the main problem i have is that the animations try their best to make the world feel "alive", by everything else is either static, or animates differently (compared to the bumping up and down trees and shit). some lighting effects could help give those bland onenote colours some life. and overall make the design look less block-y. i dont mean forgo the voxel design, but some shit just has alot of polygons, while others dont. it doens mesh well.
>>
>>385187041
fuck that duck design looks pretty unique.
>>
>>385186876
Yeah, I do agree with you, but I feel like it might be hard to do sometimes.
I guess it could be done in a dark souls-esque way, where there's an incredibly hard mission (at least for a new player) somewhere near the beginning of the game, where when/if the player fails, the teams commander or some shit says that he'll stay back to hold off the incoming hoard, while the other guys run.
The guy sacrificing himself could be some sort of defensive class/have some sort of defensive load-out to help keep the incoming fuckers from reaching the rest of the team.
Also you could put in something interesting if the player actually beats the really hard mission.
>>
>>385187217
Sounds like something I can make some adjustments to pretty easily. What exactly should I change in terms of animation? The trees? From what you're saying to me, it seems like there's a heavy blend of complex and simple, which isn't working together.
>>
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>>385155625
Yesterday I got basic puzzle generation working. I'll probably work on input and the backdrop before working on puzzle difficulty and satisfaction.
>>
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slowly adding to my dude but making progress i guess, at least learning more about rigging and topology
>>
>>385186912
With blanco, I don't really mean change how blocky he is, more like I think some thinner lines on his torso and head would help sell how "blank" he is and make his limbs stand out more from his body, it would also help soften him into the world since as of now he stands out tremendously in a way that feels unnatural, from what I saw how the world appeared in the trailer. I think a softer contrast can still communicate that he's still the playable character in a less in your face way

As for colors, it just feels like so much of it is at the highest brightness it could be, A mix of darker greens and lighter greens could fix a complaint earlier in the thread for example, It's less about the same color and more about communicating how all the geometry in the area is different, like a higher up area of grass is lighter because it's bathed in sunlight and one tucked in a corner might be darker or have some dirty brown mixed in. Then indoor segments obviously need to be lit well to see , but maybe just add light sources instead of making the whole area bright. My only big complaint with indoor areas is some floor textures are the same as the roof, ceiling, and wall. Simply changing the floor texture to something different will help the contrast immensely, as the colors can communicate where the player is in relation to the floor, the platforms, and the wall
>>
>>385186115
Ahh, fair enough, I'm a CS grad myself that does games in my free time off work. For your smug friend, python is pretty cool for stuff like science, it gives non-programmers an easy in to doing repetitive tasks really fast with hardly any knowledge of code. Python is also really good for prototyping quick things, but I prefer lua for that. C++ will always be superior though in speed and making it do exactly what you want it to do, as long as you have a solid understanding of it.
>>
>>385187467
dark souls is a perfect example. the tutorial basically instills into the player all the basic methods of play. its a known fact that aggression is the best way to play a souls game, and the games lets u learn that.

>>385187479
like the trees are ecstatic (thats fine), but the rest of the world is static. and some items and mobs animate with more flow, as opposed to the jumpy animation of the trees. u get what im saying? like there are conflicting animations going on.
>>
>>385187041
do you think north and up are the same thing? this is so fucking bad jesus christ even his shadow jumps with him
>>
>>385187846
that answer seems pretty corroborated with what ive searched on python and c++ so far. yeah my cs course is making me use c++. im aware the language isnt really important when learning shit like computer organisation and object oriented, but its still a win. thanks for the help ^-^
>>
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my project is doing good. sprites needs work tho
>>
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>>385187728
Here's a picture of him with thinner outlines. Looks kinda weird though. Any better?

As for the greens, I'll give those a change and see how it turns out.
>>
>>385187989
This is WIP anon, chill out. Are you going to complain about the animations next? Jesus.
>>
>>385188109
I was about to say

attacks don't look dynamic enough, just like the body is turning. watch baseball players hitting home runs for the kind of body movement they need
>>
>>385188143
how long until release?
>>
>>385188414
It's in early access right now on steam, but I don't expect the whole thing to be finished until around mid to late 2018... IF I'm satisfied with it by then.
>>
>>385188143
His front body looks great, the head I would prefer a little thinner on the side line but it's still pretty good. I notice that from this angle the sides of his head and body appear to have a gray outline instead of a black one. Is that the way his body looks from the side normally or are you changing how he is presented from different angles? any particular reason?

The colors in the biggest is nice, some nice contrast between obstacles, your route, and scenario, but what is going on with the red carpet texture in the light next to blanco?
>>
>>385188238
will do, thanks for the advice.
>>
>>385188172
that's valid though. if you're gonna have things jumping around, don't have the shadow attached to them, it lacks a sense of depth.
>>
>>385188601
I meant the colors in the pic, not "biggest". Christ I can't spell
>>
>>385188654
i think the dev is saying "no shit, the game is still in fucking process. im more focused on getting the code right"
>>
>>385188601
The gray line was a mipmap that was just removed a moment ago.

The carpet texture is like that because of a secondary map that is only visible when shined by a light. if I get rid of it altogether, it makes it look too flat.
>>
>>385188109
whats your twitter?
>>
>>385188172
this is basic fucking logic. sliding an enemy north is not a fucking jump and it's coded nothing like a jump

>>385188654
it's worse than that, the frog hits him even though it's far to the south because its collision box moves north when it "jumps" too
>>
>>385188951
I have a tumblr.

vyello.tumblr.com
>>
I've been modeling architecture for years on Sketchup and pretty advanced at it. Is it worth trying to model stuff for vidya with Sketchup? I've been interested in designing stuff for vidya and the only other program I know is Rhino, which I have limited knowledge of.

Basically I was thinking of importing one of my buildings into a game engine somehow and creating a simple charater that I can use to walk around in it, not just for vidya but also to make some archiecture videos.
>>
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>>385189003
>french canadian
>25

let me see that pretty face
>>
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>>385155625
Fuck that, I'm making snap maps now
>>
>>385188852
Ah I see. The thinner lines will also help with not seeing the character as almost half-lines since they will intersect and with them being smaller it can give more way to the white

I can understand that for showing the player in relation to the ground, but it matches oddly with the rest of the levels atheistic. If you could find a way to keep the original red texture or show something different that still communicated where they were I think it would look better as a whole. Maybe something more blocky?
>>
>>385167223
There's nothing impressive about the modeling there, m8, but nice rendering.
>>
>Doing a project with ex-uni colleagues
>I work 8 hours a day, hang out with friends all the time
>Theyre a bunch of neets
>Im the only one who gets shit done for our weekly meeting
WHY CANT I FUCKING ART GOD DAMN IT
>>
>>385188109
Nice, inspired by Golden Sun, right?
>>
>>385189424
this is basically my worst nightmare when i eventually start developing games. friends not giving a fuck and me lacking essential skills that my friends wont be able to assist in.
>>
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>>385189230
Halved the tile-over for the texture and lightened the visibility.
>>
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>>385185772
way 2 much programmbing work but I will have him battle damaging
>>
>>385189561
That's why you ask you team up with internet people.
>>
>>385189561
If I could do art Id do alone. But I cant concept for shit and my modelling skills are growing but still supbar. Animation skills are pretty much non existent.
Fucking pisses me off. Guy tells me he "got sick" and couldnt draw a fucking image for the entire week? The other whos supposed to do the game design (I resigned myself to just programming cause I didnt want to fight over what the game would be, just want to finish it), couldnt write a fucking page because "wasnt feeling well"? Fucking kill me.
>>
>>385189628
Nice man, this is looking pretty fun. Keep polishing your game like this and It'll definitely out well
>>
>>385189861
considering it. im a perfectionist, though. so its going to be even harder if they dont fit my criteria.

>>385189864
man, that sucks. the idea of friends working together and making art seems so cool. pretty ungrateful. the game design guy is my opposite. i fucking love programming and game design would literally be my field only since i would want to make it my vision. look around for more people and hope u find someone.
>>
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>>385190045
Thanks! I'll keep at it.
>>
>>385155625
Are people interested in cooking games? Specifically a blend of immersive food creation gameplay with a blend of the tycoon game franchise?
>>
>>385189146
What the fuck is a snap map? Modding?
>>
>>385190704
if it's fun and has neat mechanics, i would play it.
mixed with tycoon? mmmmmmmmmmmmm. not sure. sounds interesting, though.
>>
>>385190810
Mm, let me rephrase. A bit more Sims in customizing your restaurant and characters, but Tycoon in the sense that you manage your restaurant business while also being able to do the cooking and etc. Work hours is the restaurant gameplay, night/days off/during work hours are the tycoon management.
>>
>>385190930
if the game didnt resemble real life, then yes. life simulators are fucking depressing, so if it was more cartoon-ish or more out of this world, it may bring my attention. and i dont mean like, furries instead of people, i just mean a style of graphics that isnt just generic cheap looking 3d models of real life people.
>>
>>385187545
Nice rotation script. I'm working on one right now, but I don't know how to make it smooth like that.
>>
>>385190790
D44M map editor
>>
>>385189628
>>385190615

You should do something to those jaggies
>>
>>385189790
Do you have a blog or something?
>>
>>385181759
reminds me of this

https://assets2.gelbooru.com//images/f3/b5/f3b5333c122a905ac75786f1560d8e0f.jpeg
>>
>>385194461
>403 Forbidden
Pardon?
>>
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>>385194815
pic related to link.
>>
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>>385194219
Don't like to shill but i'm Thumbtackdev just about wherever you can find me
>>
>>385195238
saw ur twitter
would like it if u could keep momentum in teleplay. when u attack enemies, having tthem fling u back could get rather annoying
>>
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>>385194094
I'll add an option for antialiasing
>>
>>385196036
>I'll add an option for antialiasing
no. make it a requirement. if fags cannot handle it, they deserve to die.
>>
>>385165239
am I supposed to think of Super Monkey Ball?
>>
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what free programs do you guys use to make music
>>
>>385172940
cute but also gay
>>
>>385197289
LMMS
>>
>>385170860
With white outlines and eyes but they're swapped around and like American Kirby.
>>
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Felt like working on one more thing before heading to bed. Attempting to make a whip like thing for reaching out of way objects
>>
>>385159551
Microsoft Word, with the use of links
>>
>>385183869
Have a failure state for missions where swarms of enemies keep coming until you get out of there.
Have enemies target one specific character on their turn if the player has fucked their objective and moved all other characters to an extraction point or towards one while that one stays back and attacks.
Maybe have all enemies move in to attack him or attack his body if he's died so they seem cruel and make the player feel bad for not being able to complete the mission.
>>
>>385182496
Use an engine that's easier to pick up. Or learn enough code so that you can do simple logic based math.
>>
File: my donut.jpg (13KB, 667x505px) Image search: [Google]
my donut.jpg
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How to learn a programming? Or modelling?
>>
>>385199628

Read books, google search how to do things, look at videos, tutorials, play around with whatever program your using to model/program, ask people questions in forums related to the thing your interested in,etc, etc
>>
For those of you who use C++ in UE4, do you know a way to get the location of a character's collision with a wall or a mesh?
>>
>>385193257
Can't look at my code right now, but I think the rotation itself is linear, no smoothing applied. It subtracts the previous frame's mouse coordinate from the current mouse coordinate and adjusts for screen size.

However, when the mouse is released the cube lerps the rotation towards the nearest 90 degree value for each axis. That might be the smoothing you're thinking of.
>>
>Get a team together
>None of them do anything but jack off
>Can't do anything because they're all jacking off
>They all finally fuck off and i'm left doing everything until I get a kickstarter up and hopefully can jew some people into working on it with me because its too much to do as a solo project
>Or just resolve to paying people to join me

That's my game
>>
>>385197348
Are there sets of sounds and samples that would warrant recommendation or does it come prepackaged with those tools and samples and such
>>
>>385199628
ayyyy, I started that shit today too.
The amount of shortcuts in blender confused me a bit so it's hard to do shit on my own still.
>>
>>385201043
>>385199628


You'll get the hang of it. Just model more things and eventually it'll come naturally
>>
Anybody familiar with the Unity animations/animator system ? I'm trying to create simple hit/idle animations, but it seems like changes of the transform.position with the curvesheet are absolute ( not relative to the parents FPSController )
>>
File: nano-scrivener-clip-20nov.png (191KB, 1364x726px) Image search: [Google]
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>>385160693
scrivener might work, but it's not free after the trial period
>>
Real programmers write their own engines.
>>
>>385200152
What's it about?
>>
>>385201557

I import animations I make in Blender into Unity and go from there. Mecanim has a visual state machine system for animations that you can control with bool, triggers, all that, like setting parameter for having animations blend into other animations.

I'm not familiar with Unity's built in animation editing, but as far as integrating the animations make sure you create an Animator Controller and assign it to the game object you're animating through the Inspector.
>>
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>>385201672
Its nothing hard. Just a paper mario clone that plays like a mix of that and M&L but for the past year
>Juggle long work hours with some unity programming
>One artist I actually paid did fuck all and the other person who was supposed to fix their fuck up spent the year drawing his friends oc and returning shitty designs even with the prospect of receiving money
>Other artists I ask for a general oc and a drawing of their area so I can start rendering them out and see what'll be required 3d wise and sprite wise
>Get Ocs that don't work but won't be redesigned and nothing else
>Other artist goes off to make a rpg maker game which is cool
>A guy keeps insisting I work on other stuff instead but the only other thing I could possibly do would be move a cube onto a button which would be the easiest fucking thing ever and not worth doing

I've been sitting on the same code for a year now, nothing looks good and the rpg gameplay itself basic and boring looking as all hell, but I can't do any precision hit box controls, enemy animations and hitbox controls, animations and moves programmed in, or anything else without any of the other work so I'm starting from square 1 and doing art and animations for a small demo that'll hopefully be finished this time next year

Go make your game anon. Maybe some day people will listen when I tell them to do something
>>
>>385201994
don't pay them until they make something actually worthwhile faggot
>>
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>>385202172
No shit sherlock but aside from having to do some editing for the one on the left I got something I was satisfied with from them
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