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Hey anon, how's that game going? You ARE working on

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Thread replies: 498
Thread images: 119

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Hey anon, how's that game going?

You ARE working on your game, right?
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>>386297397
I am, but can't go farther even though I've just begun. Furthermore, seems like everyone has had the same problem with the engine, even though it has been out for more than a decade. Completely incapable of solving it by myself and with the community being as clueless as me, I think I should just give up.

Just in case anyone here happens to know how to solve it:
In Unity3d, the capsule collider will make the character smoothly go down and hang off a ledge, rather than just being on top of it and then falling abruptly. In unreal you can set it to your liking by changing the value of the perch radius threshold, but to my knowledge there is no equivalent in unity.

Well, is there?
>>
bumpan
>>
>>386297880
use unreal,next question
>>
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>>386297397
workin on random level mechanics
>>
>>386297880
Make your own character controller

In any case, you could do a raycast or shape cast downward, and if it hits nothing, make character controller slide down rapidly until it's no longer on the ground.
>>
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doing fine
made a base for the star enemies, different themed faces and patterns coming later
>>
>>386299161
>Make your own character controller
0 tutorials on how to do a good 3d one. Might as well say "make your own engine".

>In any case, you could do a raycast or shape cast downward, and if it hits nothing, make character controller slide down rapidly until it's no longer on the ground.
I know how to do they raycast part, but unsure on how to make the the controller fall. Applying more .y velocity won't change a thing, since contact with the edge of the capsule prevents it from falling regardless of the velocity.
>>
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Need to finish this. I was told the masts being angled looked weird. I just figured you could angle them (I know nothing about boats) so I did in order to make them more visible. Side view looks wrong even if it's technically more correct.
>>
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I'll be doing more work in a bit
it really is enjoyable making little bits of progress and I've had some decent progress lately
>>
>>386299649
I like the Paper Mario look. What it called?

>>386300604
I think it looks fine, even if it's not accurate to reality.
>>
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Starting on some player character portraits.
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>>386301491
>not Anubis
NOOOOOOOOOO
>>
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>>386300827
thanks
the game is called umbrella warriors
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>>386301732
If you're willing to fund the completion of Anubis, I'd be more than happy to do so.
>>
>>386297880
Is this why just about fucking everything in Unity feels slippery? Fuck man just use cylinder collider.
Switching to UE4 might not be bad either, even the shitty projects made in it don't seem to suffer from a lot of the same problems similar stuff in Unity does so maybe it's worth it.
>>
>>386300604
The masts look fine. Don't over-think it and tell anyone who comments to get fucked
>>
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>tfw fixing one bug makes 200 more popup
dev is soul crushing
>>
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Coming along.
Finishing up the background here, getting on patterns and art for the enemies.
>>
>>386302454
>cylinder collider
No such thing. The controller must use the capsule collider.

>>386302454
There's indeed lots of stuff that I'm finding in unity that make thing "this should be solved by default" and in unreal it does. It's a bit annoying. On the other hand, unreal takes royalties.
>>
>>386302826
Neat parallax
>>
I'm making a shmup

Currently in the middle of making a boss battle. Boss is a police cat.

Police cat currently moves up and down shooting fish
The fish expand with there bones hanging out.
Planning at add a mechanic where the player gets a warning about an incoming vehicle and then a police car comes cruising along with the sirens on
Don't want to make fight too complicated but I'm also adding a 3 strikes mechanic where the cat shoots drugs at you. If you get hit you get 1 strike rather than dying. After 3 strikes the frequency of the police cars increases by 3-4 times making the fight much harder.
>>
>>386304370
is this the one where you play as a dog
>>
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what's y'alls opinion on switching graphical styles mid-game? from modern > 16bit > modern...etc. Is there a way to do it smoothly or would the change be too jarring?
>>
>>386304590
There's a game called Evoland that does that. Idk if it's any good but check it out to see how to do it smoothly I guess.
>>
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i'm workign on it senpai
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>>386304590
Super Paper Mario's thing was dimension jumping/shifting. It set you up for that kind of thing.
>>
>>386304485
Nar that is somebody else's. I'm making all my art assets from scratch i have no talent in art

I haven't really shared anything yet since I've been too inconsistent with development.
>>
>>386304837
Looks interesting so far, can't wait to see more.
>>
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>>386297397
I am trying to but I am not creative enough, I only have games as a background so everything I think about has already been done countless times.
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What do you guys think about people who get into game dev just looking to make money? I'm learning because I've got passion for games, but lately I've been dealing with a friend who claims to be interested in game dev but seems to be totally focused on making money. Constantly asking about the best ways to price things and how to make money when they haven't even started looking into programming.
>>
I've got about figured out how I want to build my inventory system. But instead of sitting and making it I keep playing through my backlog.
Fucking Trails in the Sky games too, it's going to be ages before I get anything done.

I'm about ready to install GM2 on my rarely used laptop and see if I get more done when I can work on it in the kitchen or bedroom.
>>
>>386305069
yeah spm's the best example I can think of. and even then it never really switches styles, just perspective. the closest it gets is world 3 or w/e where it's kinda retro
>>
>>386300359
>0 tutorials on how to do a good 3d one.
Maybe use your own brain for once, copy paste master
>>
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>>386305667
kek, suckers like this fill the steam and play store with assetflip games. Fucking losers.
>>
>>386305476
Game dev is not and has never been the way if you want to make money by programming
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>>386304069
Thanks anon. Complex scrolling is the best.

>>386305181
Everyone has to start somewhere anon. My first game was all stolen shit and I still posted in these threads.

>>386305476
Find a different career. You can easily make more money out of a single aspect that goes into gamedev than the culmination of all of them that go into games.
>>
>>386305476
They're idiots. The indie market is flooded and you're competing with million dollar companies with trying to sell you're micro transactions shovel ware.

There are two ways do this. Work on the project part time while working another full time job and hope you win the lottery. Or work on it full time and desperately try and get a successful backer, only to suffer due to being terrible at PR or over scoping the project.
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haven't done much in the game that's worth posting here (mostly just bug fixes and improvements here and there)
I added an input buffer in the game for the jump button so I guess that's pretty cool

but I'm still working on the intro cinematic because apparently that's important
>>
>>386305667
>zero books on the matter
>zero tutorials on the matter
>zero assets on the matter
>zero games done with it, ever

>lol why don't you just make it from scratch I'm sure I would know how to do it even though I never did lol :^)
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>>386297397
While we are on the topic of this, can I ask a serious question (even if it does sound dumb)? I am considering starting to make my own game, but I only have the following and I want to know if it is even worth it:
> Limited coding experience, but a good friend who is a fucking wise with most languages and seems pretty willing to help on anything else I ask him.
> No software, (other than say Java, Python, and their respective IDE's) but the hardware to run a decent quality engine like Unity or Unreal.
> No artistic skill what so ever.

So is it worth it? And to you guys/girls building your own games, did you make your own art or hire some one else to do it?
>>
>>386305476
Game deving is not lucrative. However, there's nothing wrong with keeping cost and profit in mind when making games. Its just that money shouldn't be the main focus, if you want to make an enjoyable and quality product.
Unless you are incredibly lucky and/or incredibly talented, you will never make a good living on dev work.
>>
>>386306084
>replying to second bit
Not dissing people who use premade assets. My aim is just to make a game I can can call entirely my own. I've found that as soon as I used premade assets I kinda lost interest in the project. I guess I'm just setting my self up for the sunk cost fallacy.
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The input panel now auto-hides itself when it isn't needed and there's a "pause" menu. It doesn't stop the timer, though, just input.

Hopefully my artist will do stuff soon. I'd love to see how the game looks with proper backgrounds and buttons.
>>
>>386305958
>>386306084
>>386306102
Oh, I know indie dev isn't some untapped gold mine. I just don't know what to say to someone like that. I've tried being blunt about it.

>>386306262
>Its just that money shouldn't be the main focus, if you want to make an enjoyable and quality product.
Totally agree. That's what I've been saying but they just don't get it.
>>
>>386304837
>KILLED :(

I don't know why, but my sides died there.
>>
>>386306252
If you really want to make a game, start now.
Even if you have limited skill, you'll get better. If you're friend is willing to help, I image he'll be even more willing when you're actually doing something, even just in an advisory capacity.
Plenty of quality engines and software's are free to use or have free counterparts, and you have the capability to run these.
Even if you have no art ability/artist, a working project and resume will allow you to mingle with better peers. And you practice art or use placeholders.

Do it or don't. Its that simple.
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>>386306252
Haru?
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>>386306593
Should have the pause menu block the screen but still stop the timer cause life happens.
Also not a big fan of the menu on the right popping in and out constantly. Hiding itself when pausing/unpausing sure, but it's kind of distracting and not needed for it to be constantly expanding and contracting.

My 2 cents as someone that doesn't get into sudoku anyways.
>>
>>386297397
I don't work on weekends mate. 40 hours a week is enough
>>
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>tfw wanna make a yume nikki fangame but know next to nothing about making games, have nowhere to start beyond sketching a world map and writing down effects and locations, and am not even sure if anyone would play it in the year 2017
>>
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Fine.
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>>386307021
It's that one of the sample projects that comes with unity?
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>>386307125
>that's the joke
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>>386307016
I don't think the market for Yume Nikki fangames will ever die. Also for that type of game, being able to come up with a good world map and fun effects is way more important than programming ability. You can just use RPG Maker tutorials to get all the technical shit done.
>>
>>386307021
Why is shit bouncing off the edges of the screen? I know it's supposed to be pong but it makes no fucking sense when the setting is outer space.
Even as an example project.
>>
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>>386307125
modified version of it
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>>386307330
aliens use cube tecnology to create a space and time wall that bounce meteors around earth
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>>386306758
Thanks. I really appreciate the advice.
>>
>>386307350
Make an indian version where you have to bounce the poo in the loo
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>>386306970
Thanks for the input!

The timer needs to keep going because otherwise people would write down the grid on paper, solve it, and input it back into the game. That would trivialize achievements and the leader board. I might just hide the counter entirely until it's enabled in the options.

As for the pop-in, I can understand that. I'll see what other people think and maybe try fading it instead of moving it. During actual gameplay the player won't be clicking on cells that often and I don't want it blocking the backgrounds.
>>
>>386306173
Sounds like you found a great opportunity, anon
>>
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Im trying but I need to learn how to make environments in Aseprite.
My artistic ability is lacking if not nonexistent all together.
How can you make a platform on a 2D plane look like its rounded into the background?
I tried messing with different color tints so that they are darker around the "rounded" ends but it just ends up looking weird,

pic related.
>>
>>386304837
that character seems a bit heavy
>>
>>386297397
whenever i post my progress i get one or none replies.
seems like people are not interested in my game.
is that a sign to give up?
or the game is simply not good enough to attract attentions yet??

but seems like others with exact replica of an old game,
or a prototype game with just placeholders and half-done mechanics still attract more attentions.
>>
>>386306084
when your game comes out it will be a hit especially with that art style
>>
>>386307497
Really? I figured most of the game you'd be sitting with one cell or another clicked as you think.
Yeah that makes sense if you are doing leaderboards though. Although to be perfectly honest I bet it's not that hard to snag something off google that will let people cheat anyways and there's always that one asshole that has to be at the top. So you're probably boned there since it's sudoku and not a custom puzzle.
>>
>>386306084
wow how did you make the background? It looks amazing!
>>
>>386307954
>'indie dev' who can't art tries to use pixelshit as a crutch
>can't even do that

Holy shit two cancers in one
>>
>>386308536
I actually like pixel/sprite heavy games so would it not make sense to at least start there?
I also don't consider myself an 'indie dev'. I'm trying to learn the fucking program you cunt.
>>
>>386308521
If people want to make Sudoku bots for my game, I'm all for it. They won't be able to use it to solve the highest difficulty anyway because the grid shuffles itself after every inputted number.

Still, I'm sure there will be someone who messes with the time settings on their clock to trick the game. I might be able to stop most cheating by relying on server time.
>>
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>>386308414
Aw shucks, thanks anon!

>>386308526
Aesprite and a little Photshop. It helps to block out the general shapes before detailing them. The spotlights are 3d primitives that are dithered out in post for transparency, mimicking the VDP2's handling of transparencies.
>>
>>386300741
>falling in vr
my stomach hurts just watching it
>>
>>386305751
tumblr link please
>>
>>386306593
Minesweeper mode when?
>>
>>386309203
No I wasn't meaning a bot, I just meant using an algorithm and typing in numbers on their second monitor sort of thing. Admittedly I just assumed someone had already made that shit for sodoku.

Feel free to ignore me, I'm probably not really being helpful here.
>>
>>386300741
I like the slide kicking back. It's a nice touch, and the climbing thing looks neat.
>>
>>386300741
That looks pretty fun,anon
How much did your setup cost?(PC+VR equipment)
>>
>>386309612
I actually wanted to make that and a few other games, but cut it because I wanted to keep the game's scope small enough that I finally release a project instead of abandoning it. Maybe I'll work on it when the game is being reviewed and patch it in.

>>386309951
Any input is good input for me, since it tells me what my end users will think of the game. I doubt there's an existing algorithm that can solve this game, but you never know. The only other truly cubic sudoku puzzle I've ever found was on an ARG forum.
>>
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>>386306252
I tried unity for a few months last year and I didn't enjoy even having some coding experience. I tried making an RPG/RTS game (I know it is very complicated), but I downloaded some free assets that made making my game more enjoyable.

Few weeks ago I tried UE4 for a few hours to avoid coding, but got stuck cause lack of patience to watch tutorials. But today few hours ago I decided to learn how to deal with geometry and textures, so I'll probably make a level and learn how to properly use blueprints.

My noob advice is to make a little level with cosmetic stuff into it and go from there, and don't worry about skill level and do stuff to please yourself.
>pic related the first object I made in UE4 a few hours ago, in geometry I only used scaling and inside the engine it's possible to create basic textures.
>>
>>386310016
The slide and climbing are literally example items the library comes with, so credit to VRTK

>>386310024
>Intel Core i7 4790K @ 4.00GHz
>16.0GB Dual-Channel DDR3 @ 798MHz
>EVGA INTERNATIONAL CO.,LTD 142-HR-E977
>3071MB NVIDIA GeForce GTX 780 (EVGA) 76 °C
>238GB Intel Raid 0 Volume SCSI Disk Device (RAID)
>2794GB Seagate ST3000DM 001-1ER166 SCSI Disk Device (SATA)
bought years ago for like $1700. Videocard could be better, but it "works" for VR
VR is Vive, so 850$
>>
What is a good software to record webms?
>>
>>386301491
Change the hair color to black ot atleast brown.
If he is greek he can't be blond.
STOP THIS WHITE WASHING REEEEEEEEEEE
>>
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>been following a gamemaker tutorial step by step
>guy in the video runs the game perfectly
>mine has some weird error
fucking
HOW
>>
>>386297397
Still in the writing stages, since it's a dating sim. I think I've got the intro down at this point and ready for the visual assets, though.
>>
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/v/,

Please give me the motivation I desperately need.
>>
>>386297397
Just started today and have NO idea how to do anything so I'll probably just not make a game lol
>>
>>386299158

Make the canons rotate to the shortest side instead of always clockwise(adding).
>>
>>386312720
OBS + WebM For Retards
>>
>>386313420
>>
>>386313420
no matter what it is you make someone will be interested in it and you will make money from it
>>
>>386313567
They do a full rotation every time, my guy. There is no shorter side
>>
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Playing around with what things look like off in the distance.
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>>386314317
can i climb that mountain
>>
>>386314317
That looks beautiful. Did you make it all yourself?
>>
>>386314317
I know it's not that important I'm sure but definitely work on the running animation, bc it looks weird as shit right now.
>>
why bother making the games when people have already made or are currently making what I had planned out
my binders filled writings, doodles, references, etc are left to rot
I'd only been seen as a clone/copy
Or I'd be associated with shitty memes or tastes
it's just a waste for the most part
>>
>>386313089
>try to implement pathfinding by downloading files from a game dev on youtube
>doesnt work
>I even get an error when I finish a line with ";"
>fuck Unity
>fuck coding
>now I'm learning blueprints in UE4
>>
>>386314724
thats the basic UE4 character and his animations...
>>
>>386314946
Cmon man. Either do it for you or submit to your depression.
>>
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BN clone n° 9999
It's coming along slowly.
I expect to use the engine to make a different game once it's done.
>>
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>>386314392
No but you can fight on/in it.

>>386314524
Yep, except
>>386314724
Not my character or animations. Mine look a bit different.
>>
>>386315510
fuck you asshole
>>
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Recently finished some annoying work on a method for handling and managing animations. Decided to borrow some sprites from Scott Pilgrim because I got tired of looking at the base 2d sprites given to you.

It's just simple stuff like if there's a new action update animation for the appropriate action, check if this animation should be looped or not, should the next animation begin from where the previous animation left off, etc and etc.

I don't know actually know if other games do the whole start of animation is based off previous animation, but I only just noticed while playing portrait of ruin and looking at jonathans neutral jump and move jump.

Probably gonna work on some more mechanics now. I already have a dash of sorts

>>386313420

Anon just go and make the god dam game, screw the motivation stuff.
>>
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Taking a break from sound effects to do some art. Working on making my village hub area more comfy.
>>
>>386315359

looking neat anon I love me some BN.
When u say different game what did you have in mind?
>>
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>>386315359
yo I hate u I was workin on a mmbn clone first fuck
>>
>>386316914
thumb you're so fucking slow
>>
>>386317514
I will fight you
>>
>>386316914
slow why are you posting here again lol
>>
>>386316914
Is this a real game or just a meme game?
>>
showdown multiplayer
>>
>>386316776
I have a few ideas in mind but nothing is set in stone yet, I want to keep the same premise with some sort of cyberpunk atmosphere but I can't see how to pull it off without being too edgy or hyper serious.
>>
>>386318120
looking cool, joker
>>
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>>386318048
uh


yes?
>>
I have absolutely no interest in any of the games posted ITT. Get good and stop making garbage.
>>
>>386318559
with enemies like that it seems like it would be better to have a projectile weapon
>>
>>386318191
ty!
>>
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>>386315578
No, fuck (you), asshole.
>>
>>386318048
looks really cool! what did you use to animate and make the sprites?
>>
>>386313420
Motivation is a false god.
Dedication is manhood.
>>
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Is remixing classic music ok/legal?
Are there any consequences for remixing classic music with different instruments/tempo and selling with game?
>>
>>386319128
Depends
Bolero for example isn't on the public domain but it seems like the rest is.
>>
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>>386318798
nah

fuckin punchign skeletons as anime girl is more fun
>>
>>386297880
Can't you do it with PhysicsMaterials?
Create a new physicsMaterial, make it not slippery and attach it to the collider
>>
>>386319309
at least increase the range of the punch
>>
>>386319128
A lot of classical music is public domain. Just make sure to research what is and isn't if you're unsure and you'll have no trouble.
>>
>>386319713
nᵒ
>>
>>386319813
I agree with other anon. Need more dash/iframes.
>>
>>386319713
>>386320148

This
because that punch is dr jekyll's cane tier
>>
if I were to make a fighting game using Aseprite and Game Maker with absolutely no experience in either would it be best to start designing stages to familiarize myself with these programs or characters/movesets since thats what the game is gonna be about?
>>
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>>386297880
>>386319701
pic related
>>
>>386309509
of what?
>>
>>386319713
>>386319309
at least make it like street fighter 2010 where its a short beam punch
>>
>>386309271
>Aesprite and a little Photshop. It helps to block out the general shapes before detailing them
Did you user tutorials online or did you already know how do use these?
>>
>>386306173
>building a fundamental understanding of 3d character movement
>translating that into usable code

Are you seriously so retarded that people need to walk you through everything?
>>
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I made a health GUI a couple days ago.

Started out trying to match Megaman and wound up with something more like Legend of Zelda.
But i think it reads well and matches the general candy theme of the game.

Also, I've got ideas for 7/8 levels now. Though I don't know how I'll make a couple of the "robot masters" work.
They're all kings/queens/counts/whatever of their respective type of sweet catagory.

>Hard Candy - The current level I'm working on is a Hard Candy Mine
>Gummy - Gumdrop Forest
>Ice Cream - Ice/snow level
>Soda - lake/ocean water level
>Cake - city level (think tiered cakes for buildings)
>Cookie - Giant oven factory
>Chocolate - Not sure. Either volcano or steampunk type thing

I don't know about an 8th catagory or level right now. Some ideas that have been suggested were cotton candy (not exactly a catagory) or fruits/berries (not exactly sweets).
>>
>>386312858
>If he is greek he cant be blond
guess im not greek then
>>
Are you all NEETs? How do you find time and will to commit yourself to something so complex without feeling the lack of resources?
>>
>>386323295
tendies my friend.
>>
>>386323295
>Are you all NEETs?
I'm on summer vacation from college
>>
>>386306120
Your game will be a hit, just make sure to put it on the switch
>>
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Update on VR
Did a ton of boilerplate stuff
Tweaked a bunch of things
Focused a lot of getting the headset fade working properly

I should be able to start putting in legit game mechanics soon and make something out of this.

The game idea
>series of puzzle levels
>there will be doors, levers, switches, objects you need to carry, blocks you need to push, targets you need to shoot, etc
>gimmick is that your hands will have a color assigned to them that you can change by touching certain objects
>your hand can only interact with default color objects and objects of your hands color
>>
Does anyone know the specifics of how megaman x's movement worked. Particularly if jumping was at a constant acceleration and/or if falling took into account the acceleration being received by jumping?
>>
>>386305476
>going into gamedev for money
If he's looking into programming, he should go into web/app development if he really wants money. If he's a good ideas guy, he could even make a startup. Lots of investors in those areas compared to game dev. More often than not, you'll earn more money in the long run as an app/web developer than a gamedev. It takes a certain amount of autism to stay in gamedev even though there's so much dosh everywhere else
>>
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Puffing away at it.

Get it?
>>
>>386320475
try implementing a really basic char that you already understand, as simple as ryu normals+fireball
>>
>>386306120

Nice flash cut there
>>
im kinda stuck, dont know where to progress, the singleplayer? multiplayer? i can make a small beta but cant decide on which one to do, making an online dethmatch thing wouldt be that hard right?
>>
>>386322758
this looks pretty cool anon, i like that dash animation

maybe make a taffy themed level? like a desert where the sun heats certain parts and melts the taffy like quicksand or something. or like a licorice jungle, with treetop levels and licorice vines to swing on
>>
>>386322758
>>386327652
or even a bubblegum themed level, maybe in the sky and you float around like the kid from Balloon Fight but with bubblegum bubbles.
>>
>>386297397
Yo how good of a pc/much space do you need for all this shit? I've got a problem where I have 2 laptops, 1 gaming laptop that lost its support years ago and thus connecting it online crashes it if ANY updates older than 3 years get in and win10 updates automatically(fuck microsofts bullshit, I clicked on that goddam checkbox y u still updating???)

And then I've got a Lenovo x201 full of important work related shit.
Which should I use for programmin languages, unity, art, music and crap?
>>
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Lately I've been working on a block for the enemy/player that cancels out each others attacks.
>>
>>386314317
Have you tried the Ratchet and Clank thing of mipmapping and not rendering stuff not in players vision?
>>
>>386328923
why would you make this, so weird...
>>
>>386328923
Whatever you're doing
Keep doing it
>>
>>386297397
I'm still ust learning. But what I really like to do is making music to the game, that's why I wanna learn a bit coding too so I can make my own shitty underground indie games with "great soundtrack"
>>
>>386328923
Did he do the right thing?
>>
How is godot?
>>
>>386297397
Is there any merit to watching this thing? Would it be helpful in any way?
https://www.youtube.com/watch?v=A2dxjOjWHxQ
>>
>>386330432
last time i checked it had lots of bugs, did 3 come out yet?
>>
>>>/vg/185065029
>>
>>386330621
you should probably work on getting more areas done before adding detail on them.
Once you have the foundation then you should work on game mechanics.
That's just what I think
>>
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>>386330805
Yeah, you're right.
Might wan't to block the whole building first, then start adding detail.
>>
>>386330621
why did you wanna use resident evil cam, adventure game?
>>
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Is godot good or is it shite?
>>
when using Aseprite what is a good grid size for making things?
I started with 64x64 but that seemed to small for the amount of detail I want
then I went with 128x128 which worked for a little bit but I felt I needed bigger for more detail.
I eventually went with 3136x3136 which is a fucking massive amount but it might be good for a detail
>>
I've wanted to for a long time, but my 'dream game' is so out of scope for any game team that isn't a multi-million dollar company.
>>
>>386331784
Then don't make your dream game?
Making your dream game is a bad idea anyways.
>>
>>386331518
ps1 style survival horror game. Low resolution textures with limited color palette and everything.
>>
>>386332536
You should go all the way and do prerendered rooms too

You can simply have the existing level geometry as collision. Block out your maps to get scale and layout where you want it and then import that (with the cameras) into your modelling program and start detailing, go nuts. then render that out for each camera angle to like 640x480 (or something 16:9 in that ballpark)

Some RE modding sites have good tuts for doing that style of level design, check em out
>>
>>386332778
I've been in the RE modding scene back in the day so I know a thing or two about that.
If I wasn't one manning this, I'd consider it, but pre-rendered backgrounds are a bit much for one guy.

I'm thinking of making it some kind of Resident Evil/Silent Hill hybrid.
>>
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>>386297397
Help im wasting all my time making assets instead of programming
>>
>>386331784
then you should adjust your dream game so it is managable for you
>>
I see some really good looking games here, well done!

I recently made huge improvement with physics performance and runtime-generated combined meshes in my game (important for levels with lots of details) and game now runs very smooth at 1500 FPS on a semi-gaming PC and about 120 in a crappy laptop with onboard GPU.

My next goal is to improve shaders to get the feel and style I imagined + dynamic lightings.

The game I'm building is a first person RPG with old school graphics and sprites. Sort of like hexen or delver but with more emphasize on character build and quests scripting.

Sorry I don't have pics to show I'm at work but if the thread will remain open when I get home I might post some.
>>
>>386328923
>My wife's son
Cuckfish.
>>
>>386333020
>filename
huh
>>
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I made a charge attack, and I'm current looking for sprites for the other charge attack I have planned.

https://my.mixtape.moe/kvbjyn.webm
>>
>>386304837
If that killed screen is just a place holder, please keep it. I love it.
>>
>>386305751
>you are fucking retard anon

maximum kek
>>
>>386297397
> Have tons of cool ideas
> Cant decide at what to do
> Too cheap to hire artist/3d modeler, so do everything myself
> Looks like shit
> Also lazy as fuck and havent touched my project in weeks
Im pretty confident at my programming skills, but the aesthetics and not being able to decide what I want to do is killing me
I made a tile based movemeny system for a turn based game (only some minor problems that should be fixed in a day or two) but now Im thinking I should do something real time like bastion
>>
Is there a discord for this sort of thing?
>>
>>386337461
Yes.
>>
>>386336315
Check out opengameart org, and try to learn at least basic Photoshop editing skills.

This should be enough to make decent looking game.
>>
>>386303387
>>cylinder collider
>No such thing.
Can't you make one by having an invisible noclip cylinder, giving it a mesh collider, and using the mesh collider instead?
>>
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>two years of posting updates
>still only 150 twitter followers

Is it even worth finishing?
>>
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>>386335369
I think I got some sprites for the charge animation at least, I just need to make some sprites for when you're at MAX charge now
>>
>>386339120
Shill plz.
>>
>>386339328
>sprites for when you're at MAX charge
What's the plan? Flaming eye socket? Deep glow from within?
>>
>>386318120
Are you the Downwell dev?
>>
>>386315359
Looks great. anon.
>>386318161
Anything we can help? Not all cyberpunk is necessarily edgy or too serious.
>>
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>>386297397
Aye, gonna start drawing characters portrait soon
>>
>>386325295
What's the character underneath? Looks cool.
>>
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>>386339674
I have no idea. I was thinking either a deep glow or small pillar of light coming from the socket, this is what the gun is going to trasnform into when you release the attack and shift into hyper mode

You ever play R-Type 3, the third lightning? Because I'm stealing a mechanic from that for this weapon
>>
So this
>>386339328
turns into this?
>>386340152
How about a small pillar of yellow light like the webm which kinda flows through the barrel, changing it from 1 to 2 in the process.
That or have like: yellow charge, small light to show its ready, and when you release a quick bolt of light around the arm transforms it from 1 to the other.
Or it could be like a rotation. After releasing the attack, the bracelet gun turns around to show the new weapon. It would give a bit more flare to it.
>>
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But I'm too stupid for coding
>>
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>>386340482
Actually the weapon already has a power up animation, I just need to make an animation to show it's ready, have an old ass webm showing the animation, ignore the shitty HUD and the lame projectiles, this thing is getting a makeover
>>
>>386338654
Throw me a bone man
>>
>>386340645
Much better than what I was proposing. If its just the MAX animation, how much the skull having so much accumulated power that it starts leaking out of it? Have the arm treble a bit as well to emphasize how much power takes just to keep it steady.
>>
>passionate about vidya
>want to make my own game
>know all about level design and game balance
>want to write dialogue and branching story options
>I can even do the music
>too retarded to program

anyone want to make a game with me?
>>
>>386341096
IDEA GUY
D
E
A

G
U
Y
>>
>>386297880
I'm sure there's a better way to do this, but you could just make the capsule real narrow.
Maybe just use a raycast to check the ground distance directly below the character instead of any kind of physics object.
>>
>>386341096
>too retarded to program
>want to write dialogue and branching story options
So why aren't you using GameMaker or RPGMaker in order to skip a lot of the programming? Make something dialogue/story based? Can you even write?

Are you, dare I say it, just an ideas guy?
>>
>>386342000
I tried using game maker but it's much more complicated than I thought it would be and it's overwhelming
>>
>>386341165
>>386342000
n-no bully
>>
>>386343213
Get construct 2 or Clickteam Fusion, those are REALLY retard friendly.
>>
>>386341096
sure
you sound like a talented guy so I'll do it for free
I've sent you an email
>>
>>386343257
retards shouldn't make games
if gamemaker is too complicated for you you should just give up
>>
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Been working on some new areas still need a new water texture
>>
>>386344916
Make the water look like this. It's easy to do and fits your style better than any texture would.
>>
>>386345058
Not him. Thats good in still shots but once you move around or deal with curved edges it'd go to shit.

>>386344916
I think you need some haze to show depth.
>>
>>386318120
prepare to be annihilated for stealing downwell mechanics, unless you're actually the downwell dev.
>>
>>386318120
That hud is slick as fuck
>>
>>386305476
depends

if your friend wants to make a porn game then yes there is money. if it's generic indie game then no
>>
>>386345937
Could sort of be fixed by having the water go under the platforms through a small opening, avoiding the issue with curved walls.
>>
>>386315510
What the fuck, retopo down to about 3k tris each and use bump maps, you retard.
>>
>>386344916
wind waker was a shit game but its water was really nice and really easy to do
>>
>>386306252
If you want to make games then yes it's worth it.
If your goal it to make lots of $$$ by being the next indie game hit then no.
>>
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>>386305476
It's a business like any other at the end of the day, but it's obvious your friend is looking at games like Undertale and thinking "I can do that", so he's being an idiot by focusing on price first and the actual game second.
When I was developing my first game with a friend, I'd occasionally talk about pricing and marketing before we had anything more concise, but mostly because I was doing my part and he, as a programmer, kept delaying everything, so I'd try to keep him motivated by giving a financial purpose if the joy of creating wasn't enough for him.
>>
>>386341096
>know all about level design and game balance
LMAO
>>
Don't know shit about programming. Any sites or videos that could help out?
>>
>>386341096
I am a great game programmer but totally ignorant about game balance and design. I can even do 3D/2D art.

I just need someone to tell me what to do and share the money with me when we finish the game.
>>
>>386350163
I'd advise you to start using löve 2d.
>>
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>>386350313
>löve 2d
I'll look into it. Thanks anon.
>>
>>386351379
No probs, very simple and good for starting game dev. You will basically understand how games work.
>>
>>386350313
>>386351379
I use Love2D but I don't know why people keep recommending it to complete beginners. It's not even an engine, just a framework. It's got nothing on Game Maker or Unity where everything's already built in and organized into entities and shit.
>>
My first prototype. I'm looking to finish it and get into other things.

It's just a map where you "conquer" locations. Upon conquering one, the adjacent places are unlocked for conquest. You get resources and can increase your power by purchasing units (icons on the left).

Which other things should I add?

I thought about:

-Having a portrait of the enemy on the left, making snarky remarks when you lose a battle.
-Having different resources to purchase the different types of units (now there's only credits/gold).
That's about it.
>>
>>386349664
This
>>
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Been working on a terraria style asteroid mining game lately. Going pretty good.

This weekend I've been trying to make the edge and corner tiles look better and different from other tiles (not included in this webm). Pretty much working now. However it's quite bit more complicated to do that you'd think in Unity (with good enough performance in a map of millions of tiles...)
>>
>>386351981
I has the simplistic way to provide a person the information "how a game works".

It was basic 3 methods to start with, there you understand how game loop and drawing things to screen separates. You get to see how sprite animations work, how to structure your game, how to use libraries and so on.

He said I don't know shit about programming, That is great we won't have to deal with different mechanisms of each game engine and their complex UI. That is one of the things breaks your will to start game dev or makes you a assetflip game dev. So he can focus solely on programming and making games.

First day a pong, second day a collect the falling items and the third day he will be able to make a match the pair game. He will learn to make games and learn basics of programming by the time.
>>
>>386305476
I'm probably burning money by paying a programmer to help me out as well as a few other artists, but it's a hobby to me more than anything.
>>
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Hey guys. Is there anyone here with programming knowledge that could give me some guidance?

I've recently got interested in game dev after learning a little bit of art. I want to learn how to program without limitations. C++ is my end goal, only I keep seeing that it isn't a very beginner friendly language to start with. I recently started with Python and I've been at it for a couple of weeks now.

Do you guys recommend another language or should I keep at it at this?

>>386319309
>>386318120
Anons, these look incredible. Do either of you have a tumblr or something?
>>
>>386353876
just learn c++
>>
>>386352913
>Game Maker
>Complex UI
>That is one of the things breaks your will to start game dev
You're retarded. By design, Game Maker is simple enough for actual children. Engine work is fucking boring and the worst thing you can tell someone to do when they want to make games but don't know how to program. Also, learn English, you third world shit.
>>
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>>386312858
Greeks have always idolized red and blond hair, anon.
>>
>>386355445
You are the only retard here, because you can't comprehend what I am talking about. And to prove your shit game maker you'll focus on language mistakes. Total loser.
>>
As someone completely new to development, would you recommend getting the new humble bundle?

https://www.humblebundle.com/books/unreal-unity5-book-bundle
>>
>>386355731
You shouldn't give advice when you not only don't understand the tools people are talking about, you can't even speak their language.
>>
>>386356135
I am the one to give advice to 15 yo kids like you, since I can program the tools and game engines myself. You'd wish you could speak 6 languages like I do, I don't care about your language especially. Hid behind your anonymity and keep making shit comments kido.
>>
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I'm on a train with no power outlets for my laptop so progress is halted for the day.

Tomorrow I'll be working on grappling and digging mechanics.

So far, I have shooting, jumping, climbing, dodging forward roll and back dash.

The alien is just placeholder right now haven't fleshed out his AI
>>
>>386356819
>grappling and digging
What kinda game is this gonna be anyway?
>>
>>386350313
>>386352913
>>386355731
>>386356536
retarded loove2d shill get out and stop giving newbies advice that is only better than those idiotic pastas about how beginners should start with writing their own engine
>>
>>386356984
cry more
>>
>>386356901
Puzzle platformer
>>
>>386357262
Tell us more, I've seen your progress on /agdg/
>>
>>386356819
MMIXEEEEEEEEEEEEELLSSSS
RRRRREEEEEEEEEEEEEEEEEEEEE
>>
>>386352460
Seems like a nice game.
Use UE4 (idk how to (((Spoiler))))
>>
>>386356819
Reminds me of Risk of Rain.
>>
>>386358053
Ctrl + S
Like this
>>
>>386297397
>how's that game going?
Fucking nowhere. Can't nail down a solid run animation so I'm just making music instead.

>>386358393
Neat, I always typed out the tags.
>>
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What are your thoughts on this tileset?

Too earthboundy?
>>
we're doing a limited playtest with friends this weekend

first time we've had other people play it. getting really anxious about it.
>>
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>>386358092
It definitely started out that way but as it's progressing its getting less like it. I'm a hack for sure and have no good ideas of my own.

>>386357929
RRRREEEEEEEEE

>>386357865
Still trying to hatch out the story but without bloating it, I want to have some solid mechanics that are split between solving puzzles and surviving attacks.

Someone suggested light crafting but I wasn't too keen on the idea, but I'm considering possibilities. First and foremost I just want it to be F U N

I do like the idea of randomly spawned enemies and a time mechanic similar to ror but I wonder if it would distract from prescripted puzzles. I guess I'll just have to find out by testing things out.
>>
>>386358976

Just relax with it, anon. Look at any criticism as a way to improve and don't take that shit personally.
>>
>>386358912
I love those colors, anon
but it is a little too Earthboundy, but that's a bonus to some people
>>
>>386358912
perspective is fucked
>>
>>386358912
You wouldn't pillow shade the sides like that just the top or bottom
>>
>>386358912
The part jutting out at the front looks ood because it's higher than the rest but the top looks to be at the same level.
The dark tone you used for the cliffside could be a little darker and saturated.
Otherwise it's fine.
>>
>>386297880
1. your capsule collider is way too big.
2. physic materials please.
3. use unreal
>>
>>386359018
Starting as an imitation isn't inherently wrong, as long as the final product is different enough and something you could actually call your own.
Imitation is the greatest form of flattery.
>>
>>386359136
>>386359138
>>386359237
>>386359246
Thanks for the advice, guys!
>>
>>386328923
go on...
>>
>>386359441
I genuinely appreciate the sentiment anon, I hope I don't let you down!
>>
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>>386359624
Hope you succeed.
>>
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>>386297397
fuck why I can never do physics? I'm a new developer, but I can do a lot with proper study... Except physics. Movement is a fucking impossible thing for me.
Am I stupid?
>>
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not really a game.. But i've been practicing PBR materials and junk.

splatoon inspired.
>>
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The super clean snow was looking really boring so I took a day off from the main work on the gameplay too add more detail. I now have a dirty snow to paint around boulders and trees, and a more clean snow to plain in empty parts. I also added more rocks and pebbles.
>>
>>386360219
Interesting. A bit fuzzy to see but still. What is it about?
>>
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>>386360302
Yes, absolutely. The fog is too dense right now. It's a third person RPG that plays like a WoW raid. If you want to read more, I have a better explanation on my dev blog here https://rebirth.com.ar/posts/1
>>
Hey, what engine I should look into if I wanted to make a card game like mtg or hs? I mostly know c++.
>>
>>386360219
>the classic unreal high gloss, bloom, and emission everywhere.

really dude.
>>
>>386360693
doesnt matter.

unity is more user friendly, but unreal offers better looking shaders out of the box.

doesnt really matter in the long run.
>>
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>>386339993
I'm glad you asked

http://khryse-dev.tumblr.com/
>>
>>386341096
Not really, unless you're really good at music you sound like an ideas guy. Get gud at programming or art if your serious about making a game. music isn't as important and writing/ideas isn't very difficult for programmer's to handle ourselves.
>>
>>386360861
Why is he so fucking slow?
>>
>>386360861
Character wise, looks nice. Not a fan of the gameplay but that's just a personal preference.
But I agree with the other anon. Way too slow.
>>
>>386312630
You don't want to model with BSPs, bro.
>>
tfw in world top VFX and 3D school and working 7 days a week on projects and assignments but all i wanna do is make fun 3d stuff for anons here


who else /3/ for reals here?
>>
>>386362016

/3/ reporting in.

just do stuff that will make you a better artist first. Worry about helping anyone else last.
>>
>>386360885
Don't necessarily disagree but music can make or break a game. Mediocre writing doesn't break games but particularly horrible writing can.
>>386360580
Not sure if in movement looks too foggy. In screenshot looks nice but what matters is how it is movement.
>Fight. Die. Come back to life. Fight. Die again.
I hope you're not going to fall into the flaw of challenging=die alot. Too many devs see the Prepare to Die marketing campaign as the formula to make a hard game, instead of actually studying why death in Dark Souls works but in others doesn't.
>>
>>386362096
but but but i dont want to do my animation homework i am modelling texturing only reeeeee
>>
>>386358393
Thanks anon
>>
>>386362341
My pleasure
>>
I made doors work this morning
feelsgoodman
>>
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>>386362393
That moment is funny. I remember starting Unity, not being able to do the most simple of stuff.
Finally manage to make a very simple menu that goes from play to level 1. Finally works.
>>
>>386362154
>Not sure if in movement looks too foggy. In screenshot looks nice but what matters is how it is movement.
I would post a webm but they look too blurry so it would defeat the purpose. The game looks pretty foggy in motion, not that much that you can't see around but definitely not as crisp as I would like.
>I hope you're not going to fall into the flaw of challenging=die alot
Well that's kind of it, but it's my first game and I'm learning as I go. If I see that players find the fights tedious, unfair or just not enjoyable I am more than willing to change them. I expect to have a demo map for interested testers in 2 or 3 weeks, with 1 or 2 bosses and a few weaker enemies.
>>
>>386359924
unity has problems with physics and collisions
i suggested you start learning UE4

i'm also a noob and I found this very fast and simple tutorial channel, too bad the youtuber doesnt post anymore

https://www.youtube.com/watch?v=cA97FgP_dco
>>
>>386362665
Can't wait to see it. I get that it comes down to testing with people who're unfamiliar with it, it's just that I've seen a lot of those sort of fight, die, fight, die slogans for games; they are too easily used as an excuse for bad design because
>It's meant to be hard duhhhh
Still, honestly curious to see more.
>>
>>386362235
i want to college for animation and now i dont touch it at all.

Just do what you gotta do anon. Practice what you love, incorporate what you love into your animations if you have to.
>>
>>386360219
check this out
https://www.youtube.com/watch?v=G9vKSqRzhGQ
>>
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Oh thank god I thought I made the lighthouse too tall. It just barely fits in the screen.

Obviously the town's still a WIP. Any prop ideas are appreciated. I'mma head out to get food first.
>>
>>386363208
Not sure what I'm meant to say here. What are you looking for?
>>
>>386363040
Thanks, and yeah I'm not expecting to get the fights right on the first try.

>>386363095
Will do thanks
>>
>>386363372
It's a port town, so I guess some specific fishing gear or something. I was just gonna google "port town" and "fishing gear" and stuff along those lines when I get back.
>>
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Its been on pause for a really long time as I lost the drive to make it but I might as well show a model I made

I'm not sure where to go with it next, I know it obviously needs a face and tail but I'm not sure how I go about making it not so flat, it should be more muscular, any ideas how I do this?
>>
>>386363567
I don't know anything about the game or its story so i can't say much. Looking what typical port towns have is a good start.
>>
i get off work in three hours and then I'll have a few days to keep working on my models, rigs, and animations.
>>
>>386363567
Its more of a village than a town, it could do with a couple more buildings and (I assume its an RPG) it might look good with some shops
>>
>>386363769
Look at a horse, imitate. Not rocket science, anon.
It could be part of an artstyle though, since it gives a sort of Lego feel to it.
>>
>>386363992
Oh yeah, for sure. All that empty space is going to be filled up. I'm thinking about 4-5 more buildings.
I didn't even make a shop or inn yet.

I just got hungry and wanted to go out for food.

I'm still here cause my roommate is using the bathroom and I need to shower

>>386363917
Yeah. When in doubt, go to google I guess. I just figured I'd crowdsource ideas here as well.
>>
wrote a new song but haven't had time to mess with the eq or mixing much

http://picosong.com/vBXL/
>>
>>386364495
Maybe add a monument since those usually give places a bit more history. Maybe a small journal place since I recently saw a movie with Kevin Spacey about it and I thought it adds to that local feel of small town fishing village.
>>
>>386365140
The Shipping News, btw. Forgot to say the title. Great movie, actually.
>>
>>386362154
There are great games that barely have music and writing like dark souls.
>>
>try to model a mature character's face
>face looks like a doll or child

fucking fuck
>>
>>386365406
Oh c'mon. The beauty in Dark Souls music and writing is that they're carefully used instead of using too much. Bosses need those epic soundtracks. Gwyn wouldn't be as memorable if instead of some booming orchestral song with a crying chorus, you have a very soft, dying and somber piano tune. The writing is used when needed but the game wouldn't be as memorable if the characters didn't both set up part of the world building as well as setting up their own stories and personalities.
Just because they seem to not be used often, don't mistake that for being easily replaceable. Dark Souls has a great balance of good writing plus amazing voice acting. I'm sure that, even without looking it up, you'll find people writing fan fiction of Dark Souls who honestly believe their writing is on par with the real deal.
Didn't think I'd get this triggered but I guess I was. Sorry for the rant, but dismissing these things bothers me.
>>
>>386365537
>trying to do things to impress others and not yourself
>>
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I can't even link a library with netbeans
Fucking kill me
>>
>>386368197
That sucks.
>>
God I need to finish my GDD sometime.
>>
Anyone have more stuff to share?
I like helping fellow /v/ devs when I can.
Also bump.
>>
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When are you fuckers going to stop dicking around and make a clone of my favorite game already?
>>
>>386370440
respond to some old posts, some devs might see them
>>
>>386370510
This please.
>>
Why is it not possible to make a skybox out of a normal cube in OpenGL without use that gay ass cubemap shit? No matter what, the edges have tiny black lines.
>>
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pixelart
>>
>>386301969
Looks pretty gunstar heroes/metal slug-ish. And multiplayer? Me likey
>>
>>386372773
Decent start. Anything in movement?
>>
>>386302826
Jealous. Nice explosion sprites.


>>386304590
Suda games have a tendency of doing that, right? Or at least going from action oriented to something like a shmup.

>>386305476
If you CAN make money from it, it'd be your best bet because at least then you aren't working whatever terrible job you have to make ends meet.
>>
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>>386370510
>>386372463

As soon as I can find a decent programmer who isn't a flakey cunt.
never
>>
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>>386373048
Here's a walk cycle. Gun arm is a separate object of course. I'm not actually going to use this though I don't think so I never did anything with the skeleton's right hand
>>
>>386299649
Dang man this looks high quality

If you used Unity for this, got any advice for 2D / 3D stuff like this? Or maybe any resources you used to get yourself up to that point?
>>
>>386373561
I've said it before but I fucking love your art style. What happened with the programmer?
>>386373657
Seems a bit static. What would the game be like?
>>
>>386373561
yeah next thing you'll say is that you'll make your god awful blurry fecal matter pixel bullshit look good you goddamn dumb cunt fuck
>>
Why didn't you make a team year anon?
>>
>>386306252
Programming is pretty easy honestly. Hardest part is learning it. After that it's just applying what you learned and googling what you have trouble with.
>>
>>386306252
> Limited coding experience, but a good friend who is a fucking wise with most languages and seems pretty willing to help on anything else I ask him.
Websites are your best bet. Coding is fucking tough (but so is learning any language) and it'll never be easy.
> No software, (other than say Java, Python, and their respective IDE's) but the hardware to run a decent quality engine like Unity or Unreal.
First place to start is picking an engine?
> No artistic skill what so ever.
Find an artist or start practicing.

I'm behind schedule as fuck as far as getting anything started in the dev scene is concerned. I'll probably be in my mid-30s before my shmup is made. ;_;
>>
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>>386373657
>skeletons with guns
jesus christ how horrifying
>>
>>386373851
Thanks.
He just disappeared.

He returned lately, asking me to join his newly started metroidvania project, making everything from scratch.
Like, who the fuck would do that?
I still have graphics from about 6-8 months of working for him, just lying about. Unused.

>>386373896
>blur-kun is still stalking these threads
Oh, you

I'm still convinced you're just Gogem, to be honest.
>>
>>386306476
That's why you make the game first with premade assets first and then once the game FEELS good, then you focus on the artistic stuff.

The buttons have to feel good first?
>>
>>386374349
Man, that's fucked. Had a similar situation so I sympathize. Have you tried reaching out to some online programmers? With your art style you will quickly find people interested in it.
>>
>>386360861
He should retain momentum from those fast boosts
>>
>>386308403
Dunno anon, maybe nothing to discuss?
>>
>>386374349
you would you dumb piece of shit
writing off something with your paranoia is easier than thinking to yourself that maybe your normie impressing shit is actually really fucking bad
>>
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Decided to work on something quick before I make lunch.

Just a simple one way collision platform when going up, will probably do one for going down after lunch
>>
>>386339917
you really are too good for rpgmaker anon.
>>
>>386308403
I doubt you're still here but still. It's very easy to have your posts go unnoticed. Just keep yourself active in the thread, while occasionally asking for any thoughts. You also have to give a bit of detail if you want people to help. If it's just a mostly blank screenshot, we don't have anything to go on.
>>
Did Undertail and Minecraft just got lucky?
>>
>>386314317
Nice lighting. How many people are involved in this? It looks really good.

>>386314946
Because what if your game reinvigorates the genre? What if people claim that it's the best "such-n-such" game since whatever-the-fuck? Hell, what if they DON'T say it's the best, but it's still pretty good and a viable alternative? It's hard to make anything completely unique nowadays. It's just about can you make it good? That's the one thing keeping me from burning my books, lol. The hope that I can get these things done and they'll be good.
>>
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>>386374751
Thanks
Yeah, I'm working on 3D stuff now (mostly focusing on commission work because that's safer)

Going to 3D/animation school (like a retard) in about a week. Looking forward to learn more.

>>386375029
Are you intentionally writing like Rotate now, to induce said paranoia?

Anyway, I know my stuff isn't amazing, but I've never had anyone but you go crazy with your blur-rants, so I'm going to count you as a special case until I see evidence of the opposite.
You sound bitter about somehting, m8
>>
>>386375325
Kind of. Any game, hell any work in media, that reaches those sort of stature always depends on some luck. Reaching out to the right people, at the right time. Not that they're bad, obviously. Despite not playing Minecraft, it's easy to see why it would quickly become a world wide success, with a very easily distinguishable, and most of all, profitable style.
There's always luck involved, but never assume it's just that. There's always some quality to it that, even if you might not see it, it's there for the majority.
>>
>>386308403
>is that a sign to give up?
It's a sign that your game is generic and uninteresting. It's up to you if you give up or try to be more unique.
>>
>>386375587
I'll occasionally look through your tumblr to see if you updated. Really hope the quake style game pulls through. Is there anything being worked on, besides the models?
>>
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>>386376130
Well, I only do graphics, but there are two main things I'm doing now.

One is the Quake-style game you mentioned (by Coaldev from /AGDG/). I'm just doing commission work for that, and it has been pretty slow lately. I find it harder to be motivated by money than by personal involvement, I guess.

The other is a physics-based game about robots in the future, after humanity has long died out. The guy programming that has just signed with a publisher, and things are looking pretty serious.
Not sure he'll let me tag along until the end, but It's pretty enjoyable to see my models animated so life-like in with his physics system.
>>
>>386308403

If the only thing you're doing is posting screenshots and waiting for a response then you won't get anything. Engage and answer questions.
>>
>>386308403
show us your game anon

I'll tell you my opinion
>>
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>>386373030
>>386373821
thanks
i use gm:s1, i wouldn't recommend it if you want to have 3d stuff in your game beyond an occasional graphical effect though, you'll have easier time with other engines like unity

if you're getting started, keep in mind that it's really good to know something about the easing functions and applying them to make things move in more interesting manners
>>
>>386297880
>not just hacking a workaround
Sad
>>
>>386376574
>I find it harder to be motivated by money than by personal involvement, I guess.
Same here. Not much I can help with right now, unfortunately. Thinking about setting up a soundcloud to see if any /v/ devs are interested in but with so many personal projects, it's hard to dedicate enough time to all.
Anything we can help with?
>>
>>386301969
>3 guys in that portapotty
what were they doing in there?
>>
>>386377794
I'll be honest, the art style isn't doing it for me. Feels too unpolished. There's obvious dedication, since you usually show your progress in these threads but the art keeps preventing me from being excited for the outcome. Has too much of that MSPaint style.
>>
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>>386377861
Thanks a lot, but I don't think there's anything you can help with right now.
I'm hoping I can find someone in real life to team up with at my new school. Somehow that seems safer than online people living worlds away.

Let me know if you find any Castlevania-sounding music, though (if you're a sound-guy). That stuff is really hard to dig up.
>>
>>386378317
>Castlevania-sounding music
Sure thing. When I set something up I'll likely hang around these threads.
>>
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>>386315510
Make some lewds of the one on the left and I will absolutely buy your game, anon.
>>
>>386378556
Nice!
Do post it over at AGDG too, if you set up something.
There's a lot of faggots and autist there, but many will genuinely be happy about it.
>>
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>>386315510
1. no one cares about vert count unless you're working for VR/Mobile.
2. that triangle count is fine, dont listen to the other anon.

Also you seem to be struggling with art style. Its like you want both bump maps & hand painted lighting.. Pick one.
>>
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>>386378079
just taking a shit i guess
>>386378151
your honesty is appreciated
if you have any more specific suggestions, feel free to share
>>
>>386320663
of your game project. Surely you have a blog for it.
>>
>>386379097

Not him, but while your character art is adorable, your background art is lacking in the same personality. It's mainly empty and souless with too much empty space.
>>
>>386377794
that's a lotta juice
>>
>>386377794
monolith 2.0
>>
>>386379097
Stuff like that webm show you obviously care. It's just that everything looks too flat. Like it all blends together, never really giving a sense of depth to anything. This could be somewhat easily be fixed by making the background not stand out as much, as in, a bit more saturated.
If you look at something like Paper Mario, the background is always easily distinguishable from the characters and what's in front.
An even quicker way, at least to see if it helps, is shadows. With a bit of shadows on the characters, walls, it all improves rapidly. As an example. The platfomer that stays still, has the front side and the sides practically the same color, losing all sense of depth. I find it works best this way, specially since the style is meant as a 3D meets 2D.
If I'm too vague, ask away, and I'll try to find more detailed examples to help.
>>
>>386379289
>>386379097
>>386379873
Also this. Not every area needs to scream out that personality you gave to the character, but it does need to feel like it belongs in your game. If its too easily interchangeable with backgrounds from other games, it takes away from the good characters you created.
>>
I've been slacking massively recently, but hopefully I'll get back on track soon. Today I wrote all the logic for forming a party with other players and it should be easy to move into queuing for a match as a party.

Sometimes I feel like I am shooting myself in the foot for making multiplayer games. Almost everything client side is piss easy to code.
>>
>>386380145
Multiplayer games are always a gamble. They'll usually die out very quickly and not leave much of a memory in people. Why not try a more couch-coop game?
Anything to show?
>>
>>386378317
Have you tried programing or learning to program yourself? You have all those unused assets, begging to be used by a game dev, why not use them yourself eventually when you learn?
Also then you could make that Spyro game your first programmer flaked out on, you seemed really happy working on that.
>>
>>386343257
>construct 2
literally the worst shit i've ever had the displeasure of using. has anyone ever made a good game with that pile of shit?
>>
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Almost finished pathfinding (needs a couple touch-ups).
Also the AI accurately shoots at the player and moves in another way than just rushing directly at the player. It's not in but I've also got the mechanic for the AI to dodge bullets.
As it is, the "game" is really harsh, so it's gonna need a lot of balance.

I need to design, and model assets and I'm really fucking uninspired so that's my biggest fear right now.
>>
>>386380403
he probably finds it hard to read code due to his fucking glaucoma
>>
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>>386380403
>You have all those unused assets, begging to be used by a game dev, why not use them yourself eventually when you learn?
Because I am a brainlet.
I made a Doom SnapMap ( http://theonian.tumblr.com/post/163467934233/sorry-for-the-lack-of-content-recently-heres-a ) with some node-based logic, but that's about it. Programming just isn't for me, I'm afraid. I also want to spend my time getting better at graphics, rather than fumbling about with retard-level code.
>>
>>386373657
Just tought of a nice mechanic. Make so the skeletons can pick up various guns, and a way for the player to be able to interact with it, kinda like Zelda BotW. If the skeletons shoots with a big gun, like a shotgun, it's arms fall off due to the recoil. I don't know, it may not work so feel free to take the idea and make it better
>>
>>386297397
How do I pull models from ps2 games and shit?
I wonder if I could use breath of fire dragon quarter models to make a short game
>>
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>>386380992
But then you'll never have a game.
>>
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I AM AN IDEAS GUY AND I AM RELEVANT REEEE
>>
>>386378317
classic or modern castlevania? I have experience with classic games soundfonts/8bit VSTs.
>>
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I was making an homage to Mega Man Legends in GM:S but I became employed and have little spare time. Some day I'll continue the project. I'd love to release it free some day.
>>
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>>386381458
;_;
>>
>>386381470
same. I'm mostly an ideas guy and completely fucking inept at making my ideas into a game.
So im forcing myself to learn pixel art for the game I want to make
>>
>>386381569
Modern. SoTN/DS titles type stuff.
Literally impossible to find...
>>
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>>386379097
>>386379873
Did a quick example of what I'm talking about. It doesn't look like much but the difference in depth can help a lot in bringing the game to life.
Added the shadows to the characters but they actually don't really need it, as long as the background distinguishes itself.
>>
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>>386381768
Another screenshot in a ruin.
>>
Can any of you make something that look interesting, for fucks sake. Something that actually looks NEW and not the same old nostalgia garbage. Why don't you fucking try making sprites from 3D objects and experiment with the lighting at the very least.

>>386381470
Then say something which isn't the same template trash
>>
>>386381768
>>386382225
It'll take some sacrifice but these look like a good start. Even something that could serve as an alternate source of income. Would love to see more.
>>
>>386382225
>>386381768
Nice character design, got a blog or anything?
>>
>>386382401
There's a few here like that. Also people here are mostlypeople without that much experience, which is why starting a more simple pixel style could work best than some highly detailed 3D object, whose project gets abandoned within the week.
>>
>>386339917
Oh! Wtf is this?
>>
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>>386379289
>>386379873
>>386380140
>>386382197
thanks a lot for the feedback, really appreciate your input.
i'm aware that some of the sections of the stages still need more detail to resolve the certain emptiness and i want to get down to it eventually.
the balance of the colors between the front and the back has been a bit of a problem. i don't want to dim the background completely and i want to put some emphasis on it to show the 2.5d, but some tweaking is in order to reach the happy medium. stronger shading differences on different sides look like a good idea.

regarding shadows, i generally avoid shading the sprites themselves. it does make the characters look flatter and while i don't consider it a bad thing, i can see how it could make the game look more "paintish" to some people.
shadows on the environment could improve some of the looks. i'll look into adding more of that stuff and hopefully find some convenient ways to get it done.
right now active objects have simple down-aimed circle shadows, i'll fuck around with that aspect a bit to make it look better.
>>
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>>386380362
I am working alone, and I have no real artistic skills. Cooperative/single player games often require creating vast amounts of content (levels, artwork, etc.). Plus I while I do believe it is more difficult, I think it's a good thing. The real problem is Unity and how shitty it is with dedicated hosts. Took me hours to figure out why I couldn't run non-blocking SQL queries, when it turns out it's entirely because it touched a class which touched a unity class.

>Anything to show?
See webm. Art is placeholder right now. Essentially a mix between a card game and a video game, inspired by Megaman Battle Network. I'm at a point where I could actually distribute it and have people create accounts, log on to my servers and play games. I'm hesitant right now due to polish and lack of original artwork.
>>
>>386382486
>>386382473
Actually I have some videos and more screenshots on my personal Twitter @tetraloofuh
>>
>>386297397
It's going poorly and slowly, thanks for asking
>>
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>>386297397
>You ARE working on your game, right?
Yes.
>>
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Final milestone on thursday, someone broke our playerscript so no more testing lol.
I'll be glad to be done with this piece of shit.
>>
>>386382821
I should specify, shadows on the characters themselves aren't really needed but on the ground underneath them goes a long way. Basically, anything that helps give a bit of depth to it will help. Otherwise, it's the problem of everything looking too flat.
Hope it helps.
>>
>>386383321

What kinda game u working on anon?
>>
>>386383306
Did you draw those?
>>
So for those far along enough to worry about it: what do you guys do for foley/sound effects? It can't all be freesounds.org+audacity (though as a sound guy, I sometimes go there for certain things).
>>
>>386383896
No, every sprite that's remotely decent is taken from other games. The computer is from Megaman Zero, the mech is from Metal Warriors and the zombies are from Castlevania SotN
>>
I haven't opened one of these threads in ages.
Is the furry diaper megaman type game still being developed
>>
>>386383104
Yeah, needs some polish and your own art. Otherwise you risk a Metroid AM2R situation, even if you make it free. Still, looks cool. How much art content would we be talking about here?
>>386383115
Cool. Interested in seeing where this goes.
>>
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>>386384019
>>
>>386315510
Your model stats don't even make sense, how can you have double the amount of triangles compared to verts in-engine?

You'll always have more verts than triangles in-engine since UV seams, smoothing group seams, and vertex color seams cause verts to be duplicated on a specific point. Like a cube with 8 verts and 12 tris in your modelling program has 24 verts and 12 tris in engine.
>>
>>386384019
Honestly, yeah. Freesounds +audacity. Depends on the game obviously. If I can make sounds through programs like Reaper with free VST's, I'll use it. If not, I'll just grab whatever sounds I can, modify them to suit my need and done. You can always record them yourself, even with shitty mics as long as you try to clean the audio a bit and mix it enough to not sound weird.
There's a GDC video of the Bastion composer talking about how he made the music to that, and there's parts he uses samples. He explains how the sample audio was clean enough so he'd mix the EQ a bit, don't have it overpower everything, otherwise you hear the shittier quality, and suddenly you have amazing sounds/music.
>>
>>386355828
This! Came here to ask this question. Is it worth picking up?
>>
>>386384217
I have no intention of using the Megaman characters in the final product, so I'm not worried about my problems there.

The main art content I need is concept art for the card icons and a 3D character artist. More-so the latter because I can create placeholder, but still decent artwork for the cards but there's no way in hell I can concept, model, animate, rig, texture, etc. a character.
>>
How much should I pay for 2d sprites? I'm talking a piece, I don't want some faggot to stall me out of my shekels.
>>
>>386382012
Learn Anon, I know you can do it!
>>
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Still trying to learn how to pixel art in Aseprite.
My mind was not build for art but im sure with enough practice it will become easier.
How many frames would this idle stance be?
>>
>>386383730
2D rougelike with semi-randomly generated levels
>>
>>386355828
>>386384896
I've heard these books are old and written by indians
>>
>>386382115
Are there more details about the game, just to get a general feel for what the music should be, instead of just "like SoTN"? If so, I could try coming up with some stuff. Could then contact you through tumblr if anything decent comes out of it.
>>
>>386344916
For the love of god please don't use the normal extrusion method of outlining geometry. Render the objects you want to have an outline to a separate camera in full black, cheaply blur it, and then just make all values below some threshold black and the rest white to set the width of your outline.

Then you can use the result as a transparent texture spread across the screen and set its color value to whatever color you want your outline to be.

This will give you perfectly smooth outlines without the artifacts you get from the normal extrusion method.
>>
>>386385196
I'd say 6-8 frames.
>>
>>386385563
that is not a lot of frames. Can something like that be done is Aseprite in roughly the same amount of frames?
>>
>>386385196
Maybe around 10. You can always find a website to split the gif into separate images to help out.
>>
>>386384834
Too bad I don't own a mic. I have a lot of synths and VSTs I've bought over the years, with hundreds and hundreds of presets/instruments. It feels like torture sometimes sifting through all the material to find new and interesting sounds to mix and mash together to make SFX. Freesounds is kind of an easier way out, but I have to make sure I find the public-domain stuff, plus mix it later to make it not sound so jarring when mixed with the SFX I made.

>>386384351
ha, that's one way of doing it. While I might price myself out of the market, an ambition I have for later down the road is to make a lot of sound libraries to sell online and earn a few extra dollars here and there.
>>
i'm making an action rpg in ue4,and just played dark souls for the first time,and realised my game is too similar,fuck this shit i'm reformuling the gameplay
>>
>>386385821
There's always room for more Dark Souls in the world. And in my heart.
>>
>>386385708
Different anon.
Don't see why not.
>>
https://soundcloud.com/iwilldevouryourkittens/the-final-approach
https://soundcloud.com/iwilldevouryourkittens/castle-mirrorlord

Which version of the song do you like better? At a loss as to which one I should use
>>
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>>386385245
Nigga iz u srs
>>
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>>386385153
B-but I'm literally starting a 3-year 3d/animation bachelor in a week

>>386385464
I think people who have played the games know what I mean, but if I had better words I'd try to use those to search for similar music...
I think it needs to be driving and adventur-y, and also have a big focus on nice flowing melodies. The melody needs to be really catchy, and the music should sound a little bit "baroque", with piano and harp string stuff being prevalent.

You can contact me through tumblr whenever you like:

http://theonian.tumblr.com/

(I should mention that the Castlevania-like project has been on ice for a long time now, though)
>>
>>386386286
Kinda prefer the Final Approach. A bit more intimidating, a bit cleaner and more focused.
>>
>>386386170
maybe im overthinking it or just unskilled in general but that idle stance is smooth.
really smooth.
what I did in 20 frames is incredibly choppy and lame.
Aseprite doesnt smooth out the frames, it just jumps from one frame to another as expected.
The only way I could think to achieve a smooth sprite would be to make an absurd amount of frames with miniscule differences so it looks smooth.
But im inexperienced and art is not my strong suite so I could be doing this like a complete retard
I really hope thats the case
>>
>>386386549
Alright. I'll experiment with what you described. If not comes out of it, sorry.
>>
>>386387046
That's cool of you!
>>
>recently turned 34
>want to into gamedev
>cant even program
>no draw skills
>vidya and comedy are the only things I've ever cared about

Im going to start learning some c# from the MS site. What all needs to be known to get started in Unity? Just the basics?

I was going to start trying to make an intro to an rpg since they're dialog heavy and seem like they might be fairly simplistic. Is this a good starting point once I've gone through the basics of c#?
>>
>>386386286
First one is my fav, but they're both pretty good honestly.

Also, what vsts/plugins/soundfonts do you use? Your guitar sounds pretty good.
>>
>>386386978
It's not as difficult as it sounds. Imagine that in 10 frames, you'll have the character give a little bounce. One way to do it would be have three main points. Beginning, middle, end. Establish where it starts, its highest point of bounce, and back to 1. If you notice, Ryu has several frames slowly rising, 1 pixel at a time, suddenly jumping a couple of pixels more for just a couple of frames, and then repeating the previous sequence in reverse. It gives that particular bounce to him, instead of a smooth transition throughout.
One good practice is finding either a model or remake a particular spritework animation. Then study how each pixel moves around to give the exact motion you're looking for.
>>386387195
My pleasure.
>>
>>386387261
It's too early to even think about making games if you don't know how to hello world.
>>
>>386387261
Learn syntax, then learn OOP. C# is fine to start with.

>rpg
No. Start with something the size of a mobile game tops, ideally much smaller.
>>
>>386387367
Huh
Seems everyone likes the first one better
Weird, I made it forever ago and didn't like it so I made the second one just now

Anyway, I use a program called Mixcraft 7, and I just use its default instruments
>>
>>386387261
I would suggest UE4 since you can make complete games with visual scripting. Blueprints are still faster than C# when nativized (ie. turned into C++ by the engine, it's an option that you can switch on)
>>
>>386387261

Depends, what kind of game or mechanic do you want to try out as a first step to get accustom to things?

If your set on unity and the rpg idea, make sure you take a look at the library of info they have for using C# with unity. While you're still technically scripting in C#, it isnt 100 percent C# and unity has some personal quirks.

Besides that its' just try your hand at things and use unity's library, google, and youtube for info.
>>
>>386350194
I would give you 105% of the money if you followed my game design PaintMMO idea. The extra 5% is the subscription or me actually buying the game on release.
>Cheap AF art cost
>Open sandbox MMORPG
>Similar system to runescape skills and experience curve with no cap to level
>Limited housing, farming and guild plots around the world
>Player posted quests in NPC cities
>Underworld section where PVP is everywhere and has insane resource gains but have single / multi combat zones
>World raid events like dark creatures taking over towns pushing players back to the starter portal if not dealt with

The art would be plain but creative. Animations would be the hardest. 2 types of accounts. One being standard. Other being hardcore meaning if you die you're gone forever but have access to unique drops that are untradable and gain experience at a higher rate.
>>
>>386387853
The problem with the second is that it feels very busy. Several instruments kinda fighting over having the main melody. The first one works great since there's very clear and clean changes for when what instruments takes the lead and which go into the back.
>>
>>386388353
Not sure those 2 types of accounts would work. I'm seeing people getting pissed off. More than usual for MMO fans, at least.
>>
>>386388602
>>386388602
I meant to say character. You'd only lose the character not the account. But they chose the option too. Whether they have bad lag, disconnect, thunderstorm... Doesn't matter. I'd play hardcore due to more experience and unique drops that make your character a regend.
>>
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>felt a sudden urge to do something
>decided to try out 3D modelling

W-well... so far it's not as hard as I thought
>>
>>386387840
Oh, well so something very generic like a pong, snake, or flappy birds?

Syntax > OOP gotcha. Yeah I thought C# would be more user friendly. Thank you.

>>386387894
I will have to look into this some more. I was starting into C# because it's a highly desirable skill to have in general.

>>386388108
OK so I didn't understand it correctly. Thanks for the information.


I really appreciate all the responses guys. I look forward to hopefully growing with this general some more. Soon I will be able to help others coming along as well.
>>
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>>386350194
>>386388353
>pls respond I'm autistic
>>
>>386389097
That does sound better. If it was account, the amount of shitstorm from it would be monumental.
>>
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currently learning about references and pointers in c++
>>
>>386389541
>I was starting into C# because it's a highly desirable skill to have in general.
C# programmers are a dime a dozen, being able to program in a certain language is now what makes a valuable programmer. If you're willing to take advice from a random dude on 4chan, I suggest that you read The Clean Coder: A Code of Conduct for Professional Programmers (not to be confused with Clean Code, which is also a good book but not all that beginner friendly).
>>
>>386389858
Here, I just saved you days of trouble.
https://www.youtube.com/watch?v=f-pJlnpkLp0
>>
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Just wanted to say. I've spent the past 6/7 hours making sure the thread didn't die and tried to keep it somewhat active, gave as much advice as I think was useful.
Most people in my life are the kind that see any work, even creative and personal work, as a chore and something to be avoided. A sentiment that I hate with a passion and makes me distrust most people.
Seeing all you anons care and keep working, showing your work and accepting advice and criticism makes me smile. Despite whatever problems or circumstances in your lives that keep you from working on your projects full time, I want you to know that you made this anon incredibly proud of you all. From the more experienced to the ones starting out.
It's always a pleasure to see your passion and motivation shine through and I'll make sure to help you whenever possible.
See you faggots in a later thread. Love you all.
>>
>>386390234
Whoa thanks for that. I'm going to pick it up. I honestly have gotten a ton of great advice from random anons over the years.

This book is beginner friendly?
>>
>>386390367
that was terrible
>>
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>>386382786
Jrpg with fantasy setting!
>>
>>386390865
Yes, it's not so much about programming but about good practices to get work done in a professional way. It teaches you about learning languages, unit testing, scheduling and things like that that and that's what sets good programmers apart.
>>
>>386391043
What a plebeian
>>
>>386389450
The official channel on blender just released a long-ass tutorial series covering all the basic functions the program uses.

It doesn't go super deep, but it sure as hell helps for a starter.
>>
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>>386391473
That's freaking neat, thanks anon! I've watched Blender Absolute Beginner tutorials and I actually want to go in depth now.
>>
>>386392081
Their channel on YT is pretty damn neat for this kind of resource, plus you should check blendernation too, they have plenty of cool links and news if you want to go in depth with plugins.
>>
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What scale is your game, anon?
>>
>>386393218
Uh, 320x200, technically.
>>
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>>386393218
One day there will be enough stuff in the game that the screen doesn't seem needlessly large and the player isnt horribly small
>>
>>386306173
You are actually retarded. As soon as I got a basic understanding of Unity through the tutorials, my first step became to go on my own and make my own character controller (and then actual game). It's not working yet and there's a fuckton of stuff I need to sort out, but it's still a lot of fun to work on, and experiment, and try new things, instead of copy pasting like a faggot.
You sound like you went into Unity with no prior experience in programming, and now you're stuck because you don't even know what you're doing, and you can't think on your own.
>>
>>386393218
>>386393616
increase your scale tbf
>>
>>386297397
All motivation died when I saw someone post a better version of the game i was working on in /agdg/ a few months back
>>
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>>386395271
Don't say "better", say something like "more developed", seeing others being "better" than you should encourage yourself to give it your most either that or you perish like a beta.
>>
>>386395271
What's your game? You can likely spin it off to fill a new niche.
>>
>>386396283
basic idea was a wizard game where different button combos(most likely dpad or arrow keys) in different order did different spells. Nothing super complex but i cant say i've seen the idea used before.
>>
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>>386395271
Anon, don't let it get you down!
I saw someone post their game that filled the exact field I was going for. Hell, there are better devs with more experience making better metroidvanias than I ever could. That's not stopping me from continuing to progress. Instead, let it be a bar that you can meet and aim for.
Make a good game is all I would ever ask from you.
>>
Wasn't some anon working on a magical girl game that looked like gameboy like last year or so?
Because if he finished it I wanna play it
>>
Been thinking about making a sprite heavy fighting game but that might be too advanced for my beginner level skill.

I'll probably have to make an Uncanny Valley style game and work on storytelling/environmental design before animation
>>
>>386396585
I'm pretty sure tons of games have done that. Magicka did it and I once made a game jam game where you used a guitar like that to cast spells.
>>
>>386396585
fffffffffffffffffffffffffffffffffffffffffuuuuuuuuck
I was learning to program to make that exact same game
>>
>>386397428
well fuck, I just looked at a video of magicka and i feel like an idiot now
>>
>>386397781
The Witness was inspired by a game kinda like this, but instead of pressing buttons you'd make different symbols on the screen using the mouse. That's a good idea anon, but too simple and far overused. Modify and expand it, you didn't lose the game you want to make
>>
>>386397781
Application and execution are more important than core idea. Just think about how you can differentiate yourself from the pack and apply your own personal style to it.

For instance, if I made the game I'd probably make it a magic programming game where you create custom spells to solve very specific scenarios.
>>
>>386360885
not him but I'm really good at music :^)
I will quit my day job and really look into making my own game though.
>>
>>386390724
t-thanks
>>
>>386390724
thank you anon you are a very kind person
>>
>>386319128
Classical music tends to be fine if public domain but the important part is that THE RECORDINGS most probably are not so you need to research.

>>386320475
States and animation are the most important part.
>>
>>386355828
The Packt stuff in my experience is mostly very, very basic stuff. If you're a complete beginner it might be ok but even youtube tutorials officially from Epic or Unity are going to be either the same content or much better than the books. The engines have also changed a lot even from when the books were published. This means either the book is high-level enough to be too generic to be useful or specific enough to not be the right way to do it anymore; case in point you'll be lucky to find a book for UE4 newer than 4.8. I don't find books specifically for gamedev to be that helpful, you need to figure things out from experimentation. If it's a more specialized topic like rendering that might be helpful but the basic "game design/blueprints" courses are verbose and lacking in good takeaways. Many of them can be found for free
>>
>>386362921
God damn, I wish there was more basic shit like this consiely instead of being couched in 20 minute videos. At 2x speed I learned something new with the right click > Asset Actions menu
>>
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why did I buy gamemaker 2 I'm never gonna use this
>>
I keep working on weird projects with no end goal then losing interest and quitting. What's a simplistic game to clone and build from?
>>
>>386403072
Make a Mario platformer.
>>
>want to make 2d games
>know jack shit about maths

kill me
>>
how to not get intimidated by thinking about making game saving, loading, and menus
>>
>>386403294
It's basic algebra, dude. The only hard part is just seeing your objects as variables.
>>
>>386403431
the thing is, i have no idea how to implement them. i could learn about trigonometry and linear algebra but still confuses me the shit out of it.
>>
>>386402286
I binge watched all his videos today and later went to play with UE4 and when I had a problem i would just go back to the video and problem solved
much easier to find in the video the part you wanted to look at
>monetization on youtube videos was a mistake
>>
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>>386405263
also today i watched a 7 minutes video on how to remove the weapon from the started project
what did the bitch do?
unchecked the property "visible"
>>
>one guy had a great guide in java game coding
>deletes/hides it all and never post it again when he said he had a huge project coming
>goes off the face of the earth
man
>>
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>>386405263
The only bummer is he's been gone for 2 years now I see
>>
>>386377401
i will post it if there's a new thread.
>>
>>386406259
I found his channel today and I already miss him
>>
>>386406512
just post now and then again on the next thread, stop being such a whiny faggot
>>
>>386406512
it can take several days before a new thread is made. sometimes longer than a week
>>
>>386297397
I wish you would come up with an original post once and awhile. This copy paste is getting old.
>>
>>386406967
>Hey anon, how's that 「original post」 going?
>You ARE working on your 「original post」, right?
>>
people who make guides and stop are bad but can have their reasonings
people who make guides and stop AND DELETE EVERYTHING are sub human and I hate you
>>
>>386406648
>>386406917
arent the bread dying soon?
but i do post on /agdg/ too.
>>
>>386406967
Makes it easy to recognize
>>
>>386360861

You need someone to animate that correctly.
Thread posts: 498
Thread images: 119


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