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Game Development

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Thread replies: 411
Thread images: 69

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How's your game coming along, /v/? You ARE working on a game, aren't you?

New Discord:
https://discord.gg/Y9xm7U
>>
what kind of gay retard works on videogames by himself
>>
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Off to bed but got some more work done. Still have yet to make some of the props I have planned but I wanted to get the town layout over with.
The crates lined up outside that house on the left are placeholders for a fence.

Should I make a second tree type?
>>
>>386427143
We don't have friends.
>>
What's that one thing you've been pushing off forever
>>
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>>386427086
I made script to represent my player's health and gave it a bunch of events that things can listen to.
When the player dies, it automatically fades to a death color of a default time and then resets the scene.

I also spend time trying to figure out why my VR headset wasn't falling when it was over open space. It turns out that physics get disabled at certain points for some BS reason, so I extended it and overrode the TogglePhysics and boom, now physics stay all always if I want them. This makes it so you can't trick your way across gaps using the Vive and a big room.

That took a while, and I'm now trying to get my 3d hands to work and grip properly.

Once that's done, I can finally move onto interesting things, like all the obstacles I need for my game.
I got a big list of them, but I didn't get to start in on them. I expect them to be much simpler than the things I'm doing now which are more "core gameplay" stuff to get the whole thing running smoothly.
>>
>>386427174
looking good, anon!
You don't need a second tree type yet, go for one once you have maps with more trees.
>>
I haven't even attempted to learn game dev because I'm too afraid I'll fail at it.

If I just keep it as a dream I can pretend I'll make a game one day, if I actually try to learn I might understand how hard it is and realize I'll never get it done
>>
>>386427807
>I haven't even attempted to learn game dev because I'm too afraid I'll fail at it.
kys bitch faggot
>>
>>386427807
Your post made me realize I've been slacking on making progress on the game so thank you for the inspiration.
>>
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>>386427143
Working alone feel less stress_(:з」∠)_
>>
>>386428503
Are you drawing all those?
>>
>>386428503
No way you made this
>>
How many fucking discords do we need
>>
>>386429026
We need one that's active with mods that know how to delegate and won't abandon it.
>>
>>386427441
suicide
>>
>>386427143
Notch, at least at the beginning. And you can hate him all you want but he is swimming in money and pussy.

Not that its easy to become a commercial success.. but it sometimes happen.
>>
>>386428819
>>386428934
Why not?
>>
>>386429395
It's... Good
>>
>>386428503
Love those weapon design! Personally semi-hentai games are not my cup of tea but characters design looks really good.

What's that green potion thing in the right girl's hand?
>>
>Discord
Why not just have another /agdg/ war on /vg/ instead of trying to get your autistic circlejerk going here too?
>>
>>386427143
No one wants to work for me for free(for a very long time until release). No one I know and WANT to work with at least. So I don't have a choice.
>>
>>386429794
>No one wants to work for me for free(for a very long time until release). No one I know and WANT to work with at least. So I don't have a choice.
Have you considered partnership with someone and sharing potential future revenue instead of "work for me for free"? I think people would be more opened to the idea of partnership than being slaves.
>>
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I am making a shitty horizontal shoot em up with love 2d and some flagrant /his/ pandering.
should be finished before Christmas even thought I could finish it in a few hours if I stopped procrastinating.
>>
>>386429995
Yes I have considered that. Everyone skilled enough to satisfy me has their own projects/obligations so I really can't get their help without money.
>>
>>386427441
rebindable controls
>>
>Discord

The fuck?
>>
>>386429395
That's two different people, and not technically an answer to both
My suggestion would be to not use RPG maker if your art skills are that good. Use something that can make a better game, unless you don't plan on it really going anywhere
>>
>>386429319
>notch
>swimming in pussy.

The only thing that faggot is swimming in is pure lard.
>>
I need to get better at animating in Aseprite and actually making decent looking art.
It's hard when your completely fucking inept
>>
>>386427086
>discord
great way to transform these threads into autism circlejerk
>>
>>386427086
>discord
fucking why
>>
>>386427086
>discord
kill yourself
>>
Currently at a concept phase and trying to rig the first model. Once I get the models and levels designed, everything else should go smooth sailing.
>>
>>386431113
quality post
>>
>>386427174
Just flip the existing one bruh.
>>
>>386428503
Go for a serious game you faggot
>>
I want to, but I'm also trying to get a website to take off. So eventually I decided not to split my time.
>>
>>386427174
Break up the monotony more. Too many of the same tile in one area.

Look at Stardew Valley and how much it breaks up the ground textures with stuff like pebbles and flowers. The beach has underwater logs and rocks. The paving has holes and decorative lines.
>>
>>386431113
the whole point of these threads is that it doesn't matter who's making the games and/or criticizing them, anons post their work and anons comment on it
the discussion is worthwhile because the content of the posts is the only point of discussion; as soon as you start attaching a person to the opinions, the threads will slowly become less about the posts and more about the posters
a discord server will just push away every anon that decides to post here that isn't part of the "/v/ gamedev group", because those that are part of the server will hold themselves above everyone else
either that or the server will be mostly dead and pointless even for those that are in it
if you want to be part of some gamedev circlejerk, I'm sure the /vg/ threads might be better for this, and there's always reddit, random forums, what have you
>>
What do you guys use to make your art?
>>
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>>386429614
T..Thanks!⁄(⁄ ⁄•⁄ω⁄•⁄ ⁄)⁄

>>386429641
Some kind of magic device

>>386430524
Just want to make my first game with an easy to go engine,being drawfag don't know how to code is suffering */ω\*)

>>386431436
wat?
>>
So has Berzerk (You know, the old arcade game) gone to public domain yet? If not, who owns the rights?

Asking because I don't want to get too far into development.
>>
>>386432085
Not for another 140 years at most.
>>
>>386432023
Join the discord I want to see the progress on this
>>
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>>386432163
Well damn.

I can't find anything on who currently owns the IP.
>>
>>386432445
Literally the company that made it, Stern.
>>
would anyone be interested in playing a pixelshit game in a cyberpunk setting about transhumanism?
Not sure if I did a good job at describing that but I hope you get the idea
>>
>>386432502
I'm still surprised they are still around.
>>
>>386431958
Pen + paper then photoshop
>>
>>386432530
They make pinball machines
>>
>discord
>basically a general
>behaves like a general
>>>/vg/
>>
>>386432513
Depends entirely if the gameplay itself is good or not.
>>
>>386432578
Fuck off.
>>
>discord
Go back to your containment sub.
>>
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>>386427086
I was working on a tactical RPG but it stagnated on the art side while working with another /v/irgin purely over the internet.

Just yesterday my IRL friend roped me into starting a project with him, specifically an RPG that parents can play with their children local multiplayer. I took one of my old ideas off the shelf for an RPG which features nothing but dogs (all sorts of breeds) which slotted into what he wanted, and now we're merging them. We're both programmers though so we're still figuring out the art side of the equation.

Hopefully I'll have something to post within a month
>>
>>386432593
I'm not sure what kind of gameplay would be expected of it.
In my mind I picture it to be like those GameJolt games you see every now and then that are kinda short except I don't want mine to be short.
I suppose I would take inspiration from Undertale for the gameplay but I'm open to ideas since I don't quite no myself yet
>>
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>>386432513
>transhumanism
Literally the lamest story for a video game
>>
I actually finished my latest game.
Took me about two months of endless crunch.
Cant wait for it to forever fade into obscurity!
>>
>>386432746
If you have thought up the setting and story before the gameplay don't even bother making it is my advice. Always let the gameplay be the influence for the setting or else you will find yourself battling with mechanics that don't fit the setting and let the game suffer for it.
>>
>>386432835
>Literally the lamest story for a video game
I'm quite fond of the idea of it but maybe my use of transhumanism was misleading in a way.


>>386432886
I get what you are saying but I wan't to put an emphasis on storytelling since I really like this particular idea of mine. I originally thought RPGMaker would suffice for this but I can't afford it and using the programs I have (Aseprite and Game Maker) it would be a lot easier and might actually come out better
>>
>>386433247
If your game is even possible in RPGMaker, it's a shit idea and it's best to stop while you can. Learn to code and come up with a real game idea. Nobody plays RPG Maker shit, much less wants to "cooperate" with a guy who has no skills and make his game for him and wipe his ass.
>>
>>386428503
>>386432023
>fetish game
>types like a retard from 9gag
this is the type of people we allow on this website now
and it's the type of people you'll find in the discord server >>386432232

really good to see this thread going to shit this fast, really impressive work, guys
>>
>>386432556
Well fuck, looks like I will have to change some things now.
>>
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I'm working on a trailer for my game. The game itself is pretty close to completion now and mostly needs some polishing.
>>
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>>386433354
Ouch, that was kinda harsh.
Im not trying to argue but like I said, I couldn't make it in RPGMaker even if I wanted to.
I never asked for cooperation.
And I've tried learning to code and I'm still learning.

I'm not going to just stop this project because I don't know what to do for gameplay while the game is still conceptual all the while still learning how to use the programs I'm using to make these.
I want it to have the same art style as Uncanny Valley.
Once I learn what I can and can't do with these programs then I can decide what kind of gameplay I am even able to do
>>
>>386433354
What is LISA
What is Yume Nikki
>>
>>386433897
>I don't know what to do for gameplay
have you considered not making a game? if you're gonna make a fartsy story game, it'd be better accomplished as a movie, a comic, whatever
the point of a videogame is that it's fun to play, anything else would just end up hindering whatever story you're trying to convey
>>
>>386433507
Thats the trailer?
I have no idea what was going on. A bunch of screenshake, pinballing and 100s
>>
>>386434076
I don't know YET
I've aquired Game Maker and Aseprite literally less than a week ago
Jesus, can I not have ideas or a basic goal to work towards?
>>
>>386434076
>>386434287

You could make a VN or some bullshit, you could learn to do more interesting things with it in GameMaker as well
>>
>friends wanna start making game
>none of them can into art or sound
>we're all known for being lazy
Should I even bother
>>
>>386432232
Nah, just lurk agdg, dev threads or http://takkongguy-blog.tumblr.com i'll post progress in these places
>>
>>386433507
looks fast as fuck, i wonder how the controls feel.
>>
>>386427086
Unity, Unreal Engine, what are the other two?
>>
Stupid question: Is there a limit to how many inputs you can poll via a controller in Gamemaker Studio 1?
>>
>>386435240
Cryengine and game maker
>>
>>386435651
Game Maker? Wasn't that some shity program to make 2d platformers with almost no customization?
>>
>>386435651
Can you make 2D pixel shit games on Cryengine?
>>
>>386436153
It's possible to make 2D in Cryengine, though it'll come out like an unoptimized ass unless you got your compile skills on fleek.
>>
Is anyone making a 3d game? or is this all 2d here
>>
>>386437165
I was and still am making a 3d game, just need to change some of the assets now.
>>
>>386433507
Too much shit on screen and too much of screen shake, you should tone it down a bit.
>>
>>386427807
>Install Unity
>Open Youtube
>Go through some Unity for beginner videos
>Pick some easy game tutorial and follow it in Unity
Congratulations, you just made a game. Now keep doing shit according to tutorials and start studying C# on your free time. You should also check out some free assets at Unity store to play around with. If you are willing to put some money in, Playmaker is good asset for people who don't like scripting.

Once you start feeling more confident in your skills, you may consider switching to some other engine that is more suitable for other than mobile games.
>>
I'm waiting for payday so I can finally buy the gamemaker bundle.
>>
Weight painting and rigging is a pain in the ass
>>
>>386437165
Ya 3D here, 2D can suck a dick.
>>
>>386427807
That's exactly what happened to me and playing a guitar, at least I only spent some $150 on it and can get most of it back if I decide to get rid of it.
>>
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oops

first time posting
>>
>>386439468
I approve of the Bushido Blade combat but that stamina regen and walk speed looks like it would get really fucking annoying.
>>
Did anyone try developing homebrew for the 3ds?
You can use C, C++, and some sort of opengl and sfml, from what i understand.
I'm too dumb and i need unity with C#, but hey this looks fun for people that are used to C and C++.
Also you can use an emulator and try the software on your pc.

Opinions?
>>
>>386427086
>promoting discord in the op
don't do this
>>386439790
>Also you can use an emulator and try the software on your pc.
isn't citra still pretty shit with better versions being some dodgy chinese builds?
>>
>>386428503
>Tease: the RPG

You better release a fucking patch outside of Steam you son of a bitch
>>
>>386439468
move too slow but I like the colors
>>
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>>386427086
>everyone that walks into a building IS an architect, right?

>shilling
>>
>>386435958
>Wasn't that some shitty program to make 2d platformers with almost no customization

If you had no idea how to program, yes.
>>
>>386439468
Animations are kinda eh, but I can tell it's got heart. I like it.
>>
>>386440057
>Signed anime adaptation of meme clipart
Why did you even save that?
>>
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very slowly
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>>386440057
>implies no-one in this thread actually makes games and they only play them
>proceeds to complain about them shilling the games they made

>complains about shilling
>at the same time shills someone through using a reaction image with their twitter name on it
>>
Has anyone here ever made decent revenue from one of their games?
>>
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Check my new game!
http://www.newgrounds.com/portal/view/697560
>>
Working on my art first. Have a few ideas, mostly visual novels and princess maker clones. But the Grimoire threads gave me the idea for something I'd like to do """eventually.""" It'd be a hybrid of Princess Maker type game and a DRPG where you play as the headmaster of an adventurer school training up adventurers.
>>
Where do you guys release on?
Google Play and itch.io here.
>>
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how does this look to you??
any opinions??
>>
>>386440714
make shorter respawn times
and the goal is to collect all bones, right?
>>
>>386440714
Was this made in Gamemaker?
>>
>>386440789
the damage effects look nice I guess
>>
>>386440740
>Working on my art first.

Enjoy never finishing the game
>>
>>386440835
Yes and thanks for the tip
>>
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RPG focusing on buffs and debuffs
His name is Greg
>>
>>386440956
Well yeah. I want to draw comics and porn more than make games. VNs are just a nice side bonus, and I don't think Princess Maker type games are too hard.
>>
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It's going along smoothly, hopefully I'll have a demo done by mid September.

Finished up the spark effect for the parry last night.

>>386427441
Save and menus

>>386433474
Looks pretty cool, kinda hard to tell what's going on, but I enjoy the aesthetics of it.
>>
>>386440887
Yes
>>
>>386441237
>Looks pretty cool, kinda hard to tell what's going on, but I enjoy the aesthetics of it.
Was meant for >>386433507
>>
>>386440714
haha memes/10
>>
>>386441326
Man, I wanted to be a cheap jew and just get the 1 dollar bundle, but now you make want to shell out for the HTML5 publish as well.
>>
It's a card game with real time combat in 2D. You've been raped and are pregnant in a country where abortions are illegal, and you have to decide what to do - have an illegal back-alley abortion (chance to get arrested or suffer complications), try to overturn the legislation by going into politics (not sure what the penalties will be), or carry the baby to term and raise the child (chance it develops to be another rapist).

At first I wanted to mock the SJW's who were trying to make games like this that weren't really games (that girl who wanted to make a "game" where the whole thing is just that you're having an abortion or being raped or whatever and you can't actually do anything so it's really just a real-time rendered animation). But then I thought it would be cool to explore the actual issues involved, without so much political bias (I'm pro-abortion but for pragmatic reasons), and try to make it fun.
>>
>>386441382
>Bundle is only for Game Maker 1, not 2
Gay
>>
>>386441880
GM2 is like 30 bucks cheaper if you upgrade from 1 though
>>
>>386441942
The whole reason I get anything from HB is because I'm a cheapskate. Give me GM2 for the dollar.
>>
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I'm making progress but very slowly. I'm currently working on animating the player character so I can replace the placeholder stuff
>>
>>386427086
nah i operate on a cycle
>hype myself up on making a simple game using only drag-and-drop commands for simplicities sake
>download GM:S
>remember how limited the drag and drop commands are even though my ideas are never that complicated
>give up
>hype myself up on making a simple game...
>>
>>386442398
just ask on GM forums how to do certain things and they give you the code, you learn it very quickly that way
>>
>>386441237
What other enemies are in it, I like those fish dudes
>>
>>386441075
>focusing on buffs and debuffs
tell me more
>>
I'm now to the point I can figure out how to do most everything I want programming wise. Just can't decide on game play.
>>
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>>386441075
>Greg the poo buff
Sounds like a game with a solid sense of humor. Keep at it anon
>>
>>386443429
Just think about Darkest Dungeons combat where you have to butter enemies up for three turns stacking debuffs on top of debuffs before you can even scratch them.

Does that sound like fun?
>>
Anyone making a dungeon crawler?
>>
>>386443803
You're not exactly good at marketing, are you.
>>
>>386427610
ay, thanks.

>>386431361
U rite. Good idea.

>>386431543
This is true. So far all I have is one variant for the pathway tiles, and it's pretty subtle as it is.
>>
>>386443318
The fish dudes are the first encounter, so I have no other enemies atm. Future enemies will probably be Yakuzas, delinquents and punks.
>>
>>386427086
>New Discord:
stop this shit, if you want to circlejerk go do it in agdg
>>
>>386434619
I had a load of playtesters this week and none had any complaints with the controls, thankfully.

The most obvious thing was sometimes they lost track of the player when shit got super crazy, which is something I need to work on.
>>
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>>386427086
It's going along alrightish but here's the thing:

Is there any industry standard approach to designing levels in UE4?

Doing everything in modular parts is kinda unflexible and you are strongly bound to your assets.
Blocking stuff out with the native geometry brushes is kinda cumbersome (especially if you are using modular parts to enhance that stuff - where everything has to be very exact positionwise).

So how are they doing it?

Take for example pic related.
I know parts of it are modular.
But how do they even approach this?
>>
>>386443803
THIS IS NOT ME
NOT DEV
I AM DEV
IMPOSTER
>>
>>386433354
>If your game is even possible in RPGMaker, it's a shit idea

Meanwhile 90% of the games in this thread is side-scroller stuff that was done to death in the 80s.
>>
>>386445493

I don't know how UE4 handles things, but do not use any kind of terrain sculpting tools and have the result in a game.
Most make use of height maps which are honestly fucking terrible to use as a final product. They lack a lot of functionality and are generally poor for optimisation purposes, they also look ugly as fuck.

What I do is use a height map only as a rough sketch. I use it as a basic outline of where I want to place things like a cliff or a river.
Then I convert this into a mesh (I had to custom make a function to do this), I'll edit the meshes geometry to get a better looking map and usually try to lower polygon count, optimise it and so on.
Then I import this into the game and use it as the ground for a level. From here it's as you'd expect, adding various features and what not to the game by hand.

There is a lot of programs out there that will generate a map for you, but most rely on the same few features and the end result is honestly never that good or usable. You should avoid them except maybe as a rough sketch which will never make it into the final game.

Your picture in particular is probably all hand made and hand placed except for maybe the floor. It probably consists of hundreds, if not thousands of separate objects that were all hand made and placed, though it'd be smart if you made some basic tools to make placing this much shit easier.
>>
>>386443803
Hopefully it's not as annoying as resonance offate at the start.
Having two characters do debuffs and one do damage is p annoying
>>
>>386433354
>Nobody plays RPG Maker shit
LISA is pretty popular
>>
>>386446797
Wasn't Cherry Tree Hill High Comedy Club made in RPG maker too? I quite liked that game. Or am I making things up again?
>>
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doing jam mostly, and working on a big game
(i'm at Edocentrique.com)
>>
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>>386443803

DO NOT REPLY TO THIS MAN
HE IS AN IMPOSTER
I AM REAL

PIC IS EARLY DESIGN
>>
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I finally finished my game.
Let me show you.
https://selfish-dream.itch.io/the-fires-of-a-lone-hunter
>>
>>386446523
I'd already be happy with a better vertex snapping functionality in UE. having it only affect the pivot point is quite a hassle.

But if you actually pull one mesh into the map for the basic structure/landscape how do you handle lightmaps?
>>
>>386445493
you basically do it the hard way and make everything in single/modular parts, its cumbersome work but that's how you make things look good
>>
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>>386447771

The basic landscape isn't just one mesh. It's many. If you wanted to add a cliff or mountain for example, that cliff/mountain would be a separate mesh, maybe even several that you place over the basic landscape.

Picture related. Obviously when optimising you'd remove parts of the basic landscape you never see.
>>
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Working on a robot
Next I'll make the robutt
>>
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am i a game dev now?
>>
>>386448572
huge nose, otherwise p good desu family man
>>
>>386448859
Thanks, Anon-chan
>>
>>386448768
I actually like base resources in RPG Maker, it's portraits that look awful.
>>
>>386448572
>(((((Greatest AI)))))
>>
>>386449150
they're alright individually but the square edges around the terrain look jarringly unnatural
>>
>>386449227
w-what?
>>
>>386449235
the square tiles work on certain games like roguelikes

but i agree that it does need some diagonal tiles to make it less "edgy"
>>
>>386440714
If I hold down the entire page scrolls, is this intended
>>
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It's going ok, this gifs shows pretty much everything I've implemented since last week
>>
>>386449913
>Enemies are spear-chucking niggers with war paint and navajo bun-hair.

Not sure if you can sell a game like that, mang.
>>
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what meds do you take to stay motivated /v/?

getting (you)s dont do anything for me
>>
>>386450726
if you need to take drugs to 'stay motivated' you don't deserve to live
>>
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>>386450758
>>
i have had few test games with unity but i am more interested in 2d, should i stick with unity or use something else for 2d games?
>>
>>386450818
sort your problems out you pathetic sack of shit
>>
>>386450726
>>386450818
dumb catposter
>>
>>386441075

Why the fuck did you take a picture of your fucking screen? Are you retarded?
>>
What are some of your favourite silly minigames, anons?
I'll probably be needing a handful of timed and untimed games. I'm going to be using them to give my point and click a little extra spice.
I do have to be careful to make sure it doesn't get annoying, but maybe if I have one or two mouse-based games you play to duel someone, or one of the classics for computer hacking etc it'll add some actual gameplay to my project.
>>
please anons make an mmo with guild clastles invasions like lineage pls
>>
>>386451352
minigames are cancer, unless they have strong ties to the rest of the game mechanics they're an annoying pain in the ass, especially when they're used to 'add gameplay' to already lacking games
>>
>>386451417

ok i make now
>>
>>386441075

>taking a picture of your monitor

You will never make it brah
>>
>>386449913

This. This I like. More please.
>>
>>386433381
this.
>>
>>386451460
I suppose. Maybe I should just try focusing on one other game mechanic and really flush it out to use in the rest of the game? I'm really wanting to try to get creative with detective vision so it's a bit more than just "follow the golden trail". Maybe more like clue of selecting the items in the correct order to solve a puzzle.
Could try something horrible-Sherlock-holmes-movie styled with combat that way I guess.
>>
>>386450726
i don't even get (you)s.
my progress mostly get ignored.
>>
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The people in the discord are actually really cool
>>
>>386427512
Please make a 5 dollar dodge ball multiplayer game for vive.
>>
>>386441075

>takes picture of screen
>uploads pic to computer
>posts 'screenshot'

good luck desu
>>
>>386451919
>Implying I'm on computer
>>
>>386449913
I demand a free key for this game when it's completed.
>>
>>386440789
the robot looks silly as in too squary
>>
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>>386427086
Trying to figure out how to make environment assets that don't look like absolute shit. Only worked on characters and code so far, so I figured a decent looking demo level might spark the motivation back up a little.
>>
>>386451732
What's your game?
>>
>>386454029
The ground texture is unreal terrain btw, I didn't make any floors still.
>>
>>386447738
I got stuck at the end of level 2. Am I supposed to shoot the whirly twirly trap thing?
>>
>>386454029
https://www.youtube.com/watch?v=4H5W6C_Mbck
>>
>>386454396
Yeah, I barely touched the materials, I'm thinking of cell shading the game so I lessen my workload.
>>
>>386449913
This is cute
>>
Has anyone made a fanmade Saturn style 3D Sonic game yet? If I wanted to make one what would be the best way to do this and what software should I use?
>>
>>386454029
Gotta get those props in anon. Levels always look boring until you start throwing in some little environment details. I often find levels don't really come together visually until very near the end when you do a proper set dress pass. Try throwing in some crates and barrels and stuff and see how it goes.
>>
>>386454598
importantly the lighting is less bad which makes things look less off
>>
>>386454056
see
>>386440789
>>
>>386454029
His head looks kind of small
>>
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>>386454948
Huh, I can kinda see it as well now, I remember making it too big back when I was modeling him.
Would you still say it's too big when seen like this?
>>
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>make good progrss with the modelling
>learning how to make good testures
>about to do some animations
>something is wrong with the model
>just give up
havent worked on it in 2 weeks, i need more time in the day to make some progress
>>
>>386427441
actual progress
>>
I want to make 2D rpg game, should I go with top down side view perspective or isometric one?
>>
>small deathmatch online game
they couldnt be that hard to make, could they?
>>
Anybody had experiences with the vehicles controllers classes ? Is it possible to fuck around with the standard assets scripts to add a damage system to the vehicles and wheels ? Like making one wheel bursting or altering the driving capacity ?
Also is it ok to use it for a multiplayer game ?
>>
>>386427086
No I am not. It's a wasted effort, because to make a game you need assets and I only know how to code, I don't know even know how 2d/3d models are made and all the pre-made assets are either free absolute trash or $16 for a single model. Yeah, fuck that shit and the whole gaymen development bullshit.
>>
>>386456523
Excuses
>>
>>386456523
have you looked on Unity and Unreal marketplaces for assets? I've found a bunch of really great model sets there that are pretty competitive in price. You can get whole dungeon builder sets and stuff from like $30
>>
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>he doesn't build his games in haskell
Could you be any more pleb?
>>
>>386456731
I'm not gonna pay for assets. If I were to make a game, which I did one time, albeit it was simple as shit, I would use my own shit, not someone else's.
>>
>>386456862
I wouldn't poo-poo payed assets anon. I wouldn't build my whole game out of them but they can be great time savers in the long run and can get you started very quickly in the short term.
>>
Does upgrading from Blender to Maya give you a visibly superior workflow?
>>
>>386456523
You can learn how to make assets.
>>
>>386457010
Still, if I even allowed myself to pay for them, they are still not what I want.
>>386457089
Yes, and spend another 5+ years learning to draw and do modelling.
>>
>>386457089
>learning 3d modeling
>learning uv unwrapping
>learning 3d texturing
>learning rigging
>learning retopology
>learning baking
Yeah nah.
>>
Here is the official guide for what languages to learn to become a GOAT videogame programmer:

[Stage 1 - Foundations]
1) Lambda Calculus (just the basics) - 2 days
2) Scheme (though SIPC + Little Schemer) - 3 months
3) C (with K&R of course) - 2 month

[Stage two - getting employable]
4) SQL (normal forms, set theory basics and learning by doing) - 1 month
5) Java or C# - 3 months
6) JavaScript - 2 month

[Stage three - let the fun begin]
7) Clojure (super easy if you know Scheme and Java already) - 1 month
8) Ruby (benefits from Scheme and JS) - 2 months
9) Perl or Python (both are very easy with Ruby background) - 1 month
10) F# or Erlang+Elixir or Haskell (muh functional coolness) - 6 months
11) Scala or C++ - at least 18 month
>>
>>386448572
Will you be able to fuck the robutt?
>>
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working on a cyberpunk adventure RPG kind of game with a ragtag team from /v/.

pic is a slightly outdated version of the battle system, I added player input recently.

I NEED IDEAS FOR SPECIAL EFFECTS FOR ARM AUGS
>>
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Somebody knowledgeable with java able to lend a hand?

Currently making a game with LWJGL, and I haven't figured out a way to load variables from a .txt file
>>
>>386457762
Use Eclipse.
>>
>>386427086
https://handmadehero.org/
Opinions on handmade hero? Is there any sense in watching this dude programming a game in C++ one day at a time while he explains what he's doing?
https://www.youtube.com/watch?v=Ee3EtYb8d1o
Or am I better off just fucking around headlessly in GM, Unity or UE4?
>>
>>386457363
The fuck is SQL?
>>
>>386441880

What? You get GM2 in the bundle.
>>
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>>386427086
My MMO is coming along pretty OK, thanks for asking anon!

I made a whole bunch of assets and I'm pretty much done with all the core game features. Aside from polish (combat is really janky, with little hiccups and visual bugs everywhere) I have to move on to making actual content now, since there are only a few debug maps, barely any cards or enemy types, etc. Here's a video of some of the few maps there are in the game;

https://www.youtube.com/watch?v=MLGYl1uQWVs
>>
>>386457762
Did you try yet reading a file, and then loading variables from it?
>>
>>386440419
I like this
>>
>>386457635
I think it would fit the the game if
>shoots enemy's arm
>enemy's arm falls off
>enemie grabs his arm
>enemie throws his arm at you and makes 5 damage
It's about gags right? I'd like more things like that
>>
>>386440419
wow your portraits look great!
>>
>>386458820
So I did some googling and implemented a BufferReader, what I want to do is
>int x in object
>method that loads up a .txt file bufferedreader
>load x's new value from the said file
would I use an if statement to check if the line contains the variable name?
>>
>>386457363
or just use game maker or unity tbqhwyf
>>
>>386449709
Nope, I had a problem with sprites. However i have changed a few things. Like a stop machine
>>
I just ordered my first digital art tablet which will be a step closer to working on a game.
Im working full time, but when im not I may spend time everyday working on a game. Art is a huge draw back for me, but I can probably learn it. Next draw back will be music, but I already can read and write music, its just actually performing or recording it.
>>
>tfw game is held together with twine and every time you add something, 50 other things break
>>
>>386459124
well, the assets are placeholder. It won't be as ridiculous looking in the final version.
>>
I really want to make a romantic walking simulator that would have lots of water. I have very minimal programming knowledge but understand the logic and will probably pick it up quick. What engine should I go for? What is the best program to create 3d character models?
>>
>>386427086
It's not coming along at all due to the constant depression and anxiety I have to live with every single day of my life.
>>
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Finally added water splashes when you fall in water
>>
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>>386459387
This is a much wider question than you're thinking.
YOU get to decide how you store the variables.
You're lucky that this is my specialty.
Just for beginners, let's start with something simple. I'd suggest doing a file format like

x "4"
y "10"
name "homurachan"

Your goal then is to read each line.
You will want to separate the variable name and the value.
You will want to match the name to your object property.
You will want to assign the parsed value to your object.

For starting out your project and learning? Use a load(input) function that uses if statements or other control logic you want.
Later on you'll probably be looking at serialization and more clever mapping, so try not to overthink it right now. Just get something working and cool.
t. working on same problem
>>
>>386439468
Holy fuck I thought you died ages ago.
Glad to see you're still working on it.
Like the palette.
>>
>>386460391
quit being a bitch. life's hard, everybody has to deal with it.
>>
>>386460946
this looks so legit
>>
>>386462005
I'd rather just end it than deal with it.
>>
>>386458709
looks awesome anon
I would just make the enemies more visible and decrease their names
about the squares maybe add some shading and make them all red.
I like the dark theme and not just cartoonish shit
>>
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it's so easy to edit textures omg
>>
>>386462182
and then what, retard?
>>
>>386462413
Then nothing. The suffering will be over.
>>
>>386462552
your such a weak minded little bitch and that's why you think you're depressed.

the only thing keeping you from being happy is yourself. there is literally nothing in the world that can force you to be unhappy.
>>
>>386462749
>there is literally nothing in the world that can force you to be unhappy
What? That's fucking ridiculous.
>>
>>386462552
Then stop coming on fucking /v/ of all places to whine about it and end it if you're really that much of a """depressed""" faggot. At least in death you'll bring some happiness when you stop shitting up threads.
>>
>>386462749
Become some guru
>>
>>386462959
Sure your cancer posting isn't depressing
>>
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Working on localized log messages. The text is Google translated, since I'm just testing.
>>
>>386462749
>t. never been depressed
Fuck you, to get out of depression I had to do years of therapy and take medication. You don't choose to be depressed, nor want to stay depressed.
>>
>>386463117
I'm not the one that derailed a perfectly good thread because he's so much of an attention whore that he has to post fake suicide threats on an anonymous laotian sand painting enthusiast image board.
>>
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A open world puzzle platformer I've been working on for a few months. Officially on Xbox One and Steam. Here is a teaser trailer for it: https://www.youtube.com/watch?v=7P5O1Pm0odg
>>
>>386463118
looks great
did you make the guns? what program did you use? im planning on start using blender
>>
>>386463449
pulchro
>>
>>386463449
>open world
you needn't even post
>>
>>386463202
oh yeah? and what did they say in therapy? was it something along the lines of "life's hard, you can only make yourself happy?"
>>
>>386463118
The shotgun and rocket launcher are taken from Red Eclipse (the launcher in particular has a OpenGameArt blender file here https://opengameart.org/content/rocket-launcher).

The pistol was commissioned from a modeller/animator who shows up in /agdg/ from time to time (http://theonian.tumblr.com/) I plan to replace all my weapons with his over time. He uses Blender as well.
>>
>>386464209
I'm avoiding a too big open world, just enough for you to travel around to feel open but small enough to stuff content in to avoid the problems of most open world games.
>>
>>386427086
Is there a reason you don't post in /agdg/?
>>
>>386464437
my guess is: /v/ kids don't post in these threads,and /vg/ is full of fags
>>
>>386464437
/agdg/ is filled with 24/7 shitposting and people who don't partake in it tend to get used to seeing your game and stop giving feedback
there is a lot more people on /v/ who would click this thread out of pure curiosity
>>
>>386464437
eventually posting in /agdg/ just nets you the same unhelpful meme responses over and over again
>>
>>386464674
Was a honest curiosity, fair enough.
>>
>>386464437

Tripfagging, drama, pissing and whining about other devs. Less of that in these threads here on /v/, it's comfier and more helpful.
>>
Is making a 3D game using game maker a viable option? Or should I just learn how to use unreal? I also tried unity at one point but didn't like it.
>>
>>386465294
It is viable but a little more complicated. Its worth the learning experience.
>>
>>386464239
>>386463775
Wrong reply
>>
>>386463449
How did you get it on Xbox One with virtually no presence on social media/the Internet?
>>
>>386465294
if you're into challenges and dealing with limitations, maybe
if you want to just make a 3d game instead of continuously pulling hair out of your head, better stick to unreal or unity
>>
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Just finished up this ring last night.

Displayed in marmoset, 2k PBR material (metalness workflow)
>>
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I'm drawing dialogue portraits ffor my game.
>>
>>386465563
You usually just need to have a good concept and game (they need to play it to judge it to even get in) or be close to release.
>>
>>386466419
>2k texture
>for a ring
You are literally retarded, aren't you?
>>
>>386466480
nice
>>
>>386463449
Why is your musician smashing a piano?
>>
>>386466723
Not OP but its obviously a portfolio piece you dunce. I think someone that can build an asset as well as that knows how to use appropriate res textures.
>>
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>>386466480
also a few assets for a cargo area of a spaceship
>>
>tfw I know programming and want to make a lewd game (both for my own reasons and for shekels)
>tfw I suck massively at art
fml
>>
>>386466480
That's good shit anon. How long have you been drawing?
>>
>>386466892
I thought this thread was for making games, not portfolios.
Also, that's just false advertising, as it's completely useless for games.
>>
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>>386466954
Portraits for a party member who defects from the big bad aliens, did it around last month, I think.

>>386467109

Since I was little, but only started taking it more seriously after 2013
>>
>almost graduated with a master's in game and media technology
>never even finished making a single game
Where can I buy motivation?
>>
>>386427086
Is it possible to start making a game with just place holder assets to build the scenario and game in general and then replace them all?
>>
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>>386467216
And a few minions of said big bad aliens.
Went for a cute, hugabble look.
>>
>>386467307
Tell me when you find out.
>>386467216
Really impressive anon. She's cute as fuck.
>>
>>386467392
That's exactly how level building works anon. You always start with placeholder assets, most of the time its as basic as cubes. When your level is blocked out then you start replacing cubes with proper assets. This allows a much more iterative approach as it is much easier to shift around a bunch of cubes but harder to change when you have a bunch of sexy assets placed down.
>>
>>386466723
It's not something for a characters hand dumbass. It's designed as if it was for an inventory system in which the player can zoom in real close, rotate the item etc with it displayed in the middle of the screen, talking up all of it.

Kind of like you can do in skyrim, but with higher res items displayed with modern specs.
>>
>>386467573
That's no excuse for a fucking 2k texture.
Learn to optimize.
>>
>>386467678
You've never made a 3D asset in your life have you?
>>
>>386467813
Tonnes, faggot.
>>
>>386463449
Why not PS4? You got money for exclusivity?
>>
>>386427086
I'm making a game 9 to 5 in a studio and it's slowly killing me just like any other job would. But if you're serious about making your own game, that's what you should do too. You'll learn more in a studio than you ever would alone. Get 3 to 5 years of experience in a studio and start working on an indie game, that's my plan.
>>
>>386467149
If you think 2K is high res in AAA game dev boy are you behind the times.

When I started working for game studios ~6 years ago it was already a dying res. Most assets are made at 4k+ and then if needs be scaled down depending on the target platform/size of game.
>>
>>386466419
That looks really good. Good job m8.
>>
>>386468107
Yeah, lie some more idiot.
Consoles have just recently begun to support shit over 1k.
In some games, a bunch of textures are combined to create larger texture atlases.
But 2k for one little object is just stupid.
>>
How are houses like those from RE7 and What Remains of Edith Finch made? Modular or one object? How do you make unique texture details for the walls then? By vertex painting inside the engine? Because if iI have only one modular wall, then I can't do it in substance painter I guess.
>>
>>386468338
God I hope you don't actually work in the games industry as an artist.
>>
>>386467925
Spotted the beginner who thinks he knows everything while not knowing jack shit.

I've been working for game studios close to 10 years.

2k textures these days is nothing, especially for something that will fill a screen/monitor.
>>
>>386463449
lol, i recognize this water shader from the unity asset store.
>>
>>386466629
Oh damn, I thought you had to pay a fee and buy an xbox dev kit or something to be able to test your game at all for a console.

So they just play your PC version or you send them a version packaged for Xbox? Sounds like a console release is going to be way easier than I imagined.
>>
>>386468434
The way buildings are textured is you have your tiled texture and you use individual decals to add detail, you can add normal detail with decals as well. In UE4 you do those decals in the blueprint for the building, so it all works together.

Alternatively, if your building isn't that big you can use a tiled background texture and then overlay 3-4 other tiled textures on top of it using a mask. That doesn't work for huge building because the pixels on the mask would become really obvious, but it kind of works on medium sized buildings since only the mask itself gets pixelated and the tiled textures themselves look fine
>>
>>386442280
are you remaking Pepsi man!?
>>
>>386467970
I just taught myself through tutorials for a few years instead.
>>
>>386469254
Yeah, you obviously need to start with that. You can't really get a job in a studio if you can't do anything.
>>
is it possible that me who doesnt know to draw for shit to learn draw in order to not need of a faggot for this?
>>
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>>386467216
>>386466480

Jokes aside, i kind of like the artstyle. Although, i'm assuming you are making an rpg by the looks of the cargo area you posted.
>>
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>>386469553
What the fuck did he mean by this
>>
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>>386468698
Its UE4 so I had made it and did whatever I thought fit the style of the game, which isn't supposed to be realistic. Pic related.

>>386467930
No money for exclusivity, I just don't have money to afford a PS4 devkit right now.

>>386469029
No fee, if you show them something amazing, they will let you into the program earlier than most people like I did with my game. Normally your game needs to be super close to release.
>>
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>>386469554
Yeah, it's a rpg.
>>
>>386469436
No, I mean avoiding the whole "studio". I wouldn't want to work for anyone else and would personally see it as a waste of time.
>>
>>386469780
>cant draw
>the only one i know who know how to draw is a fuckin fag
i want to draw myself
>>
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still workan on forest tileset, thoughts?
>>
>>386469834
>No fee

Well alright, I thought I was going to have to prepare a lot more. Sounds like its going to be easy.
Thanks.
>>
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working on fishies and stuff.
>>
>>386470471
Left side of the raised bit looks flat.

Water hole thing doesn't look like it has depth.
>>
>>386440789
Looks great. Got that nice Vlambeer gun stuff goin on.
>>
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>>386470741
>>
>>386449913
Want.
>>
Is there any way to create a lake or a sea in UE4 without buying anything from a store? Any good tutorial?
>>
>>386460946
Looks neato.

>>386470471
Could perhaps add more variance along the top parts of the elevated tiles; it looks little plain when it's a perfectly straight line like that. Otherwise could use a bit few more details here and there.

>>386440789
I think the game's viewport is a bit too large, particularly if half the screen is basically solid ground. The smoke from the defeated enemy could be pixel art to keep up the visuals' consistency.
>>
>>386467567
Oh, nice to know that i was asking because i want to start programing and building the scenario but i don't have any assets yet and it will take quite sometime before i have anything done in that regard so i wanted to finish as much of the game as i can and then just dedicate myself to replace assets.
>>
>work on a game in Unity for several months
>everyone shits on Unity now
Is my game going to be shat on just because of /v/ shitters who don't know what an engine is or does?
>>
So /v/. I'm a modeler and my 3D lead tells me I should have a UV borderline running across every hard edge on the model. If you don't do it, you have a small line on that hard edge in the normal map when you bake it. My question is, is that normal practice? Because my UVs end up as a complete mess, it's a collection of tiny UV clusters. We texture in Substance Painter, so it's not really a problem, but it still bugs me. Is this how people do things these days? Or is my 3D lead retarded? I was always taught to try and connect all the UVs into the biggest clusters I could so as to minimize the amount of UV borders on the model. Isn't that the way to do it?
>>
>>386471386
Literally google "UE4 water tutorial"
>>
>>386471637

Just don't tell anybody it's unity you idiot.

If you're using the free version you deserve to be shat on though. You ARE the problem with Unity.
>>
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Finished most of the hookshot swing animations last week. Moving onto combat stuff, as that's been in a pitiful state for the longest time since I wasn't sure what I wanted out of it before.
>>
>>386469834
Looks just like the water in Wind Waker. Nice.
>>
>>386471623
https://www.youtube.com/watch?v=XDsJOFyxMnw

Check this out, it should give you a basic overview of a normal game dev pipeline. It's in UE4 but the principles are the same regardless of engine.
>>
>>386469858
that art style is pretty cute fampai, nice work
>>
>>386471720
I have some standards, though. I already searched everywhere, I wouldn't ask here otherwise. I'd like to achieve something similar to this at least.

https://www.youtube.com/watch?v=u82fxXHBFhA&t=31s
>>
>>386471820
kinda wish the character moved atleast twice as fast
>>
>>386471820
Add a smooth lerp to the camera so it's not tracking the player perfectly.

Example - https://www.youtube.com/watch?v=QuuSRXPWwx4

It's easier to understand the characters movement when it's separated from the cameras movement.
>>
>>386471963
UE4 is the one i plan to use, thanks for the advice.
>>
>>386471386
basic stuff is here
https://www.youtube.com/watch?v=lVl3H-9RUQM
>>
>>386471878
Gonna improve it later but it does the job for now.
>>
>>386471683
No not quite right. If you are using cages to bake your normal maps you should harden all UV boundary edges while keeping every other edge soft. You shouldn't be setting your edge smoothness before doing your UVs, only after. This is best practice if using a cage bake method. You are right though, you should (usually) always be sewing your UVs together to create a large shell. Split UV islands where you have drastic changes in direction. This will allow you to have lower res textures for the same amount of texel density and also limit the amount of hard edges. Remember every hard edge you have creates two verts instead of one. These are called 'split tangents' and can drop the performance of your model quite a lot .
>>
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Making a vermin combat engi e in love 2d. Having a bitch of a time figuring out how the fuck to use gmatch properly to tile my maps
>>
>>386472105
I understand where you're coming from but the camera system is not a huge priority right now. It's gonna get a thorough rework once I implement some camera control blocks into the level editor so that you can control its behavior.

However, as an aside it's currently set to work like Mega Man X camera in that it always keeps the player character in the center on horizontal axis. On vertical axis there's a certain threshold before it starts scrolling up or down. That threshold is probably a bit small, though.

>>386472091
I'm gonna tweak movement speeds later, particularly because I want to redo that run cycle somewhere down the line.
>>
>>386472445
>You shouldn't be setting your edge smoothness before doing your UVs, only after. This is best practice if using a cage bake method
Holy shit, that's great advice. I was doing it the other way around, starting with smoothness and moving on to UVs. And my 3D lead was okay with it. Thanks anon, sounds like a good idea
>>
>>386467678

There's absolutely nothing wrong with a 2k texture on a single asset that's going to take up the whole screen.
>>
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>>386471781
>If you're using the free version you deserve to be shat on though
Not him but what's the differences between the free version and paid versions of Unity? I thought the problem with Unity was people making shitty meme games using Asset Store stuff and nothing about which version you use.
>>
>>386432414
Blackhole 2?
>>
>>386472918
You can't remove the intro splash in the free version
>>
>>386472889
>going to take up the whole screen
Assuming it's at least a box and not a plane, 2K isn't good enough these days. It's a retarded conversation anyway, you should be talking about pixel density, not texture resolution
>>
>>386472918
There was a difference some years ago (for example you couldn't add video to Unity without a pro license), but nowdays there isn't much aside from access to cloud services or what have you.

Now the biggest thing is that splash screen you get, which isn't too bad when you're just prototyping or getting the game off the ground.
>>
>>386473257
>Now the biggest thing is that splash screen you get
So you're telling me Unity logo only appears on the cheapest Unity games? God damn, that's a great marketing plan, Unity. I wonder why everyone thinks Unity games are shit
>>
>>386473032
>>386473257
Okay I see the problem now. Shame that having your game displaying the engine's name is now considered a sin just because shitty meme games were made using Unity.
>>
>>386473107

>Assuming it's at least a box and not a plane

What in the actual fuck are you talking about?

And discussing texture resolution in relation the the screen realestate it takes up is literally discussing pixel density you retard.
>>
>>386473474
Game Maker Studio also has a similar thing with the free edition.
>>
>>386472814
No problem. Yeah your UVs dictate edge smoothness. I have a script that automatically softens all edges and then hardens all UV boundary edges, makes things a lot quicker. It's the last thing that I do to the mesh before export for baking.
>>
>>386433950
To the Moon too.
>>
>>386472059
That water can be made from searching tutorials on
-Basic water shader/volume
-water Tessellation
-water depth fade

Watch a days worth of tutorials on basics like that then apply what you've learned until you get the desired effect.
>>
>>386473541

Unity is a crutch for shit developers, it's only a sin if your game is shit.

There are tons of great games made with Unity that no one gives a fuck about what engine they used.
>>
>>386473570
>screen realestate
You're not talking about it. What in the fucks name is an object that takes up a screen? Is it a box with ammo that takes up a screen when you crouch in front of it? Or is it a building that takes up the whole screen as you walk up to it? Or is a billboard consisting of a flat plane that you stand in front of? That makes no fucking sense. Pixel density isn't some esoteric abstract idea, there are actual numbers you can use.
>>
>>386472271
God I hate that guys voice. Every time I'd open a new tutorial and hear it I REEE'd internall .
>>
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Currently updating to the new UE4.17.
>>
>>386473825

You might want to take a breath and actually go back and read the posts you're replying to and the discussion that's taken place.
>>
>>386472059
Keep in mind anon this is quite an advanced water shader that covers a lot of topics like tessellation, refraction, complex normal mapping, depth tests etc. Not impossible by any means but quite a lot to do if you have never tried anything like that before.
>>
>>386469858
Where can I follow progress? /Adgd, these threads, tumblr, twitter or someshit?
>>
>>386474368
There's a tumblr for it, yeah, also a twitter.

https://www.tumblr.com/blog/steelzeroes

https://twitter.com/GamesPedrovin
>>
>>386427086
>discord
remove this
>>
>can't art
>can't code
>spend a month making a game for luls
>sell it for $3 so I can buy a happy meal
>just passed 130k sales on Steam
>literally nothing but UE4 blueprints and untextured assets

Everything went better than expected.
>>
>>386475228
all im seeing is greentext
>>
>>386475316

All i'm seeing is the green in my bank account and the green of your jelly.

http://store.steampowered.com/app/581630/Sword_With_Sauce_Alpha/
>>
>>386475481
>that video

NOW THIS IS A TRAILER BOIS
>>
>>386475228
wat gaem?
>>
>>386475481
And well done, who cares if you used blueprints, it works and looks fun. Even if it is not textured, you can say it has a specific style.
>>
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>>386475228
i'm so poor i don't even have money to get my shit game on steam
>>
>>386475228
Post proof that it's your game and I'll be jelly. A screenshot of the editor will do
>>
>>386476253
Yeah better make sure some random fucking anon is jelly, life wouldn't be worth it otherwise
>>
>>386427086
I just found out you can mocap animations with a kinect and certain software

So thats what Im about to start doing. I know they wont be perfect, but for a cheap mocap solution, its going to be great. Bring life into models and export to UE4
>>
>>386475481
SUPER
>>
>>386442398
i literally have no idea about the GML and i fumble through it by typing in what i assume is correct and looking up shit on google when it doesnt work
>>
>>386427441
animations
>>
>>386476404
>posting unrelated gloating on an anonymous board
It's either truthful and cool and something for the locals to celebrate or (you) baiting. What's the harm?
>>
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>>386433507
is this........
>>
>>386476148

Hit me up on Twitter @DiatomicGames with a link to your work and i'll set you up on Steam, least I can do after you assclowns laughed me out of here a year ago.

>>386476551

MIAMI
>>
Is it weird that I find Unity easier than GameMaker?

There's something about it that seems more intuitive to me and I'm a dogshit programmer.
>>
I-is it bad if I only work in blueprints? You still need to know coding logic, though.
>>
>>386478162

If you keep your game simple enough, it's not a problem, but as things start to become more complex the performance hit will become more noticeable.

If you can make a game worth playing with blueprints, release it and use the proceeds to hire a programmer to convert your blueprints to proper code.
>>
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>>386460946
Good stuff anon
>>
>>386433507
I like the visuals, but the screen shake makes it impossible to have any idea of what's going on
>>
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Has scripting gone too far??
80% of people get this question wrong.
Including me. I should be working on content instead of this.
>>
has anyone here even messed around with cryengine
>>
>>386478704
yes, it was literally a circle of hell incarnate just using the content pipeline
>>
>>386464236
No. It's more along the line of finding out the causes of depression and if they can be conditioned or not. Sometimes it's all based on neurotransmitters and you cannot stop it without meds sometimes it's a bit of both and needs therapy and meds together.
>>
>>386478346
I actually know some programming (had C++ in college, although worked with webdev more), but I'm not enjoying working with it at all anymore. I COULD probably learn and do it by myself, but I'd rather only use blueprints if possible. I heard that with the latest releases they are pretty close to C++ performance anyway.

I mean, also pretty much every UE4 tutorial is based on blueprints and even when I went through one popular UE4 Udemy class which said it'll teach you how to work with C++, they still ended up working with blueprints most of the times, since it was just faster and the performance differences were negligible.
>>
>>386478827
>I mean, also pretty much every UE4 tutorial is based on blueprints
this makes me so mad because I can't into blueprints at all but I can into c++
>>
I want to make a story-driven classic RPG with a tactical battle system instead of a turn based one, is it worth the time to write a custom battle system for RPG maker (I like the mapping system, window system, and database management aspect of it), or should I man up and use unity?

Are there any good resources for figuring out how RPG Maker MV's scripting and plugin system works, namely what kind of stuff I need to look at if I want to haul a battle system?
>>
>>386479034
Yeah, Epic is really forcing blueprints I guess. I don't know. I would give C++ a try, but tutorials for that are almost non-existent, so that's another reason why I'd rather stick with blueprints.
>>
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I will never finish this
>>
>>386479034

If you can into C++ you should have absolutely no problem applying any blueprint tutorials to C++.
>>
>>386476548
how elaborate are the motions you're trying to capture? Anything physically intensive.
>>
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>>386478162
Not at all. Unless you're doing crazy computation (most games are not) then you're fine. And if you did, you could either rewrite the blueprints in C++ personally or nativize BP to cpp.
https://www.youtube.com/watch?v=Ut_CRt7o8PA&t=9m10s

Don't listen to anyone who tells you to do something the hard way which results in no tangible improvement of quality. That's how you never get anything finished. Games are about making them. I wish I learned this about every creative endeavor earlier.
>>
>>386476548
You realize you still have to clean up all the mocap data and it's arduous? Mocap is not a turnkey solution and what you get out of it still has to be properly animated.
>>
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Made a Quick and dirty way to keep track of how long buttons are held for and how long they've been released for. I originally wanted to keep track of just double tapping the directional buttons for a dash but I went a little overboard.

Regardless, after some cleanup itll be good for doing double tap moves or charged moves like a charge shot.
>>
Can i just make a fucking Cookie Clicker Clone to gain funds for my actual game
>>
>>386427441

actually starting

I havent even watched the tutorial for Game maker 2 yet
>>
>>386480615
your variable/function names are atrocious and make trying to read that blueprint really bad
>>
Is it possible to animate player's camera FOV with blueprints?
>>
>>386480878
You could set the field of view using a lerp or timeline in blueprints
>>
>>386480878
Yeah, lerp the FOV value with a timeline. Thats how you do a binocular zoom effect most commonly, I think.
>>
>>386477582
work too early on progress,but it's nice knowing people actually caring to help
>>
>>386454029
why only one door for those amount of windows?
why are all windows showing that the room inside is lit?
add different textures for different houses
you can do it using the same texture
>>
>>386480824

Got any tips for when I go back and clean?
>>
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Bug squashing mostly. Particles are annoying to clean up after
>>
>>386484556
Cool
>>
>>386448572
Would love to know tools/shader used if anon was willing to share. Really gives off a Vagrant Story vibe.
>>
>>386484556

Those sprites are just horrible.

Looks cool though, good work.
>>
I've been playing with Game Maker and generally have been having a lot of fun, why didn't anyone tell me this would be such a fun experience?
>>
>>386440789
I would kill to do something like this anon, not joking, keep up the good work
>>
>>386484556
Your colors and UI need a lot of work. It's really tough to tell where or what anything is, especially given that they can go off screen
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