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

Gamedev thread

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

Thread replies: 522
Thread images: 125

File: 1460581489982.png (43KB, 442x756px) Image search: [Google]
1460581489982.png
43KB, 442x756px
How's that game going? You ARE working on a game, aren't you?
>>
File: gale_base_colourized(1942).png (2KB, 106x260px) Image search: [Google]
gale_base_colourized(1942).png
2KB, 106x260px
Slowly remembering that I hate art and that I should just stick to programming.
I'll probably redo this several times more. For art style I think I'll make it a bit more flat and take out some of the detail work I did in the face as I think I like the simple style I used to colour the hair more.
I also need to beat her up a bit and give her some neon yellow kind of coat or jacket that SCREAMS space captain. Any ideas?
>>
>>385944923
Bump.
>>
>>385946194
>Any ideas?
Give up and hire an artist.
>>
>>385946273
Noone is looking for a programmer. I've been told that I should just do the best I can until I'm happy with it. At least I'll always have my code to comfort me.
>>
>bought set of blueprints for UE4 for like 30 dollars before christmas
>haven't touched UE4 since

kill me
>>
>>385946484
>Noone is looking for a programmer
There are always looking for work because they are dirtbag loafers who can't do anything worthwhile with their lives so they try to make their childhood skill in doodling into a career. Artists don't look for programmers, programmers look for artists. And be sure to cheat them down to the lowest possible price. They deserve it.
>>
File: progress.webm (323KB, 700x394px) Image search: [Google]
progress.webm
323KB, 700x394px
Move away punks, real games coming though
>>
>>385946850
Fucking Gankers.
>>
Me too, except it's summer. I need to watch the documentation, but it's sweet to be able to have so much of the work already done, even if it's from a third party.
>>
File: 1493147882655.gif (855KB, 500x281px) Image search: [Google]
1493147882655.gif
855KB, 500x281px
>>385946794
Show me on the doll where the artist touched you
>>
>>385946794
>paying an artist
You almost make them out to be real people. Next thing you'll be telling me that Ideaguys deserve their names in the credits.
I'll probably use my shoddy doodles to keep myself inspired for now and hopefully I'll bump into someone on the same page as me that I can commission a shit ton of stuff off.
>>
>>385947112
You laugh at me now, you'll learn soon enough.

>>385947137
I consider it a marketing expense. You might have a good game with excellent gameplay but if you want that pleb money - the big bucks you gotta tickle their adhd with bright colors and pretty pictures.
>>
>>385946743
>bought blueprints
...
you're beyond salvation
>>
File: protag.png (12KB, 816x460px) Image search: [Google]
protag.png
12KB, 816x460px
I'm starting my first game now, a side scrolling shoot em up like Contra or Heavy Weapon. This is the first design I came up with for the guy you play as, he's like a reverse gorilla robot and his movements/motions are in a crabwalking position. I'm pretty happy with the design but I'd like some insight from /v/irgins.
>>
I'm a total newshitter at programming. I'm using Unity and it's my first go at programming anything. I can make some textured models though.

Should I learn something different first?

Should I even bother making models for mini projects?
>>
>>385946743
kys with your shitty meme
>>
>>385947778
Just learn to code until you have a good understanding of scripts. Artists have it easy mode in solo game development since anyone can learn to code alright in weeks, but it takes years to be just decent at art. And despite what people say, art is the most important part of games Yeah there are some exceptions, get over it. So focus on learning coding, with a real programming language, like C# in unity and you'll do alright.
>>
File: output_gorilla.webm (95KB, 556x421px) Image search: [Google]
output_gorilla.webm
95KB, 556x421px
>>385947556
I will BUY this gorilla off you
You're going to be in big business kid, you're really going places.
>>
File: boomerang_testing.webm (2MB, 1680x998px) Image search: [Google]
boomerang_testing.webm
2MB, 1680x998px
started working on weapon animations today. got about halfway into the boomerang animations before i realized that i have no idea how to properly implement the actual throw and fetch into unity. i'm assuming i'll have to use raycasting and a rigidbody on my boomerang. makes me wonder if i should even bother animating it flying away from the player.
>>
>>385948357

Alright, thanks. I'll just try to stick with something simple cos I'm starting to realise how mindbendingly difficult something like nu-XCOM is. I might try and make something around a single mechanic like a puzzle game or a ripoff of Viscera.
>>
File: 576487.png (128KB, 637x417px) Image search: [Google]
576487.png
128KB, 637x417px
>>385944923
no
>>
>>385946794
>t.angry worthless code monkey
Learned your skill in less then 2 months thank god i'm an artist and not something worthless like a programmer.
>>
File: ShootingUpdate.webm (1MB, 1096x616px) Image search: [Google]
ShootingUpdate.webm
1MB, 1096x616px
Working on battle system
Holy shit, this is the smoothest wemb I ever made
>>
>>385948447
Sold! For one good boy point! Heheheheheh...pleasure doing business with you...
>>
>>385948785
remove this bloom please,it looks like those shitty ps2 games that only effect the game had was bloom and low quality blur
>>
File: 8497.gif (1MB, 854x480px) Image search: [Google]
8497.gif
1MB, 854x480px
>>
>>385949063
I like it this way
Bloom can be turned off in the options menu though
>>
File: 1478267467694.jpg (35KB, 419x400px) Image search: [Google]
1478267467694.jpg
35KB, 419x400px
>>385948527

Dude you should brush up your animation skills a lot more.
>>
>>385949229
you gotta work on those animations anon,and make the numbers fit the hud box size if you don't mind
>>
>>385946743
>buying blueprints

The entire point of blueprints is that they're for people that don't know how to code.
>>
>>385949731
it was for a game jam, made the whole game in a day :-D Probably won't be working on it.
>>
>>385949714
again, i'm only halfway done with them, but thanks.
>>
>>385948527
That neck width to head size ratio is making me uncomfortable. Looks like his neck could snap at any time.
>>
>>385944923
ay, i am just starting out although would be cool if i get into a small 2d project in unity.
>>
File: mad.jpg (11KB, 240x240px) Image search: [Google]
mad.jpg
11KB, 240x240px
>>385949832
> :-D
then why show,fuck you i'm mad
>>
File: 1497037744906.png (209KB, 510x346px) Image search: [Google]
1497037744906.png
209KB, 510x346px
>switching from GameMaker to UE4
>>
>>385948765
Have fun living under the bridge in a year with the rest of your art school buddies :)
>>
How much of a faggot am I for being interested in PlayMaker? I want to make a simple game but make up for it with decent art and as much attention to detail and interactivity as possible.
>>
>>385950050
thanks, that's what i'm going for.
>>
>>385950085
:DDD I love you
>>
File: shantae.jpg (110KB, 638x450px) Image search: [Google]
shantae.jpg
110KB, 638x450px
>>385944923
I am working on a fapbait game much like shantae, but I can't draw for shit.

I think I'll hire models and rotoscope the hell out of them.
>>
File: new base female.png (192KB, 1600x775px) Image search: [Google]
new base female.png
192KB, 1600x775px
Realized it was impossible to create enough enemy models by myself so I reworked the whole character system. Now humans will all come from a single base mesh sharing a skeleton, this way I can get different looking humans without having to model them from scratch.
This also allows for potential character customization later on if I want to include it.
Here's an example of the revamped model.
>>
File: really mad for real.png (57KB, 298x361px) Image search: [Google]
really mad for real.png
57KB, 298x361px
>>385950258
>>
File: 1492591914729.jpg (74KB, 540x540px) Image search: [Google]
1492591914729.jpg
74KB, 540x540px
>>385950890
lets be friends dude
>>
File: butt_jiggle_1.webm (869KB, 928x538px) Image search: [Google]
butt_jiggle_1.webm
869KB, 928x538px
>>385950418
And here's some butt jiggling I've been experimenting on. One of the reasons I wanted the new model was because the old butt looked alright static but it didn't deform all that well when you added in jiggling dynamics, as you can see on this webm. Still I'm pretty happy with the actual jiggling animation on the skeleton.
>>
>>385951075
how do you do that, do you add bones to ass cheeks?
>>
File: spoilerdoc.gif (2KB, 100x100px) Image search: [Google]
spoilerdoc.gif
2KB, 100x100px
>>385950979
ok...
>>
>>385951956
thanks doc
>>
>>385947556

I really, REALLY like that.
>>
>>385951324
Yeah so basically the standard hierarchy is
>pelvis
>>thighs
>>>calves
So what I do is add a helper bone parented to the pelvis but independent of the thighs, and set it to be driven by physics. The hierarchy ends up looking like
>pelvis
>>butt helper
>>thighs
>>>calves
Since it's driven by the engine you don't have to keyframe any animation and you can make it jigglier, limit how much it can rotate, etc. It's pretty neat and not even that hard to do.
>>
Is Gamemaker Pro worth the buy? I think it's on Humble Bundle right now for $1, but I don't know much about it.
>>
>>385953469
it's one fucking dollar, just buy it.
>>
>>385948785
Not bad man! Looks great, got a soulsborne vibe but in first person.

Tips :

Sword anims should be broken into 4 phases.
>Resting
>Wind up (approx 0.6 seconds)
>Swinging (approx 0.15 seconds)
>Post swing delay (approx 0.3 seconds)

The post swing delay gives it a feeling of weight.
General
>Add a slight lerp on the gun + sword as the camera moves. They look strange being glued to the screen like that.
>If you're going to animate the camera when the sword swings or the gun shoots, make sure it's super smooth. At the moment it is harsh and disorienting. I would suggest removing the camera animations unless you have a very gifted animator on board.

UI
>Shrink the damage indicator numbers
>Shrink the crosshair, lower it's opacity
>Get away from the Dark Souls style of the HUD.
>>
>>385953678
Thanks for the feedback!

I will try to make the sword attack animation better, thanks for the tips. And the camera motion when attacking with the sword need works too.

As for the gun recoil - it's not an animation, it's a procedural thing, so I can just tweak parameters. In the webm I shoot while moving, and this gives an additional recoil, if you shoot steady - the recoil will be minimal.
Camera motion while attacking with the sword can be toggled off in the options (with other camera animations), but I don't know what to do with gun recoil - it's part of the gameplay, I can't just turn it off. Should I just move the weapon and the crosshear instead of the camera if the additional camera motion is turned off?
I will make a new UI, the current is a big mess of object, all the gameplay UI is on the single Canvas, and I heard recently that every time you change a single UI element - the whole canvas rebuilds, so I will separate UI into different canvases. Also
>>Get away from the Dark Souls style of the HUD.
Never
>>
File: PONG RPG 32.webm (3MB, 720x480px) Image search: [Google]
PONG RPG 32.webm
3MB, 720x480px
Fine
>>
File: got ya bro.png (156KB, 1920x1080px) Image search: [Google]
got ya bro.png
156KB, 1920x1080px
>>385944923
trying to find something salvageable in my failures and discarded projects
>>
>>385948785
>firearm equivalent of a chain wallet
Get those edgy chains off your gun

The sabre looks rad though
>>
>>385955083
>Get those edgy chains off your gun
Never
>>
>>385948785
vid quality is shit,upload hd pic please
>>
File: RdCyrET.jpg (305KB, 1920x1080px) Image search: [Google]
RdCyrET.jpg
305KB, 1920x1080px
>>385955421
My CPU and GPU is too slow to record good videos, sorry
>>
File: 1483859090870.jpg (73KB, 600x600px) Image search: [Google]
1483859090870.jpg
73KB, 600x600px
>>385944923
I actually am starting my own firm in gamedev now yeah. Even made a thread on it a week or 2 ago.

Still open for ideas for games!

>Pic unrelated
>>
>>385950409
Just finish your game with placeholder art, and then hire an artist to make the fapbait
>>
>>385955663
>"Shadow Tower Abyss 2"
>>
File: meme.jpg (120KB, 800x600px) Image search: [Google]
meme.jpg
120KB, 800x600px
>>385955940
I made this funny meme when I decided to ditch arcade light gun-like battle system and create a more traditional FPS action game
>>
>>385955851
make a ww2 game
>>
?try to dev
>lose interest or someone invtes me to a game
>>
>>385954396

No prob!

The gun recoil can stay, I have no issue with it. I found a very short camera shake (wobble the FOV or position over 0.1s) works quite well, but it's not for everybody.

Moving the crosshair is also a cool idea, I think that would work.

I would also pull the gun into the center of the screen a bit more. It looks as if the player is holding their arms out. I don't mean stick the gun right in the middle, just a little further in.

Hah sure, leave the HUD then. What's the game about? Just a soulslike with a twist on the combat? It's hard to tell from the webm, but it looks like it's grid based movement? Grimrock + souls maybe?
>>
File: ShadowrunFPS.jpg (66KB, 356x500px) Image search: [Google]
ShadowrunFPS.jpg
66KB, 356x500px
>>385955851
make this pls

please
>>
File: HighresScreenshot00000.png (1MB, 1280x720px) Image search: [Google]
HighresScreenshot00000.png
1MB, 1280x720px
Currently blocking out areas and getting assets ready (also gotta clean up lightmaps).

Gothic architecture sure can be a pain in the ass.
>>
>>385956653
No, it's a first person action game, stamina system, dodges, shot parrying, things like that.

I made arms like this because the weapons in the arms are completely switchable and could be usable almost simultaneously (and yeah, I need to make an animation for the handgun when you attack with the saber - so far it looks stiff and unnatural), so I'm creating this two-hand equipment mechanic where you can easily switch a weapon if you need (for example, some enemies use a magic shield and you can pierce it more easily with a special anti-magic rifle, but it deals a lot less damage to non-magic objects, so you have to switch to your other main weapon), thus the arms are in this general pose for all the weapons they could hold.

Souls are a big inspiration, though I want to create something unique (but with souls narrative techniques). The main idea that you have to combine ranged combat with melee combat in order to kill enemies - you can't just shoot everyone from far, like in a classic FPS game.
>>
File: 5125.gif (8KB, 146x212px) Image search: [Google]
5125.gif
8KB, 146x212px
>>385948785
This looks bretty stylish. Like an edgier version of Dishonored. What engine are you using?
You may want to reduce the size of the circle around the reticule, it looks more suited to a shotgun than a pistol. You don't have to, it's just my opinion, but for the mauser you may want to change the recoil animation so it's more of an upward motion. It looks like he's shooting and the mauser is staying level, but his whole hand/arm is going backwards and up at the same time. The bottom is what your animation looks like to me, and what I'm suggesting is the top.
Or maybe I'm a huge faggot that doesn't know what he's talking about, otherwise ignore me.
>>
File: 1501022222830.jpg (200KB, 640x640px) Image search: [Google]
1501022222830.jpg
200KB, 640x640px
>be artist that isnt complete shit
>always hope to find coder bro that isnt complete shit to make game with
>don't do pixel art

STOP MAKING INDIE GAMES PIXEL ART REEEE
>>
>>385957368
Or maybe I'm a huge faggot that doesn't know what he's talking about, otherwise ignore me

Actually the Mauser C96 is known for having quite an upward flip compared to other full-size handguns of similar calibre.

t. /k/
>>
>>385949259
I like it too anon, don't worry
>>
>>385957284

Sounds great! Fair enough about the arms. How do you balance the over powered nature of guns with the melee? Seems like a balancing minefield. Good luck though, will be great if it's pulled off.

Add motion blur btw. Really helps with sword swinging and first person dodging. I'm guessing you're using Unity 5.4 + so this should work - https://github.com/keijiro/KinoMotion

Just careful with the souls stuff, everybody and their grandmother is doing it nowadays.
>>
>>385957703
fuck forgot my meme arrow
>>
>>385957603
wait so you wanted pixel art and he said no or??? your post is confusing
>>
>>385955851
hire me and I'll give you the world
>>
>>385946194
Just keep practicing art. Use your stuff as a place holder if you habe to. Once you show people what you can do on your own and that you're serious, it will be easier to convince people to work with you and to believe in the project.
>>
File: SbeOD4t.jpg (204KB, 1568x875px) Image search: [Google]
SbeOD4t.jpg
204KB, 1568x875px
>>385957368
I'm using Unity.
The reticule actually represents the handgun's eye, it's a living thing and it can "see" enemies, meaning that if you "look" at an unidentified enemy, the reticule changes to a full eye (picrelated) and after some time the enemy will be identified and you will be able to see its hp bar, etc.
As for the animation, in Blender the animation actually looks like at the top of your picture, maybe it's because of webm's quality, dunno

>>385957762
>Sounds great! Fair enough about the arms. How do you balance the over powered nature of guns with the melee? Seems like a balancing minefield. Good luck though, will be great if it's pulled off.
Thanks! It's my game's secret, I hope it will work.
I don't quite like motion blur, for some time I used it when player character dodge, but I removed.
I'm a big fan of souls games and understand why so many people are inspired by the games. Though, a lot of indies do it wrong, the only good indie game that is inspired by souls games I know is Hollow Knight - no gameplay copying, but the atmosphere and the narrative is certainly like in Souls games. I want to do the same.
>>
>>385957909
not too confusing. I don't do pixel art
>>
>>385958051
I can, but I will need some info's first. WHAT do you bring to the company
>>
>>385944923

Why the fuck would I make games when i'm making a fucking killing selling garbage to underage tards who think they can make games?
>>
>>385958761

what are you selling then
>>
>>385958962
garbage
>>
>>385958761
I assume you're selling assets on the unity or ue marketplace? do people really buy that shit?
>>
>>385958761
because of fucks like you all the 10 yo tards think they can make games and flood the market with fidget spinner games
>>
>>385958962
godot
he's not a smart man
>>
File: cowman.jpg (122KB, 962x996px) Image search: [Google]
cowman.jpg
122KB, 962x996px
>>385958551
different anon but,
I'll be your in-house artist CADslave
i just dont want to join up with anybody less dedicated to this than i am
>>
>>385958380
i thought you meant he said dont do pixel art and your image was yfw
>>
File: 1501355776384.jpg (40KB, 540x960px) Image search: [Google]
1501355776384.jpg
40KB, 540x960px
>tfw finish a handful of Unity tutorials but still have no idea what I'm doing
>>
>>385959616
IM AN ARTIST NOT A TALK....IST
reee
>>
>>385959810

I'm in the same boat

literally no idea what to do from here
>>
>>385959490
Yeah this sounds perfect. THIS is what you'll want to hear. Not some memorised bullshit line to every question
>>
>>385959810
>>385959940
START. That's what you'll do from there. What do you want to build? What is the first thing you'll need. Follow more targeted tutorials. SpeedTutor is a good start.
>>
>>385944923
>trying to make simplistic game
>co-developer keeps trying to add giant features that neither of us would be able to realistically make good
>wants it to be "cool like battleborn"
>losing all drive to continue
its going about as well as can be expected
>>
File: spuderreturns.webm (1019KB, 875x490px) Image search: [Google]
spuderreturns.webm
1019KB, 875x490px
Trying to make the legs easier to animate
>>
>>385954425
the bullets don't contrast very well with the planet, especially the rings, so they're difficult to see.

Try making them blink in different and saturated colors like red and blue, like SNK did with the projectiles in Metal Slug.
>>
>>385960050
>paper mario: qt bugs edition

i'm sold anon
where can i follow ur work???
>>
>>385958335
Looks cool but why Unity? I'm not bashing on unity I'm using it myself but if I had to create a FPS I'd use Unreal
>>
>>385960050
You're doing God's work.
>>
>>385960426
I don't know C++, I don't like visual scripting and UE4 editor runs pretty poor on my i3-2100/GTX550Ti
>>
>>385948765
>>385947112
you tards realize programmers make much much more money than the average artist?
>>
File: arcade.png (209KB, 1000x580px) Image search: [Google]
arcade.png
209KB, 1000x580px
Starting the early design for an arcade themed stage
>>
File: battlestufffixedversion.webm (3MB, 645x364px) Image search: [Google]
battlestufffixedversion.webm
3MB, 645x364px
>>385960402
I have a tumblr and twitter, look up for "paperbugdev"
>>385960529
Thanks anon!
>>
>>385960804
Looks like it could be lightning in a bottle.

Do you need any kind of help with your project? I'd like to get in if you do.
>>
>>385960050
>reeeeeeeeeeeeeeeee

using 4chan makes
anon, in afew years those memes will be reddit tier and later 9gag
your game will be trash
>>
>>385958335
>Thanks! It's my game's secret, I hope it will work.

Gimme a clue at least? I'll take some wild stabs if you won't budge.

>Guns only do useful amounts of damage for head shots, so accuracy is a big deal.

>Swords give you more exp, or steal enemy health

>Guns run out of ammo easy

>Guns are weak as shit

It's gotta be one of those right?
>>
File: quest.webm (2MB, 669x376px) Image search: [Google]
quest.webm
2MB, 669x376px
>>385961074
Currently have a good team so I'm good, thanks
>>385961098
That's just for testing anon
>>
>>385959810
My best advice when learning through tutorials is to immediately attempt to recreate what you just finished without the aid of the tutorial. If you can do it without checking the tutorial, move on. If you can't, revisit the pertinent part and learn again. Trial and error and repetition are the keys to learning
>>
>>385960050

Love it! Agree that the use of "reee" or any meme based stuff is a terrible idea. Imagine Nintendo doing it, that's how bad it would be.
>>
>>385960804
i like this but it is very clearly just Paper Mario
>>
>>385961263
Nope, but weak points are good targets to shoot at, it deals more damage.

The system I'm creating was already done in quite some games, and I'm refining it right now on paper before implementing.
Telling how I'm going to marry ranged and melee combat means that I need to tell almost everything about the battle system (it's pretty convoluted) and I don't want to do it before the demo
>>
>>385960050
>>385960804
This looks incredible. What does the combat look like?
>>
>>385961330

>Trial and error and repetition are the keys to learning

It's not 1960 anymore.
>>
>>385961532
hey, if Nintendo doesn't do a decent Paper Mario game somebody else will have to.
>>
>>385960698
Looks really cool. What's the gameplay?
>>
>>385961318
you better make qt fapbait healslut bug party member
>>
>>385961617
Paper Mario was a decent Paper Mario game though. By definition.

But the shop, the Badges, the Combat
Anon's game is almost exactly Paper Mario
>>
File: PONG RPG 31.webm (3MB, 800x600px) Image search: [Google]
PONG RPG 31.webm
3MB, 800x600px
>>385960230
its a late game stage. the ring is supposed to do that to make it harder
>>
>>385961581
Ok fair enough. Where could I find the demo when you've released it?
>>
>>385961593
What would you suggest then? Trial and error and repetition are tried and true methods of learning even today. It worked in 1960 and it works now
>>
File: file.png (65KB, 1162x293px) Image search: [Google]
file.png
65KB, 1162x293px
hey fuckers, instead of looking up shitty tutorials online how about you read a fucking book, there's a humble bundle on a lot of useful books for Unity and UE4 right now

Even though you don't need a book for unity because its simple as fuck, but some of the people that pick unity need to read a basic book on programming so much.
>>
>>385961698
The party is only 3 people
>>
>>385961741
It won't be soon enough to tell when, but I will post it in AGDG threads and in /V/ gamedev threads for sure!
>>
>>385961838

but are they any good
>>
>>385961946
Are you, anon?
>>
>>385962024

no, which is why im asking
>>
As someone who has some minor experience with Java, html and Python, am I hurting myself by using Clickteam Fusion for my first small project or should I attempt to learn something more like Gamemaker or Unity?
>>
>>385961584
>>385961698
>>385961532
>>385961707
The game is of course heavily inspired in paper mario, but there are some key changes like having the party be only bee, beetle and moth through the entire game, each having different movesets and strengths. Also positioning is important since the bug in front gets +1 attack, but gets targetted by enemies more often. You can also pass turns from one to another, like goombella's rally wink, but for all party members
here's videos of some battle stuff
https://www.youtube.com/watch?v=OW-yKgYkHIY
https://www.youtube.com/watch?v=2aNNwRnAh0E
>>
File: distressed.png (56KB, 195x200px) Image search: [Google]
distressed.png
56KB, 195x200px
>>385961838
>tfw get distracted easily
>tfw slow reader
>tfw little patience for reading
I would love to, honestly.
>>
>>385962105
If you want 2D, just go with Game Maker, GML is a lot like JavaScript, the easiest programming language besides BASIC
>>
>>385960804
>>385960050
This looks adorable anon. Don't give up!
>>
>>385961838

Can't speak for the Unity ones, but the Unreal ones are all out of date garbage written by pakis and other clueless fucks and are literally just reprints of free tutorials available online.

Cannot recommend them at all.
>>
>>385962078
Give it a try, and stop thinking you are not any good, sometimes people need some good pointers on programming or structuring a videogame in a commercial engine, and well, that bundle is pretty much complete in terms of begginer to mid level topics, and it cover some advanced topics on both unity and unreal. Reading a good book is times better than looking up some shitty tutorial on the internet that might be already outdated,
>>
File: pellets.jpg (594KB, 796x619px) Image search: [Google]
pellets.jpg
594KB, 796x619px
>>385961717
>it's not a bug it's a feature

here's what I suggest, if you truly intended for the ring to make it more difficult for the player to see the pellets in, try making it a gradient so that it
1.Makes the player more compelled to stop advancing rings before they get too close to the planet
2.Makes it feel more balanced to the player
3.Clearly outlines that this is the intended purpose of the ring and not poor game design.

just my 2 cents
>>
>>385962573

Thanks anon, I've just bought it cos of your posts. I'm getting frustrated by the lack of direction I'm feeling from the youtube tuts. As much as I like stuff like Brackeys, I never feel like I'm armed for other projects.
>>
>>385962159
so its paper mario with darkest dungeons combat
>>
>>385963014
And cute bugs
>>
>>385962159
Music when
>>
>>385963076
all im saying is that this game needs some originality because i like the bugs but it's a paper mario clone
>>
>>385963179
I don't think it needs originality. There's plenty of demand for a game that's basically Paper Mario since Nintendo refuses to make more
>>
>>385958335
Texture quality on everything looks nice as fuck, your enemy design also kinda reminds me of Amnesia or SOMA

I'm liking this
>>
>>385963265
doomed to fail ¯\_(ツ)_/¯


> since Nintendo refuses to make more
they made one for the WiiU, why do you think they wont make one for the Switch..?
>>
>>385963179
What the hell originality would you add? They've already shown off a quest system which is completely different from Paper Mario. You have no idea what you're talking about.
>>
File: titlescreen.png (313KB, 1279x720px) Image search: [Google]
titlescreen.png
313KB, 1279x720px
>>385961649
3D platformer in the style of a zelda 64/banjo/SM64 hybrid.
>>
>>385963502
It's like Nintendo released Paper Mario Maker and this is a game made using that.
>>
>>385963482
Don't be dense. This game is clearly styled after Paper Mario 64 and Thousand-Year Door, not any of the newer games. There's a lot of demand for games in that style, and the ones Nintendo are releasing are not that.

I'm not sure why it's doomed to fail. Nintendo can't DMCA an artstyle. If anything, they might want to avoid putting Paper in the final title.
>>
>>385963668
>Don't be dense. This game is clearly styled after Paper Mario 64 and Thousand-Year Door, not any of the newer games
what point are you even making here?
>I didnt copy street fight 4, i copied street fighter 3!!!

it's just an obvious rip-off.
The first thing anybody is going to think is "Oh, it's paper mario.
>>
>>385963927
No shit dude, I'm not denying that. I'm saying that there is demand for more games like Paper Mario 64 and Thousand-Year Door. This demand is not being fulfilled by Nintendo.
>>
Spent all night working on an issue i just bately made a quick dirty fix for.

Theres an issue with unreals 2d character where if you jump and hit corners it bounces you back quite a bit. Me being an idiot, i couldnt find a proper way to deal with the exact problem. So as a workaround i have the character detect if its hitting a wall or a ceiling. If it hits neither set velocity to zero in order to prevent being bounced.

Seems to work so far with the exception of a few bounces that still happen but theyre very minor and not as disruptive. Plus if i want to now i can use the wall and cieling detection for wall climbing and other stuff like that
>>
>>385963927
>The first thing anybody is going to think is "Oh, it's paper mario.
You'd be surprised how much people would jump on it for that exact reason
>>
>>385964116

Is it perhaps related to the shape of the collision boxes of the corners?
>>
File: 1470972159724.jpg (47KB, 645x968px) Image search: [Google]
1470972159724.jpg
47KB, 645x968px
So any brainlet with no programming knowledge can make a game with Gamemaker huh?
>>
>>385964067
>This demand is not being fulfilled by Nintendo.
I'm not sure why you think this, where are you getting your stats? They are continuing to release Paper Mario games

So far Nintendo has cornered the market with the "Paper" series since it was their original IP.
The game falls under the category of Party-Based RPG, which is not in high demand since this is one of the most popular game styles in the world, not "Party-Based RPG with Flat Characters" which isn't really in high demand since Paper Mario games exist and it's a niche and gimmicky feature in general.
From what i've seen, you arent even taking advantage of the fact that the characters are flat, which Paper Mario does by transforming into tubes, or paper airplanes.

Games like DeBlob and Splatoon are good examples of two games charing the same gimmick while being different enough that nobody immediately compares the two. This Paper Bug game brings to mind a comparison more similar to Fallout: 3 and Fallout: New Vegas
>>
File: hookshot_swinging_progress_7_2.gif (351KB, 605x334px) Image search: [Google]
hookshot_swinging_progress_7_2.gif
351KB, 605x334px
Animated hookshot swinging over the past couple days.
>>
>>385964780
wow what did you use to animate/draw the sprites? that looks really cool!
>>
>>385964204
Yes but you're directly competing with Nintendo in this situation, and from a business perspective that's a suicidal move for an indie developer. You will not get any sales when the next Paper Mario comes out because all of the people who were interested in your game will flock to the new Mario game.

If you want to make a fan game and do it for the love of Paper Mario, that's great and all but dont expect it to be the next big hit while Paper Mario still exists. You want to wait for Paper Mario to DIE before releasing this game because then demand will be higher than ever
>>
I'm pretty good at game design, I think, but when it comes to actually creating what I want I feel kind of lost. I don't plan on being an ideas guy, that doesn't work, that's why I'm learning to make stuff by myself, but it would be great to know where to look for some answers when I'm lost.
>>
>>385964780
Yo, those animations are crisp, Anon.
>>
>>385964780
Looks fucken sick, my dude
scarf effect's a bit weird to me since you can't see it when he's not movin
>>
>>385964750
The new Paper Mario games are not even Party-Based RPGs. The last Paper Mario in that category was released 12 years ago. Plenty of people who were a fan of that are not pleased with the new direction of the series.
>>
>>385964780
that looks incredible
>>
>>385965000
>implying paper mario is not already dead
>>
>>385965104
>>385965174
Whatever man just trying to be sensible. Hit me up with those sales stats when you release.
>>
>>385965000
Not him but your logic is garbage and the tone of your post is super cunty
>>
>>385965264

>Whatever man just trying to be sensible

No you're not, you're just being a jelly faggot.

Shits fucking embarrassing.
>>
>>385965153
>>385965049
Thank ya.

>>385964960
I use Graphics Gale (https://graphicsgale.com/us/) for all my pixel art stuff. It turned freeware just little over a month ago, too.

>>385965090
Yeah, I can see why you'd say that. It's kind of intended to mimic something like how X's scarf in Mega Man X Command Mission is only active when he's walking. It still could use some work, but I'm gonna leave that till later.
>>
>>385965426
>>385965468
?
There's no hate in my posts. I've said multiple times that I like the game.
Don't get butthurt because I'm making sense.
>>
>>385965000
>Yes but you're directly competing with Nintendo in this situation
Competing with what? Nintendo hasn't made a proper Paper Mario game since 2004
>>
>>385964527

That's what I was thinking about as well. From testing stuff and reading other peoples discussion on the issue, its just some weirdness caused by that curved corner part of the capsule component hitting the corners of box shaped collisions. I might see if there's a better way to fix things later but for now id rather move on to what i was suppose to do originally.
>>
>>385965636

>Don't get butthurt because I'm making sense.

But you're not making sense.

Your logic completely falls apart when you apply it to literally any real world examples.

>Hollow Knight will never sell because Castlevania and Metroid exists

>Stardew valley will never sell because Harvest Moon, Rune Factory and Story of Seasons exists

That's how fucking retarded you sound.
>>
File: moveset.webm (302KB, 512x424px) Image search: [Google]
moveset.webm
302KB, 512x424px
Basic moveset for this Zelda II eroge done up.
>>
>>385965909
>fucking retarded
can we talk without you being triggered please.

>Games like DeBlob and Splatoon are good examples of two games sharing the same gimmick while being different enough that nobody immediately compares the two. This Paper Bug game brings to mind a comparison more similar to Fallout: 3 and Fallout: New Vegas

I'll never play Hollow Knight and think "This is so similar to Metroid, why don't I just play Metroid"
>>
File: d96.jpg (43KB, 500x500px) Image search: [Google]
d96.jpg
43KB, 500x500px
>>385965517
>I use Graphics Gale
>>
>>385966159
WHEN
>>
>>385965517
>>385966287
I actually have Graphics Gale on my PC but no idea how to use it.
Did you learn it yourself?
Do you know of any good online tutorials for it?
>>
>>385966191
Everyone thinks that with Stardew Valley, though.
>>
File: DixieCooler.webm (2MB, 709x480px) Image search: [Google]
DixieCooler.webm
2MB, 709x480px
Asset design stuff for Dr. Leusze's appearance in World 1, including a sci-fi refrigerator "sample cooler".

Currently, getting around to meshing out cows for Brenda Mae's farm, because I've been putting it off for way too long. I'm trying to power through the asset design stuff because it goes so much further toward FEELING like progress than mechanical stuff does.
>>
>>385965909
he does make sense, it was a bit rough but it's kinda true. Hollow knight has enough material to be an original game, so does stardew valley. He's asking where's this original content that makes this game good on it's own too
>>
>>385965771

Either way, you've learned something new, but yeah i've had trouble with the default capsule collision mesh doing weird shit, not a huge fan of it.
>>
cant into maths desu
>>
>>385966514

>3D platformer

muh dick

Anywhere I can see more?
>>
>>385966595

True it did open up some tricks I could use for future mechanics so it wasn't all bad.

People are hoping unreal fixes this issue itself eventually but last I heard the Main dude who works heavily on 2D stuff is occupied with Epic Game's Paragon, so who knows how long till they actually fix it out themselves.
>>
File: Nicole, gumball.png (441KB, 652x656px) Image search: [Google]
Nicole, gumball.png
441KB, 652x656px
>>385944923
Just bought the gamemaker bundle because I've had in my head for a long time the idea of a paper mario like game and a pokemon like game, but I see another anon is already making the mario one.

What tutorials do you guys recommend to start?
>>
>>385966392
I just picked up and started using it back in like late 2014 by myself, after messing with pixel art in programs that were unsuitable for it. Only reason I picked Gale over others was because an artist friend who gave me some pixel art tips also happened to use it.

As for the learning process, I had already used Flash years prior, so for me personally it was a matter of learning the workflow and the program's quirks; didn't look up any tutorials for it specifically. The only program specific pixel art tutorials I know target Photoshop or GIMP.

The thing with Gale is that animation features can feel a bit outdated (it harkens back to older software like Animation Shop Pro), and thus working with multiple layers can be a bit jank (I typically only work on a single layer for that reason). However, you hardly need most of the features to do good work with it. For those reasons you might be inclined to give Aseprite a try, which appears to have a much more active community of supporters.
>>
File: 1453947790841.jpg (14KB, 540x438px) Image search: [Google]
1453947790841.jpg
14KB, 540x438px
I am working in a sequel of "Hentai Sim Brothel" but during these month i'm on my parents home so, until december i will not upload because of hentai images
>>
File: 1489152832898.jpg (195KB, 890x670px) Image search: [Google]
1489152832898.jpg
195KB, 890x670px
>>385966773
>tfw didn't retain a single word from highschool math
Everyone says 40 is when you should start feeling old, why is it happening in my 20s
>>
File: DixieCombat.webm (3MB, 709x480px) Image search: [Google]
DixieCombat.webm
3MB, 709x480px
>>385966595
Capsule collision is designed for 3D platformers (because it's cheaper than cylinder collision to calculate), it's flat out the wrong choice for 2D and it's a limitation of Unreal that shouldn't exist.

Using flat base checks in the CMP can help somewhat to alleviate it, but I've found that unless you're making a shooter, it's best to just manually override/rewrite large chunks of the CMP's behavior as it's really, really wrong for other genres. If you find yourself doing that, you're on the right track.

>>385966784
I post regularly on /vg/agdg but that's all.

And it's not REALLY a 3D platformer, in a way, though that segment certainly looks like it. It's sort of like a mix between an early N64 collectathon "platformer" and a stylish action game. Think Bayonetta-Kazooie.

Honestly, I just love excuses to post combat.
>>
What is the general consensus on Construct?
>>
>>385967754

Wow. This looks great. Could use a graphic overhaul though.
>>
File: despair.jpg (18KB, 480x320px) Image search: [Google]
despair.jpg
18KB, 480x320px
>>385944923
Drawing some art and sprites for one personal project but I'm shit at actually making the game part work like I want.
>>
>>385967631
You and me both famalam, I'm doing khan academy since either my memory is this retarded, or I really fucked up my school days.
>>
>>385968116
well it isn't getting one. I tweak the visuals with time (and there's still a lot missing in the way of particles and whatnot) but none of those assets are placeholder.
>>
>>385966514
Looking good. Just remember to not go overboard with those panning camera shots or at least make them skippable. Hate them so god damn much in games.
>>
>>385950409
Why are you creating a game for fapbait if you can't game first.
>>
>>385968594
They're not skippable (though the duration never exceeds about 5 seconds), BUT they stop once you accept a mission. If you fail and retry the game just drops you right back into the mission.

Which in itself can also be frustrating, I guess, if you've forgotten the objective, so maybe that needs to be revisited.
>>
File: 1458175671747.png (77KB, 294x288px) Image search: [Google]
1458175671747.png
77KB, 294x288px
>>385967754
holy fug dude, i would play the shit out of that.
>>
>get GM Studio 2 free
>actually like it
>new humble bundle has GM shit
>it's GM Studio professional(the first one)

Is there too much of a difference /v/? I just got done with the first game tutorial on GMS2, so it's not like I have too much knowledge yet.
>>
>>385967754

Game looks mechanically solid and looks to be an absolute blast to play, but that art really is letting you down, find yourself an artist.
>>
>>385969113

GMS1 is better documented, GMS2 is not because its still very young. Given its previous track record you could do plenty of cool things with GMS1.

You might as well get both if you can afford to do so. I mean, its an extra $15 for GMS1 and all the extra shit, added on top of what you're already paying for GMS2, so...
>>
>>385969113
The code is almost exactly the same, but i prefer studio 1. I paid for both and I still would pick 1 over 2 for most things.
>>
>>385950409
implement a feature so we can see the real models, that would be GREAT
>>
>>385968562
That's a shame about the visuals, movement looks really solid though
>>
>>385969406
Well 1 buckaroo now if you don't want any of the fancy exporters.
>>
>>385944923
>Lumberyard finally made it onto the image

Proud of my boy Amazon.
>>
>>385968319
You just lose proficiency in things you don't practice routinely. Hell whens the last time you did anything math that's harder than the basics. Can pick it back up easily
>>
>>385962917
ill do that thanks
>>
>>385969406
>I mean, its an extra $15 for GMS1
I don't plan on doing anything web related yet so I'll just buy the desktop version

>added on top of what you're already paying for GMS2, so...
Read nigga, read. I said I got the free version, I haven't paid for anything yet

>>385969445
Thanks for the advice senpai
>>
>>385970106
>Read nigga, read. I said I got the free version, I haven't paid for anything yet

I worded that badly, what I meant to say is that it would be that price assuming you were going to be paying for both of them.

>I don't plan on doing anything web related yet so I'll just buy the desktop version

Sounds good, since it's only $1. You'd be mad to not take it even if you weren't going to use it much, given how much it normally costs. Though I would personally recommend getting the desktop AND web related shit whilst ignoring all the other stuff. If you're ever going to upload toy-sized games for gamejams or on itch.io or whatever you're guaranteed far more plays if the game can be played in a browser rather than a downloadable .exe
>>
>>385970639
Well I guess I could shell out those extra sheleks...
>>
File: sd (747).webm (3MB, 960x540px) Image search: [Google]
sd (747).webm
3MB, 960x540px
doing okay
made some progress on this background
>>
>>385970924
Reminds me of Paper Mario.

Looks cool. What kind of game is it?
>>
File: 2017-07-29_23-00-50.webm (692KB, 1440x900px) Image search: [Google]
2017-07-29_23-00-50.webm
692KB, 1440x900px
>>385944923
Aye
>>
Are there any good tutorials for making a turn-based RPG on Game Maker 1.4?
>>
File: sd (715).webm (3MB, 960x540px) Image search: [Google]
sd (715).webm
3MB, 960x540px
>>385971232
thanks
it's a run n gun game in which you can use an umbrella as a shield against enemy attacks and enemies
>>
>>385971290
There needs more jiggle
>>
>>385970924
Is that Sly Cooper on the left?
>>
File: ahegao.png (67KB, 256x256px) Image search: [Google]
ahegao.png
67KB, 256x256px
>>385971752
That looks fun, anon. Keep it up.
>>
Sounddesignfag reporting in.

I'm not working on anything right now due to restricted number of developers in my country I'm pizza but I'm sorting out with my buddy three showreels in order to show our skills in editing, mixing-mastering, foley, composition, etc. We already have some ideas regarding live action/animation and some less good about vidya, but do you have some suggestions?
We already thought about picking up a very easily moddable game and replace all its sounds (none of us can code but we do have a firm understanding of wwise and fmod anyhow) or in the worst case scenario we thought about just replacing all the audio from some gameplay trailer.
Do you have any feedback/thoughts other than ha! Faggots! ? Because we really don't need any more of those
>>
File: ultraSweet_mineCart.webm (3MB, 658x372px) Image search: [Google]
ultraSweet_mineCart.webm
3MB, 658x372px
I started setting up for the minecart segment of my level.

The animaiton is really wonky right now and there's no track/objects to give it a good sense of not just sliding along the ground, but mechanically it seems to work fine.

Today I've been trying to learn how to bake lighting in Unity and it doesn't seem to be going well.
I don't think baking should take like an hour.
>>
I'd like to have someone to help me design the game and gameplay aspects, find it hard to do everything alone.
>>
>>385971943
if you squint reeeally hard maybe
>>385971970
thank you, i'll try
>>
File: VR Game.webm (3MB, 884x524px) Image search: [Google]
VR Game.webm
3MB, 884x524px
Making a puzzle VR game

Just got the toolkit figured out for the most part, now I gotta make the puzzle parts
>>
I want to make a fighting game in Unreal, ala Street Fighter.

How hard is it to make a fighting game?
>>
>>385973553
It doesn't matter. Making a fighting game is a waste of time because fighting games are boring as fuck to play without a thriving multiplayer scene.
>>
>>385973553
Easy if you use MUGEN or some shit. Bad idea because >>385973745
>>
>>385971290
Please tell me there will be actual porn in this.
>>
>>385973113
I like it, what kind of game is it?
>>
>>385971705
Why wouldn't you use RPG maker?
>>
File: ultraSweet_level blocking_1.webm (3MB, 716x406px) Image search: [Google]
ultraSweet_level blocking_1.webm
3MB, 716x406px
>>385974456
I'm trying to make a full 3D megaman style game.
Instead of robots, everything is based on sweets/candy.

Only about a week into it so far.
>>
>>385944923
I would like to make a dungeon crawler.
I am somewhat familiar with basic programming (I have completed a university C++ course).
Any advice?
>>
>>385973520
looks pretty cool so far.
I wonder when someone will make a VR puzzle game similar to Perspective
>>
File: output_white_kid.webm (273KB, 634x474px) Image search: [Google]
output_white_kid.webm
273KB, 634x474px
>When you're the only white kid at a party
Now I've got some ideas for the art style I want, I'll doodle a bunch of basic maps and animation using a much simpler fat brush style.
>>
>>385974996
you've made all that in a week?! tell me your techniques master anon
>>
File: candy spike pit 3rd attempt.png (1MB, 1035x582px) Image search: [Google]
candy spike pit 3rd attempt.png
1MB, 1035x582px
>>385975348
Being an unemployed fuck?
Also, all the shit I've done has been mostly half-assed then moved on. It really doesn't look that good which is why I'm going back now and cleaning shit up where I can.

I also had a heads up since I'm basing a lot of this off an old college project that never got off the ground, but had a lot of good concept art to go off of.
>>
File: 1501440614359.gif (56KB, 200x200px) Image search: [Google]
1501440614359.gif
56KB, 200x200px
/v/, tell me if this is a game worth making:
- card game, ~4 players
- each player plays a different "faction" or "race" or "people" or whatever
- factions have special abilities and a unique deck of cards
- the game is played over a fixed number of turns
- the order of the cards is not random, at the beginning of each turn players draw a specific set of cards
- gameplay revolves around developing your people to score points
- you can interact with other players by waging wars and establish trade routes
>>
>>385975934
Card game + TBS hybrids are great desu
>>
>>385967485
Okay I just picked up Aseprite
Do you have any tips for a beginner?
What engines do you recommend I use it with? (i.e Game Maker, Unity, etc.)
>>
>>385975934
I understand that /v/ hates RNG but surely you have to some randomness in there somewhere. It's going to get real dull or real tense among players you can do the same shit every time. If people feel like focusing on preventing one person from winning they'll be totally fucked. I know that kind of strategy doesn't really make sense but people end up using it anyway. Don't assume your players will be perfectly rational.
>>
>>385976881
Yes, I was planning on adding some elements of randomness to the game, I just wanted to remove RNG from the drawing of cards. I was thinking of having a random bonus to certain actions each turn.
>>
File: coconut_canon_projectile_wip.webm (3MB, 1680x928px) Image search: [Google]
coconut_canon_projectile_wip.webm
3MB, 1680x928px
lol
>>
>>385977564
That sounds worse than draw RNG
>>
File: 1501611523336.png (36KB, 1140x757px) Image search: [Google]
1501611523336.png
36KB, 1140x757px
>>385975934
>the order of the cards is not random, at the beginning of each turn players draw a specific set of cards
Then I can just count cards and win. This sounds really awful.
>>
>>385977765
CG
>>
>>385977802
Maybe RNG in battles then?

>>385977803
>count cards and win
I don't really understand what you mean there. It is true that you could easily predict other players' moves, but if the game is designed around this, I don't see why it wouldn't work. Is this idea just hopeless?
>>
>>385978419
Phantasy Star Online 3 had a mode where your deck was unshuffled. It was really broken.

It might be possible to balance it, but I worry it'll get old too quickly. It's possible if you can somehow ensure there's enough decision-making so that the game doesn't get really samey if you play the same cards in the same order every game.
>>
File: 2017-07-31-0220-40.webm (3MB, 800x500px) Image search: [Google]
2017-07-31-0220-40.webm
3MB, 800x500px
>>385944923
An anon told me my animations look like they bugged out when strafing left/right and now I can't unsee it, so I am trying to add some variation to them.

It's not very noticeable in the webm because I added some very light shake to the player model and there is not too much prolonged left/right movement to begin with.
>>
>>385955851
hire me

my portfolio; http://pandan.artstation.com
>>
>>385947373
>>385960651
Who are all these people who want to be game devs and can't do both?

Anyone in the position of needing a programmer or artist due to their own lack of time spent learning either deserves the difficulties they'll run into.
>>
>>385978868
wasnt directed at me but, I dont WANT to program.
I like doing my art. i'd rather join someones project as just the artist.
>>
File: Running Animation.gif (3KB, 48x32px) Image search: [Google]
Running Animation.gif
3KB, 48x32px
Well, I guess it's my turn.

Don't sugar coat it, boys. I know it's "MUH BIXEL AHRT" but I enjoy it.

I don't even know if I posted the right file type so it may just be a still image.
>>
>>385946194
Go kill yourself gogem.
>>
>>385978585
Hey man this shit looks tight.
>>
>>385978998
what's that a game for ants?
>>
File: 38 - 2 - hmmm.gif (1MB, 320x180px) Image search: [Google]
38 - 2 - hmmm.gif
1MB, 320x180px
Does this look too much like a swastika? It's a fun pattern and I want to run with it but, I don't know.
>>
>>385979162
lolis tend to be small so it's small
i don't see any problem here

actually i don't see anything here
>>
File: file.png (151KB, 229x291px) Image search: [Google]
file.png
151KB, 229x291px
>>385979209
just make the boss of the level a big fat guy with big ears
>>
>>385979209
Keep it and survive the eventual leftist shitstorm, you'll get free promotion that way.
>>
>>385977857
i know i'm shit, anon, but at least i'm trying. i'll just stick to posting my vidya music until i have some better updates.

https://soundcloud.com/cayur/dans-mes-reves-je-tombe-dans-un-trou
>>
>>385979209
it looks pretty swastika-y but i doubt something as minor as 1 bosses bullet pattern is going to honestly offend anyone.

i can see that it turns again, so maybe zoom it out more so you can see that better, or narrow it down to 3 beams if it really worried you
>>
>>385978991
See I hate doing lowpolies for zbrush sculpts and I hate drawing but if I didn't do them my game wouldn't get made.

Putting yourself through the shitter for a bit to do what you hate means your project actually gets made.

In a lot of cases it seems people here are dedicated artists or programmers but due to being hobbyists they won't get into a motivated group of people who are gung ho to help out.

Plus then you end up with issues due to anyone aiding you wanting a cut of any sales, they'll want to influence the design of the game so it no longer stays purely your vision, and they may not get shit done in a reasonable timeframe or ever due to lack of motivation.
>>
>>385974530
Wouldn't using GameMaker be less restrictive even if the process of making the game was more difficult or is RPGMaker not even at all restrictive provided you can use it somewhat well?
>>
File: box.png (48KB, 508x408px) Image search: [Google]
box.png
48KB, 508x408px
>>385979209
on the second bend of the swastika make it into a box, it'll behave the same and it wont look like a swastika anymore.
>>
>>385978565
I understand the problems that arise when your deck is not shuffled, so keeping enough variety and non-determinism would be my main concern as I design the game. I wanted to try a different approach to card games by having randomness in other elements rather than in your deck only.
Maybe I should let this go and come up with something else. I have not yet started serious development anyway.
>>
>>385979209
Just make the projectiles curve instead of making 90 degree turns and it won't look as bad.
>>
File: file.png (217KB, 400x285px) Image search: [Google]
file.png
217KB, 400x285px
>>385979209
wrong side
>>
>>385979471
i met an anon through these very threads 2 years ago and we made this.

http://store.steampowered.com/app/391240/Forgotten_Lore/

Its not insanely good, but it's something. You just need to find the right individuals.
>>
Got a new job, so I'm putting my coding on the backburner for now since I'm dead fucking tired now. Coding only on Saturdays, saving money every paycheck to comission character art/music down the line.
What's the standard going rate for a twelve frame animation?
How do working anons keep up with their game?
>>
>>385979209
keep it
>>
File: 1485024542990.png (522KB, 750x772px) Image search: [Google]
1485024542990.png
522KB, 750x772px
>>385979386
Bro woah, I was just making a reference.

CG

Coconut Gun. Ya know, it fires in spurts
>>
>>385979731
>standard rate

trust me you don't want to be paying people that. Just take some time to negotiate.

Also, dont settle on an hourly wage for these guys online. it just doesnt work.

discuss exactly what you want, and tell them the lump sum they'll get if they deliver on it.
>>
>>385978998
thats pretty good. it's cute
>>
File: Runner 2017-08-02 18-13-48-53.webm (390KB, 640x360px) Image search: [Google]
Runner 2017-08-02 18-13-48-53.webm
390KB, 640x360px
It's going along.
Trying to get the stage 3 background right, fog effects are hard.
>>
File: mv2017_battle013.jpg (482KB, 811x620px) Image search: [Google]
mv2017_battle013.jpg
482KB, 811x620px
>>385974037
Just tease, Gaben won't let me sell it if it has porn with loli(18)
>>
>>385979209
that's swastika as fuck, honestly.
If you don't mind the inevitable shitstorm, keep it.
Otherwise it shouldnt be hard to change it a bit. Other anons have made good suggestions.
>>
>>385979721
how was the development?
>>
File: ribbert.webm (3MB, 683x396px) Image search: [Google]
ribbert.webm
3MB, 683x396px
Working on level/enemy design now
>>
>>385980250
Neat, very Tomba.
>>
File: $Walk Tile.png (3KB, 144x192px) Image search: [Google]
$Walk Tile.png
3KB, 144x192px
I'm working on an RPGMaker game.

My spites are garbage and I hate them, but it's best I can do. I'm hoping to be able to put together the first part/dungeon as a proof and shopping it around to anyone who would be interested in doing the art.
>>
>>385979209
I watched the gif before reading your post, and swastika was my first thought. Cool pattern, though. I'd just replace the angles with curves instead of scrapping it completely.
>>
>>385971752
dude i love run n gun games, this looks like a ton of fun.
please make sure the boss fights are as fun as everything else because those are my favorite parts.
>>
>>385980250
it looks really good. How do you make a 2d game in a 3d enviroment?
>>
>>385980149
good, i think we got what we wanted.

It's just difficult spending money on portrait artists. (Our card art was commissioned)
>>
File: Hero was a mistake.webm (873KB, 800x480px) Image search: [Google]
Hero was a mistake.webm
873KB, 800x480px
>>385944923
I modified the white hit flashes for larger enemies to be less intense so it's a bit easier on my eyes and gave the first boss an idle animation. Was working on giving it a stomp animation but I've been getting frustrated with it so I'll just use placeholder rectangles for it for now and start working on its moveset.
>>
File: $Gil Sheet.png (3KB, 144x192px) Image search: [Google]
$Gil Sheet.png
3KB, 144x192px
>>385980370
Female protagonist
>>
File: 421.webm (1MB, 1066x720px) Image search: [Google]
421.webm
1MB, 1066x720px
I'm working towards finishing up a boss battle
>>
File: 38 - 3.gif (1MB, 320x180px) Image search: [Google]
38 - 3.gif
1MB, 320x180px
>>385980138
>>385979829
>>385979381
>>385979708
Yeah, I don't know. I might end up keeping it.
>>385979380
Wouldn't fit the aesthetic I have in mind, which is whimsical colorful shit.
>>385979660
>>385980416
90 degree angles look cooler, anons.
>>385979575
Good suggestion. Wouldn't be too much effort to implement either so I'll keep it in mind.
>>385979426
3 beams is a bit too easy, but this is the first boss of the level. I guess it shouldn't be too hard in the first place.

Wasn't expecting so many replies, thanks Anons.
>>
File: Thad Front Stand.png (661B, 48x48px) Image search: [Google]
Thad Front Stand.png
661B, 48x48px
>>385980370
>>385980532
A party member I haven't put together into a sheet yet.
>>
>>385980250
Looking good so far, nice job.
>>
File: Foggy Forest.png (8KB, 576x384px) Image search: [Google]
Foggy Forest.png
8KB, 576x384px
>>385979162
I chuckled heartily. <3

>>385980049
Thanks man.

Here's some more shit.
>>
>>385980250
Looks like the most generic platformer in the history of platformers
>>
>>385978585
This looks fucking sweet anon. Reminds me of that old arcade game where you could fight each other as mechs.
>>
>>385978585
that looks amazing. for the kind of game you're making, i think its fine, but maybe give it some more start up time cause it looks kinda odd for it to move that fast with one thruster. looks like hes gliding on ice though. what engine you using? name of the game?
>>
>>385980590
this looks awesome
>>
>>385980250
that's Kloana as fuck and i love it
>>
>>385980636
Looks really cool with 3, i like these bullet effects
>>
>>385980250
CUTE
>>
>>385980704
don't tell me the tree is going to rape the loli anon
>>
>>385980704
>that tree
Is that the game you must play if you're over 25 and own a PC that everybody's been talking about?
>>
File: file.png (29KB, 220x229px) Image search: [Google]
file.png
29KB, 220x229px
>>385980636
just make a whinsical colorfull buda?
>>
File: Intro.png (51KB, 812x1468px) Image search: [Google]
Intro.png
51KB, 812x1468px
>>385980370
>>385980532
>>385980657
Here's a sample from the opening screen. Kit is the character in blue and Gil is the one with red hair.

Is this obnoxious dialogue?
>>
>>385980636
3 looks good
>>
2 questions for someone very new to this
1: is there a general for this in vg
2: should i just try all of the free game engines or are there some that are better for specific things/genres
>>
>>385981741
>1: is there a general for this in vg
yes
>2: are there some that are better for specific things/genres
Also yes
>>
>>385978585
Dude, this reminds of zone of the enders, you should look it up
>>
>>385981741
yes but it's trash
also yes, game maker is better at strictly 2d actioney games and unity is better at the rest.
>>
>>385981907
>yes but it's trash
It's pretty much exactly the same. I recognize like half the people here from there.
>>
>>385980309
>>385980672
>>385980807
thanks

>>385980483
I'm not really sure what you're asking.

>>385980746
Thanks. Klonoa/Prinny/Yoshi are my main inspirations
>>
>>385981986
/v/ threads are superior because it's mostly progress that cumulated through the time when they weren't around
/agdg/ is running 24/7 and has its own cancerous board culture. it's a steady stream of shit sometimes interrupted by a stray progress post
>>
>>385981845
>>385981907
thanks, for game maker, should i get the humble bundle to get all of it or is the free version fine
>>
>>385982839
Grab that humble bundle, the pro version's got some handy features and if you ever want to sell the game you'll need it anyway.
>>
>>385950103
Buy it's all the same with another dimension added and fancy shaders?
>>
>>385978585
I like it but it feels kinda weightless still. You control a huge ass mech, there should be some intense weight to it. I think your side thrusters would go a long way to fixing this by

>very slight delay followed by an intense burst to make up for the very brief "lost" boosting time
>shoulders should jerk and twist the instant the boost kicks in
>while boosting left, have the model's right side bend backward toward the camera and bring it in about 1/3 of how far it zooms out when boosting forward
>legs should be splayed out more when boosting to the side to make it seem much faster and energetic like the mech struggles to keep up
>more movement detail in general

There's a lot of little tidying up you can do to add a sense of weight. I think if your animations conveyed weight better it would not only look way better but feel so much more lively too. The trick with the shoulders and legs will help a lot - you need more reactivity in the limbs, those jets are immense so no matter how sturdy that mech is, it's going to be thrown all over the place and it would look glorious.
>>
>>385980992
Bro you just made my night.
>>
File: koichi-kun.gif (250KB, 436x337px) Image search: [Google]
koichi-kun.gif
250KB, 436x337px
we're on the verge of releasing a beta build for playtesting. I might post it in one of these threads if we feel good enough about it.
>>
>>385975934
make it part "worker assignment". Have a player placard or dash board, and make it so you assign assign those predetermined cards to a slot.

Incorporate dice for attacking or something?

or have a centralized deck that all players can draw from and/or able to purchase cards from.

draw 3 cards from the top of the center deck, bid or roll for first pick, add card to dash board. different "races" get different bonus things.
Like: +3 to buyout when only 1 card in central is left.

scratch that. that all sounds stupid. don't do that. i'll make it instead.
>>
>>385982909
thanks man, i'll definitely get it soon
>>
>>385978585
desu it looks like you've dug your own weightless hole with the design of the mech.
>>
>>385979386
And this music is fuckin' tasty, brother.
>>
>>385985170
It just needs more stretch n snap, the design doesn't really matter diddly squit.
>>
File: PolygonDriverMassacre3mb.webm (3MB, 1276x718px) Image search: [Google]
PolygonDriverMassacre3mb.webm
3MB, 1276x718px
Is this place less shitty than /agdg/?
>>
>>385980250
not much a fan of platformers but I'd play this
>>
>>385980636
3 looks shit, go back to four
maybe it's just a nazi boss
>>
>>385960049
>>wants it to be "cool like battleborn"
oh. Oh no. Oh nononono, what have you done, anon. Get out
>>
>>385985179
thanks, anon.
>>
File: dirtflinger.png (47KB, 1017x891px) Image search: [Google]
dirtflinger.png
47KB, 1017x891px
I've only worked on sprites the last couple days.

I think I'm gonna make it so you can fling dirt and shit at enemies, I dunno yet. I just wanted to give the kid a shovel for some reason.

>>385985657
From what I've seen, yes. Barely.
>>
File: 1501542133725.png (174KB, 248x459px) Image search: [Google]
1501542133725.png
174KB, 248x459px
>>385987361
Oh boy another fucking indie game with atrocious pixel art. God knows we need another one of those, they're so rare.
>>
File: file.png (37KB, 736x363px) Image search: [Google]
file.png
37KB, 736x363px
>>385985240
>It just needs more stretch n snap
That would look disgusting with how stiff the robot is. He should add a joint somewhere in the back and in general tilt the whole robot more like pic related. Added joints in the legs, not even knee-esque but more like a shock absorption joint lower in the leg to add a dip when landing after flying would help too.
>>
File: 1501431550772.jpg (37KB, 480x542px) Image search: [Google]
1501431550772.jpg
37KB, 480x542px
>>385987470
oh no I have to completely rethink my directive now
>>
File: glowing stalactites.png (393KB, 773x432px) Image search: [Google]
glowing stalactites.png
393KB, 773x432px
Took a while of playing around with glow and lights, but I think this is starting to look a bit better. At least more atmospheric.
>>
>want to make a game
>bad at literally everything
>too shit to even try
>>
>>385944923
not with any of those engines I'm not.
>>
>>385971290
Big cane lady looks awkward leaning forward like that.
>>
>>385944923
how do i make placeholders instead of finishing all my art assets before programming? where do i find the self control?
>>
Trying to decide how I want to handle my inventory in GM. Not the physical list side, but how to link what's in the saved list with my items ingame.
Should I have an individual script for each item with things like name, icon, description, flags, and so on and just fill the inventory list with the name of each items script or should I just put all that in each items object creation event and than spawn the item to fill an array for each item slot when I load. Things like that. Can't really move forward until I figure out what I want to do.
>>
File: blender.webm (1MB, 1920x1018px) Image search: [Google]
blender.webm
1MB, 1920x1018px
it's going well
>>
>>385991231
I was in your shoes once. I just got fed up. I finished animations before testing them in game, finished tiles before seeing them in game, and shit like that. They needed too many adjustments after I finally tried them out. I just don't bother unless I absolutely need art now. I got too much shit to do to be messing around with assets I don't even need yet.
>>
>>385991542
...go on.
>>
>>385991542
Nice crouch animation.
>>
>>385991542
im intrigued....
>>
>>385991318
I'm having trouble understanding exactly what you want to accomplish, but it makes the most sense to me to use a single script to be used between other entities.
>>
File: 1483860698275.jpg (6KB, 250x164px) Image search: [Google]
1483860698275.jpg
6KB, 250x164px
first time coming in these kind of threads, i'm interested on developing a Rune Factory clone in the long run, i'm willing to learn, what software/language should i practice with and use? i plan on making it full 2d
>>
>>385992095
It really depends on what you already know.

GM:S is friendly towards 2D and learning in general.
>>
File: MAD.gif (2MB, 266x415px) Image search: [Google]
MAD.gif
2MB, 266x415px
>HE FUCKING USES UNITY LIKE A DUMB FUCKING MOTHERFUCKER
>SOME FOOL PORTED C# INTO UNREAL ENGINE AS A PLUGIN
>NOW ALL THE ASSET FLIP GAMES LIKE YANDERE SIM AND ____ SIMULATOR GAMES ARE GONNA FILL UE4
>>
>>385992095
gamemaker

the humble bundle store has a deal on it now
https://www.humblebundle.com/gamemaker-rebundle
>>
>>385944923
>Can't draw
>Sucks at programming

Probably will just have to live with designing pen and paper games but damn it do I dream
>>
>>385992274
i know how to draw and i'm experienced on the piano, i just need software advice, i know nothing about programing, but i know about the learning curve
>>385992484
thanks do i have to learn a specific language for it?
>>
it's not hard to learn how to draw and program. it just takes time
>>
>>385992691
Or you can practice one of them so you don't suck. You don't expect to be good without at least a year of work do you?
>>
>>385992785
Nah it has its own language thing setup. It's shit easy and looks like a mix of javascript and python
>>
>>385992003
Sorry, not sure how I should word it. So you have your inventory list with each slot and what the player is currently carrying. But I need a lot more than just a name when doing things with what the player is carrying. Trying to decide how to get that information effectively.
Using one single script means one huge fucking switch statement. As an example if I just put "scr_redapple07" as what's in slot 1, than execute that string with "(name)" added on so that I run scr_redapple07(name) and I can return the name I want to display in the inventory ui. Or (icon) and know what icon to display in the UI.

Er, does that make sense or am I overcomplicating the fuck out of this?
>>
>>385992867
thanks, anon
>>
>>385993050
Just keep in mind that bundle is for GM 1.4. They're dropping support on it next july or so, they've released GM2 and are focusing on that.
Although really it's just a sorely needed GUI upgrade, it's almost identical otherwise.

GM is pretty decent, just watch tutorial videos on the type of game you want to make.
>>
File: Goldberg-Spear.gif (4MB, 340x251px) Image search: [Google]
Goldberg-Spear.gif
4MB, 340x251px
>>385992850
It's finding time to just sit and work mostly.

>Wrestling
>Job
>Band
>Hobbies I do to relieve stress not build it
>>
File: Port Psara Tiles.png (49KB, 1136x755px) Image search: [Google]
Port Psara Tiles.png
49KB, 1136x755px
After taking a week break to focus on my day job I'm getting back into the groove of things. Making tiles for a tropical port town. I think a second tree type would really help a lot.

I'm kinda overdoing it with the foliage but I'm just testing things out to see how they fit together.
>>
where do I start if I want to make mobile games for ios\anroid?


whats the best bang for your buck to get started with making my first game, and eventually many more
>>
>>385991669
>>385991701
>>385992002
>>385991542
That's an old test animation that's been around the net awhile. Not from anything as far as I know. Anon is a LIAR for >implying that it's his game
>>
>>385993850
Out of curiosity, why don't you put the stool and flower tiles on top of an existing tile? Looks odd seeing the ground patterns stop.
>>
>>385994023
GameMaker. You can get all the modules to deploy on all platforms right now on the humble bundle
>>
>>385992881
It's seems overly complicated, but you're getting advice from someone that probably isn't the least bit qualified to be giving advice.

I'd set up one script that would look for three things tied to an item and apply that to the inventory system.

>item name
>item amount
>empty/currently used item slot

From there the inventory would know where to draw text, sprites, and whatever other things it'd need to do.
>>
>>385994193
for 15 bucks? right? that one?
>>
>>385994117
Colour limits, since I'm going for a GBC style. So that means 3 colours per 8x8 square.
I actually made a mistake and overshot the limit on the palm trees, so I gotta fix that.
>>
>>385994319
Yeah, there's a lot of documentation and it's the easiest to work with for 2D games.
>>
>>385980741
Yeah I am going to reduce side-movement speed by a lot because right now it's a bit too fast and it's looking almost odd how one tiny thruster can move that giant machine. Anyway I am just using good old Unity and I don't really have a name yet.

>>385984227
Hey thanks for the advice man, I am still a total beginner when it comes to animating, so getting so that really helps. I don't think I can implement that all right now but I think I have already the right setup to do what you just suggested.
>>
>>385994547
when does that offer expire? do you know? im at work
>>
>>385994216
Yeah stuff like that is what I'm working on still. It's inspired by Rune Factory (not the other guy, I've just been tinkering with the same thing for awhile) and kind of want an alchemy system, which means LOTS of ingredients, which means I need a solid methodology for doing all this.
>>
>>385994772
The humblebundle offer for gamemaker ends in 12 days if that's what you're asking
>>
>>385994998
thank you. what else do you suggest? im starting on my own.
>>
File: img.png (75KB, 820x426px) Image search: [Google]
img.png
75KB, 820x426px
I'm working on my battles + music for the game
here's some footage with sound

https://streamable.com/tz6i9

you may want to lower your volume tho, the enemy attack sounds horrible for some reason
>>
>>385994425
Fair enough, just make sure to stress that on the store page. Sometimes spending too much effort to stay true to limits holds you back from making something great instead of being a homage.

>>385995056
Not him but I'd say that's enough to get you going. Youtube tutorials and a good drawing program you are comfortable are about it really. I like paint.net and Aseprite. Don't use anything vector based though (like inkscape or adobe).
>>
>>385976572
I don't really have any go to beginner tips, but if in doubt, here are some decent tutorials or quick guides:
http://pixeljoint.com/forum/forum_posts.asp?TID=11299
http://2dwillneverdie.com/tutorial/
https://gumroad.com/l/pixel-logic (well worth the investment)
>>
>>385976572
>>385995205
Oh, and there really aren't any recommended engines to use with pixel art, because whichever you use it amounts to loading the graphics and displaying them. The way you go about doing that differs between each one of them, too.

If you're new to game making something like Game Maker is decent choice for your first steps.
>>
>>385995197
>Fair enough, just make sure to stress that on the store page.
Oh for sure.
>Sometimes spending too much effort to stay true to limits holds you back from making something great instead of being a homage.
There are rare instances where I decide to break the limit because I just can't get it to look right but I try to stay accurate as much as possible.
>>
>>385994998
am I crazy? I bought it, and cant find how to download anything. its just the store page
>>
File: d.png (19KB, 704x512px) Image search: [Google]
d.png
19KB, 704x512px
>>385993850
i think youre houses are too tall and the door connecty parts dont make sense
>>
>>385995690
Create an account, redeem the codes and then an option to download it should appear.
>>
>>385996074
That uh... Looks kinda ugly. The short house looks wrong.
>>
>>385968997
Hey sauce me up, senpai.
>>
File: qwewqeqe.png (19KB, 546x419px) Image search: [Google]
qwewqeqe.png
19KB, 546x419px
Yeah it's going okay
>>
File: gun parts.webm (2MB, 720x360px) Image search: [Google]
gun parts.webm
2MB, 720x360px
I didn't make any progress yesterday, but have something I made the day before, gun upgrade parts that slightly enhance the rate of fire for your arm gun
>>
>>385966159
Are those his balls?
>>
>>385996802
Lisa... I'd like to buy your rock
>>
>>385980727
this
>>
>>385944923
Working on character design. I don't concern myself with making the game or not, just creating more fap material for myself is enough.
>>
>>385980250
When will you make a 3d tutorial for GM2? Nice webm btw, I love your work
>>
>>385997147
Your game always looks really hype.
>>
File: 111.png (1MB, 1360x768px) Image search: [Google]
111.png
1MB, 1360x768px
>>385997793
>>
>>385997147
is this a game or a mod?
>>
>>385998920
It's a mod. Just a substantial enough gameplay overhaul that I like posting it here.
>>
>>385998982
cool. from quake2? whats this mod about? where is it set?
>>
>>385999027
It's for Doom 2, you take the role of a manlet knight and you have to fuck up a bunch of demons in a really arcadey manner, I've taken a lot of notes from Ghosts n Goblins, the D&D beat em ups, a bit of megaman, and Ys.
I plan on adding more playable characters in the future too, including a kobold "alchemist" and a warforged with a bolt action rifle and a spear.
>>
>>385998982
I think you should make it a full game, add some juice and people will love it
>>
>>385999320
I plan on taking these characters into standalone games in the future, but for now, I want to finish this mod and make it something special.
>>
File: 0A0uhBk.jpg (89KB, 784x708px) Image search: [Google]
0A0uhBk.jpg
89KB, 784x708px
>>385978585
simply make the strafing animations a little more "extreme". Arms/legs extended more to the sides etc. This will make the sensation of speed have more impact. As it is now, your robot just kinda looks like hes louunging around while straffing at incredibly high speeds.

That being said however, I am incredibly impressed by your work.
>>
>>385999131
how do we stay tuned
>>
File: d16.gif (3MB, 942x624px) Image search: [Google]
d16.gif
3MB, 942x624px
Updated some portraits, added a really lazy hoe animation thats just a copy of the pickaxe animation hehe.
oc video game do not steal
>>
Is there any way to alter Twine to get, I don't know, border graphics or something? Making your usual tg game.
>>
File: 2017-08-03-0735-31.webm (2MB, 800x500px) Image search: [Google]
2017-08-03-0735-31.webm
2MB, 800x500px
>>385999568
I tried to make it less static and while that is done, I think I did the exact opposite of what you just suggested so it looks even less dynamic. Well at least the code is in place, now I can just tweak the animations until it looks right

>I am incredibly impressed by your work.
Thanks man, it took me over a year to get where I am
>>
>>386000387
I hope you plan to make it a bit bigger than Stardew Valley.
>>
>>386000698
Push the gesture, man, get that mech leaning right the fuck over. Don't worry about it looking natural, it will in motion.
>>
>>386000408
it's html. you have stylesheet access right there in the editor
>>
>>386000698
doesn't really look like it has animation. when mech is dashing left, left elbow should be bent with arm going across the chest, producing a sight line that goes left to right.
>>
>>386000267
well, I got a tumblr where I post my progress and shit, there's also the /vr/ doom threads and /agdg/ too. You want me to post my tumblr? I don't post that shit unless someone asks for it, I don't like being a self promoting shitwad
>>
>>385948785
This looks really good. Do me a favor and follow your own heart exactly. I see like 3 responses with people giving you BAD advice. Don't listen to /v/ do what you think is good and right
>>
>>386000732
Bigger in which way?
>>
>>386000387
Already looks miles better than Placeholder Valley. I knew the market was thirsty for a game like that but I underestimated how thirsty people were to overlook the atrocious art.
>>
>>386001135
More area to explore and interact with.
>>
>>386000784
Alright, I'll just mess around with it and see what happens.
>>
>>386001012
i kinda just asked for it.
>>
File: spider_PNG46[1].png (253KB, 459x480px) Image search: [Google]
spider_PNG46[1].png
253KB, 459x480px
>spent my whole life playing video games
>always wanted to make a game
>something that is uniquely mine, timeless, can be played years from now, scalable
>finally have my idea
>idea is pretty fleshed out
>think deeply about it
>game has a prominent artistic side, it's well-thought-out and will be nice, but...
>can't figure out where the fun is
>can't figure out how to add fun

le sigh
>>
>>386001430
FAIR ENOUGH.
http://combine-kegan.tumblr.com/
>>
>>386001481
>he thinks games must be fun
Only one aspect of the "game" must shine to be valuable. Be it the music, art, story, gameplay. At least one of them must me memorable.
>>
File: asdwf.gif (710KB, 498x266px) Image search: [Google]
asdwf.gif
710KB, 498x266px
Can't wait to see all these "games" make its debut on that fat cunt jimpressions series as being garbage shit.
>>
>>386001690
you're my moral enemy

nothing about a game matters if it is not viscerally fun. the point of video games is kimochi ii
>>
>>386001481
how exactly is it not fun? how do you have a "well thoughtout" idea, yet fail to reach the first step?
>>
>>386001481
If you actually want to make a good game, you'll have to make many shitty games first. So is this something you want to do or a half-assed fantasy?

I will say, from watching anons here and in /agdg/, that you can become competent in about a year, if you can devote 2-4 hours per day, longer if you're not a neet. Practice making games that you get done in 2 weeks to 1 month each. Enter lots of game jams, interspersed with longer projects. Find a relatively cheap but effective style like pixel art or lowpoly.
>>
>>386001880
>If you actually want to make a good game, you'll have to make many shitty games first.

No, this simply isn't true whatsoever, and countless indie devs have proven it these days. It's valueless to say this. Please understand that I'm approaching 40 and my knowledge of video games, this industry, and development far exceeds the average person who posts in these threads. I've been actively involved in game development, also.

go read the developer of Ink's blog. If you haven't played Ink you should because it perfectly understands video games. It's "kimochi ii". It was his first try.

>>386001879
The first step is easy if you're retracing it. If you are making something new, where nothing like it exists, the first step can easily become the last step. Without uniqueness, there is no goal. My first desire for a few years, was to make a metroidvania game. Why?

My game, doesn't exist. At all. The closest game would sort of be Uniracers, but that's not saying much.
>>
>>386001880
>you'll have to make many shitty games first
>Practice
>devote 2-4 hours per day
>Find a relatively cheap but effective style like pixel art or lowpoly.
this line of thinking is why we had an over saturation of shit indie garbage and why people consider indie games a genre to avoid. how about you study game design, come up with a solid concept, then apply that to the game; you know, having a vision. not shitting out everything u got and seeing what sticks. kill urself.
>>
Anyone have that webm of the fish with the big chompers?
>>
File: Marz form concepts.png (174KB, 1011x720px) Image search: [Google]
Marz form concepts.png
174KB, 1011x720px
>>385974996
>>385975789
>>385989385
I was bored and it was too late for more deving, so I made some concepts for how the special weapons will look using my old ortho drawing.
Megaman rules. Killing bosses give a power, and that's gonna change the look of the sword completely on top of the MC's colors.
>>
>>386002170
>My first desire for a few years, was to make a metroidvania game.
originality and avoiding making derivative work is something i value. which is why when coming up with concepts i dont think about a particular genre; i usually think about themes, mechanics, the world; broad stuff so it isnt immediately limited. loz mm was such a unique game because the creator wanted to make a mechanic that lingered around repetition. and that mechanic fit into the overall theme of the game. they didnt say, I want to make a 3d open world adventure game. come up with those broad concept then see where it leads u.
>>
>>386002606
>focusing on the old concept i abandoned and not the new one I said is unique

so does anyone actually have any posting of substance or value to offer around here? I mean seriously this seems like people posting to see themselves type general

read first, then respond
>>
>>386002690
the way you structured your response was a bit odd, leading to my confusion
anyway, i was not focusing on your old concept, i was referring to originality and uniqueness in game design and how to come about it. settle down.
>so does anyone actually have any posting of substance or value to offer around here?
if u come here for that, then you're retarded. stop being such a dick if you're trying to look for help.
>>
File: 2017-08-03-0822-03.webm (3MB, 800x500px) Image search: [Google]
2017-08-03-0822-03.webm
3MB, 800x500px
>>386000754
wew I was skeptical because it looked just stupid in blender but ingame it looks great when dodging, thanks for the advice man.
Also, in my game the dodge mechanic can be fired repeatedly to allow for high-speed strafing, which obviously doesn't work too well with the new dodge pose but I can fix that pretty easily.

>>386000976
>doesn't really look like it has animation
Shit man you have a good for this kinda stuff, yeah my animations are just poses and a lot of blend trees.
>>
>>386002690
If you're so wise and knowledgeable about game design then it's your place to OFFER advice
>>
File: Screams Externally.gif (928KB, 264x320px) Image search: [Google]
Screams Externally.gif
928KB, 264x320px
>Decide to try to make placeholder art
>Literally draw so bad I can't even make intentionally horrible sprites
>>
>>386003268

Gotta hang in there and keep going anon, eventually youll actually become good at art but still complain that what you made is terrible
>>
>>386002170
Don't oversell uniqueness. You used Ink as an example, but games have been doing invisible platform variants for 30 years. Even Barkley, Shut Up and Jam: Gaiden had a throwaway section where you had to cover paths in particles to find your way. It's really not that special.

What matters is A.) having a clear idea limited in scope and B.) presentation. That's what Ink did right.
>>
File: 1500113798063.png (265KB, 557x605px) Image search: [Google]
1500113798063.png
265KB, 557x605px
>>386003215
Good work, dude.
>>
File: elbow dude.png (52KB, 800x600px) Image search: [Google]
elbow dude.png
52KB, 800x600px
>>386003215
that looks much better

this might be kinda anime, but isn't your whole aesthetic kinda anime? what i was talking about with the dashing. This might also lead to problems with animation blending but I'm a huge fan of how it makes it look dynamic
>>
>>386003543
the invisible platforms aren't what make Ink good, kimochi ii is
>>
File: knight_jackdaw_graham_smg.jpg (101KB, 907x716px) Image search: [Google]
knight_jackdaw_graham_smg.jpg
101KB, 907x716px
>>386003754
Unfortunately I have to keep the arms in a kinda neutral pose to prevent clipping because some of the weapons and chest pieces are BIG. However, I do plan to one day have a different set of movement animations for light/normal/heavy/melee weapons

>>386003606
Thank you Sir
>>
>>386004548
that's pretty big
>>
>>386003830
Okay. What I took issue with was that "Without uniqueness, there is no goal" business. If you love a game enough even cloning it 1:1 is a fine goal. (If you don't try to sell it.) Once you have the engine you can tweak it into something fresh pretty easily without ever aiming to do that in the first place. In my experience trying to clone a game's mechanics usually ends up unrecognizably different by accident, even.
>>
>>386004706
i am speaking for myself

it complicates things that my game is playable by people that are blind/deaf/disabled in any way but i decided to do a separate mode that works like a turn based thing for them

every game that isn't unique, at least a bit, is doomed to be forgotten. nothing i play seems memorable anymore
>>
>>386004978
>it complicates things that my game is playable by people that are blind/deaf/disabled in any way but i decided to do a separate mode that works like a turn based thing for them
(not the guy u r responding to) what in the actual fuck r u saying?
>>
>>386004978
everything is doomed to be forgotten faggot, just make a nice experience
>>
>>386005167
>what in the actual fuck r u saying?

it's a travesty and a blight on gaming that companies/individuals don't go to great extents to make it so that people who can't enjoy other games can enjoy their game
>>
>>386005167
u r ru?
>>
File: roru.gif (3KB, 64x64px) Image search: [Google]
roru.gif
3KB, 64x64px
>>385944923
Won't be able to get anywhere with it by the time this thread dies but workin on some DKC like cannons, havin fun making sprites for the player
>>
>>386005804
DKC cannons are the shit. I'm probably gonna add me some of those later.
>>
>>385955663
>i'll just copypaste SOMA enemies, no one will notice
>>
>>386005212
accessibility? how does that relate to a unique game? and could luck pandering to every fucker out their with ur feature creep game.

>>386005265
oh, sorry. i forgot 4chan apparently hates abbreviated text that has existed forever.
fuck reddit? am i doing it right?
>>
>>386005804
why would a robot have to be dependant on cannons for aerial mobility
why not give him a rocket burst power up he can use in mid-air
>>
File: booster.webm (3MB, 852x846px) Image search: [Google]
booster.webm
3MB, 852x846px
Getting things going, but smoothing it all out is the hard part.
>>
>>386006121
so what is this game?
>>
>>386006080
it has nothing to do with reddit, it just makes you sound like a 12 year old inbred
>>
>>386006121
Your walk cycle makes me want to kill myself, and not in the good way.
>>
>>386006121
BEPSIman?
>>
File: got_to_go_moderately_fast.webm (3MB, 828x874px) Image search: [Google]
got_to_go_moderately_fast.webm
3MB, 828x874px
>>386006179
PoP; Spider-man; Pepsiman; MDK inspired mashup

>>386006216
Good!

>>386006260
You kno it
>>
>>386006185
abbreviating text allows for efficient typing. are you not accustomed to the internet? can you not understand what "u" or "r" means? or is this some arbitrary distaste you have for no other reason than to just bitch about something? did you see some 4chan users complain about it when you were a newfag and think acting like them makes u fit in? how about you stop focusing on literal childlike interests and pertain to the topic at hand?
>>
>>386006097
Because cannons are set and are more of a level obstacle/mechanic and can be used to subvert the players expectations or direct attention, a rocket burst is a double jump that can be used anywhere and would be counter productive to the design of the game.
>>
>>386006372
i want the animations to look exactly like this in the final game, i'll buy it
>>
>>386006385
nice excuses bro you can keep talking like a retard as much as you want
>>
>>386006372
there is alot of these speedrunner type games on steam. how to u intend of differentiating urself?
>>
>>385971290
>bulge on pink goo
>>
>>386006372
so u r making a discount Warframe?
>>
File: gwilled cheese.png (132KB, 540x302px) Image search: [Google]
gwilled cheese.png
132KB, 540x302px
>>386006372
Never make new animations, just speed it up and it'll look amazing.
>>
File: 0eNv_f-maxage-0_s-200x150.gif (1MB, 200x150px) Image search: [Google]
0eNv_f-maxage-0_s-200x150.gif
1MB, 200x150px
>>386006509
>excuses
were none

man, i wish you good luck in life. prosper.
>>
>>386006372
>>386006260
fyi i have never seen your game before and i really thought he looked like pepsiman without seeing your post first. so you nailed it.

I wonder if anyone here remembers The Noid or Cool Spot. Cool Spot is totally usable as a mascot right now, he'll be back at some point
>>
>>385971752
gunstar heroes?
>>
I just finished writing my game design document and now I'm trying to learn Game Maker 1.
If I don't do it, I'll pass it up to a friend who is a programmer but only likes to work on unity and for a GBC-inspired 2d game I think that might be too much.
Any way to learn GM fast?
>>
>>386006701
you are too easy to piss off with simple advice
good luck to you too faggot
>>
File: cool-spot-usa.png (254KB, 475x347px) Image search: [Google]
cool-spot-usa.png
254KB, 475x347px
>>386006519
>>386006574
It's going to be actually fun

>>386006720
>Action with an attitude
Fuck yeah dude, that's my new tagline now.
>>
What changes would you like to see to the typical Advance Wars formula?
>>
>>386006837
gank that shit, it's not a registered trademark
>>
>>386006837
>It's going to be actually fun
so basically you don't know yet?
>>
>>386006883
Gore. Show the results of the battle progressing in an interesting way
>>
>>386006883
nude boobies after you win against an army of cute girls
>>
>>386006883
good waifu's
magic
bigger explosions
>>
>>386006942
Would stuff like rusted helmets, abandoned rifles, and blown up vehicles representing destroyed units work?

[s]I'm a big pussy when it comes to gore{/s]
>>
>>386006883
psychological warfare
>>
>>386007010
I was talking about like, actual gore. it'd motivate me to play one of those games
>>
File: To_infinity_and.webm (1MB, 852x846px) Image search: [Google]
To_infinity_and.webm
1MB, 852x846px
>>386006895
Thanks my dude.

>>386006912
It's going to have smooth movement system and level geometry that will allow you to utilize it to it's full potential and i'm going for a gritty PS1 aesthetic, maybe with a little less black fog. We can talk press releases and picking bullet points on how one game differs from another, but the ultimate goal is for me to have fun making and playing it, and everything else is secondary.
>>
>>386006983
Isn't that just Fire Emblem
>>386006957
Boobs are gross
>>386007046
Stuff like morale in XCom or something deeper like propaganda pamphlets and fake units?
>>
>>385980590
if that is in homage to itsukushima shrine in hiroshima then good fucking job mate

if it's not, what are you waiting for
>>
>>386007010
>too pussy for gore
if you are too pussy to make a dark plot then your game is a lost cause
>>
What's the best programming language and engine for making a point-and-click adventure game?
>>
>>386007071
>>386007179
>i only play mature adult games

>>386006883
I think pushing the cartoony funish depiction of war, and maybe going a bit farther with character abilities and unit types would be the best place to start. I personally love the designs of the tanks and ships, and more of that kinda stuff would be great.
>>
>>386007179
Besides the fact that Advance Wars games have typically been rather upbeat, you don't need to include gore to have a dark plot.

Days of Ruin didn't have much in the way of gore but its plot was rather dark. (It was also the best game.)
>>
>>386007189
any and all
>>
>>386007115
the only solid differentiation you got was the aesthetic. one could easily spout how their game is going to be unique because it will actually be fun, interesting, challenging, but forgets to answer HOW they will accomplish that in a way that differs from the typical garbage.
>>
>>386007115
keep it bepsi

>>386007116
I like the idea of a game like that involving some of the "side" aspects of war like propaganda
>>
>>385983086
yeah and too much stuff already done for you
I don't want to make a high quality game, so I don't even know how to remove all the things that I don't need

the c++ stuff I'll eventually get the hang of, but the editor is seriously confusing me
>>
>>386007116
>Stuff like morale in XCom or something deeper like propaganda pamphlets and fake units?
That's cool too but I was thinking about making the enemy react to fake outs and false strategies if they try to steal information you are trying to pass to other units. So basically you send a true and a fake messager and such.
Also kidnapping of important political or military figures for blackmail. And every level the enemy has a different reaction towards these kind of strategies. Some might be more agressive, while others might give up an advantage.
>>
>>386007274
So between battles having things that you can do to lower enemy stats, like spreading propaganda to increase damage taken or bombing supply lines to decrease their damage taken?
>>
File: 1498549791762.jpg (95KB, 884x803px) Image search: [Google]
1498549791762.jpg
95KB, 884x803px
>>386007279
>I don't want to make a high quality game
nigga. what. are. you. saying?
>>
>>386007115
so basically a stripped down version of warframe with no other promises
>>
>>385957252
>Gothic architecture sure can be a pain in the ass.

Looks great though.
>>
>>386007354
he wants to make a black and white pixel adventure
>>
File: latest[1].jpg (22KB, 640x560px) Image search: [Google]
latest[1].jpg
22KB, 640x560px
I need people to play this and tell me what they like and don't like about it. This is homework for the next iteration of this thread
>>
>>386007354
Seems to be the average AAA mindset these days.
>>
>>386006883
No joke, read The Art of War and develop gameplay ideas from the advice.
>>
File: swiggity_swooggity.webm (1MB, 1039x1089px) Image search: [Google]
swiggity_swooggity.webm
1MB, 1039x1089px
>>386007360
Exactly like that anon, please be excited for my failure!
>>
>>385957252
I am erect
>>
>>386007508
please make one of your character skins a bad sonic the hedgehog costume
>>
>>386007354
I mean in terms of graphics
I don't need most of the stuff that comes with a fresh project by default
>>
>>386007345
well, if you're doing that, it just becomes a label on a buff/debuff. so I'd want something more interesting

>Some screen right before starting a battle
>RESEARCH SELECTION
>Research for next battle?
>"Propaganda airdrop"
>"Enemy units have a % chance to lose 1 mobility due sabotage"

And have it take effect after the battle the player is about to go into. In this way, you're selecting a powerup for the battle AFTER the one you're about to fight. This means you can't target it toward information you have about that battle, and you have to go "I hope this ends up being good..." when it ends up being good, it creates a really good feeling for the player.

Game design like this helps create epic moments. Like I was about to lose, but the enemy tank lost 1 mobility to sabotage and it couldn't get close enough to finish me off. So then I won the battle.
>>
>>386007508
everything except the movement in warframe is absolute trash, so i'm actually hopeful for you since you already have all the good parts of warframe.
good luck
>>
File: nodding nigga.gif (1020KB, 444x250px) Image search: [Google]
nodding nigga.gif
1020KB, 444x250px
>>386007115
>a gritty PS1 aesthetic
>>
>>385977765

Hair reminds me of Dylan Roof/Angela Merkel.
>>
>>386007734
>everything except the movement
dont forget the robot ass grafix
>>
File: 3.png (149KB, 599x359px) Image search: [Google]
3.png
149KB, 599x359px
>>386007735
>>
>>385980532
>Female protagonist

Dropped.
>>
>>386007508
since u obviously arent taking it seriously, then yeah, i cant wait till ur game performs like shit.

>>386007651
graphics just need to be appealing to look at and have some coherency.
>>
File: thrusters.webm (3MB, 632x846px) Image search: [Google]
thrusters.webm
3MB, 632x846px
>>386008065
Make sure to follow me at khryse-dev.tumblr.com ;)
>>
File: 1499442218993.jpg (87KB, 540x708px) Image search: [Google]
1499442218993.jpg
87KB, 540x708px
>>386006372
Those fucking animations.

Please don't change them.
>>
>>385957252
>Gothic architecture sure can be a pain in the ass.
Isn't it a little early in the morning to be talking about gothic architecture?
>>
>>386007436
I played this game a bit years ago. The trick system was neat, who could hate Tony Hawk's Pro Unicycle Rider? But I never really got into it, I think because the entire game is basically one unicycle and one striped tube copied and palette swapped over and over and over. I was (and still am) big on games that take you to different worlds and shit. Mario Kart and F-Zero had that going on, Uniracers was pretty dry and I never felt like finishing it.
>>
>>386008535
thats pretty much what it was. the cart was actually quite large to fit the levels, but everything looked the same. I think it was a production constraint, not enough money to make really different looking art
>>
>>386006372
So this... Is the power... of vidya gaems...
>>
>>386008601
I feel bad because I sound like a graphicsfag and I'm really not. It just needed a pinch more personality. Even if it was stupid shit like having a text box before the big races where the other one was all "im the best fucknig unicycle color u tink ur so hot? ur not" would have gone a long way to making me want to complete the game just to see what else was in there. Give me something to look forward to.

The victory/loss animations were aces though.
>>
File: 1495914863145.png (301KB, 691x576px) Image search: [Google]
1495914863145.png
301KB, 691x576px
It's pretty sad being a brainlet who gets staggered by the simplest of dev problems. And yet I can't even make myself give up despite practically zero progress in years.
>>
>>386009117
make simpler games
>>
I wanna make a sprite heavy flashy fighting game.
I have Aseprite and Game Maker.
Do I need anything else?

I also have an idea for a really story heavy feels-y game but that can only be done in RPGMaker which I don't have yet
>>
>>386009170
Like platformers? I tried to replicate simple point-and-click mechanics in Gamemaker, and just barely managed to get movement working. I can't imagine anything simpler.
>>
It's in the early stages. It's about a detective named Dick Warlock trying to solve a slew of murder cases in Neo-York city in the future year of 2007. I want it to play like that JoJo game on SNES in terms of moving around the world, but more puzzle solving than turn based RPG combat.
>>
>>386003215
much better my dude
>>
>>386009330
You might need some program to make SFX and music with, unless you get those somewhere else or commission them.
>>
>>386009086
its amazing how memorable good design is. I forgot about that animation and now 23 years later I can see him bowing left and right.
Thread posts: 522
Thread images: 125


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

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


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