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how is that game you've been working on coming along, /v/?

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how is that game you've been working on coming along, /v/?
>>
too depressed to
>>
Hello World!
>>
It's in earliest access right now.
>>
I started about 3 different projects then the depression kicks in and I lose all motivation
>>
>>387249079
>using proprietary engines
>>
>>387249079
>not writing your own engine from scratch using assembly (or C if you're a casual)
>>
>>387249495
>1ma
>wasting time writing your own engine instead of making a game
>>
>>387249143
this
>>
>>387249357
FLOSS engines are usually so poorly documented and outdated though.

I mean you can make some really basic stuff with Godot I guess but it's a pain. If you're not planning to sell your game Unity is the absolute best bet, and even if you are planning to sell your game, Unity is probably still the best bet because you can actually finish a real game with it.
>>
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>>387249079
>how is that game you've been working on coming along, /v/?
I completely forgot about the Humble Gamemaker bundle and now it's gone. Fuck I'm so sad right now
>>
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It's going alright. I'm working on the plot now.
>>
Probably never ends up as a game but I'm working on a sort of 3D point cloud engine.
>>
>>387251347
Why do people prefer this battle screen as opposed to final fantasy's?
>>
>>387251347
That bird is gonna wipe your team.
>>
Writing the story before I start on the game
>>
>>387249495
>>387249784
Assuming you're making a game as a hobby, the fun of making your own game isn't making the game, it's doing everything yourself. It's an exercise in self sufficiency. Branching out of your comfort zone (coding) and making simple sprites or midi music is all part of the experience.

If you're trying to make a game to actually sell though and want it done in a reasonable amount of time, yes you should use a premade engine.
>>
>>387251585
Ease of development. You only need static sprites for enemies and portraits for the party. In an FF view you probably need animated sprites for both.
>>
>>387249079
made huge progress with the story/game-play and what i foresee the mechanics beings (the only part im good at).

thought it would be like the old final fantasy... come in closer to where in the world is Carmen Santiago/Spycraft

anyone know a good engine similar to MT Framework Mobile?
>>
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I dunno.

I got drunk last night and made this instead of working on my main project, but I'm not sure if anyone is interested in a sexy'd bee side scrolling shooter.

drunk me forgot bees have wings
>>
4 bugs fixed including a nasty one where the game was drawing an invisible sprite and the game would crash if you clicked on it
>>
>>387251585
Because if it's a first person dungeon crawler then there's no reason to have FF style. Also it's easier not to waste time on animations, and it's faster overall.

Personally first person looks a lot better and suits its purpose more than having small sprites walk back and forth with particle effects added.
>>
>>387249079
Proud of my progress, completely moved my AI from a state machine over to a behavior tree, and it made it so much easier to add extra behaviors.
>>
>>387251821
not who are you are replying to but i just dont have those kind of computer skills. I am attorney for work (totally not posting at work....) and do "creative" stuff for hobbies. i have literal notebooks filled with game ideas that ill just never be able to make myself.
this most recent "project" (>>387251982
) is just something i do at night and on my lunch breaks and the frist time im going to try to make sure the game is withinmy ablity to make.
>>
>>387251585
It's easier to do, but I also like how they stare at the screen as if they were staring at the player, it makes them look much more intimidating than enemies in side-view battle systems, especially if you make them cover the entire screen
>>
>>387251585
the immersion... it's almost like i'm really there and getting fucked by a bird in a robe
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>>387251821
>the fun of making your own game isn't making the game
Some of us just wanna have cool vidya with our names on it, dont rub your self image disorder onto this and put other people down
>>
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I should be working on it, but for some reason I feel more like continuing this rpgmaker side project.
>>
>>387251585
I like that the enemy sprites are given maximum screen real-estate so you can clearly see in great detail what you are up against.
>>
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Writing some award winning dialogs.
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>>387249192
This
>>
I'm just making prototypes but never actually have ideas
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>>387251923
>>387252227
>>387252364
>>387253014
>>387254621
Those all seem like fair reasons. I haven't played many , if any rpgs in first person, so I've never understood the appeal. Thanks for the clarification, anons.

Your game looks pretty good, I might add. Just needs some proper assets.
>>
How do you pick one idea to work on when you have multiple ideas
>>
Still working on cutscene graphics. The last (and first) demo for the game is up on my itch.io page, though it was mostly crammed together in 2 weeks for a jam.
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My commissioned models are coming along nicely.
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>>387255457
Go with the easiest to accomplish. The most important task for a budding one man army is to put out a game.
>>
not well. I wanted to make a hex based advanced wars rip, but every AI I do is really easy to exploit.

I've made 3 iterrations so far, everytime I go to bed thinking "well done" and in the morning notice some critical flaw (spam air)

Also I suck at graphics, I've just been using the sprites but on a plane in 3D. Bought kenney assets studio and pumped out a few cool jeeps, but for the life of me I can't make a tank. Haven;t tried boats yet, but I feel they'll be quite aircraft like
>>
>>387255667
Gotcha

I do have one idea that is already somewhat fleshed out and as far as I can tell shouldn't be overly complicated
>>
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What engine is best for lazy daz studio model rips into lewd games? I've seen a lot for unreal recently.
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>>387249079
I'm chuggin' along. I'm making my 2nd game. The plan is to make this babby's first metroidvania, as my previous game was babby's first platformer. It's extremely early right now but I managed to get the basic movement in that I wanted so far. My next step is to add a single enemy type.
>>
Trying unity makes me depressed, I watch these tutorials and the dude just zips past everything without explaining any of the code and I just get flustered
>>
>>387249143
>>387249309
>>387249914
https://www.youtube.com/watch?v=wQTbkEeCTeM
>>
>>387256634

is that Brackeys by any chance
>>
I saw this nice article on how to get started, to sum it up just start with something as basic as you can think of, like pong. Don't stop until you finish it 100%. Add sound, a menu, controls, options, remove any bugs, make it so either side can win. Then go higher, like a mario bros type of game or something. And do the same thing over and over until you feel you are ready to create the game you have always wanted to make
>>
>>387256927
nah, the official unity tutorials. I am not the only one to notice this though, as in the comments almost everyone says he goes to fast and doesn't explain anything well
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>>387256316
MORE OF THIS MORE OF THIS MORE OF THIS
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>>387249079
doing decently
revamped the fox enemy recently
boomerang bowtie has a different trajectory, its hitbox duration is limited so it's easier to avoid if you knock out the foe mid-attack and some other stuff
>>
>>387256997
>try making pong
>get stuck
>too embarrassed to ask for help, don't even know where to ask
>give up
>year later, try again and fail
I may use computers every day but I'm too retarded to actually be productive with them.
>>
>>387257074
Go to Udemy

Look up "Learn to Code by Making Game - Complete C# Unity Developer"

Course costs like 30 bucks but its fantastic
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>>387255195
>Chad
>Minotaur
>>
>>387257176
>too embarrassed to find a solution
and that's how you never get anywhere in life
GG change yourself faggot, that mentality hurts you far more in the long run than just... that
>>
>>387257176
what engine are you using and what are you stuck on with it
https://pizzaa5555.itch.io/simple-pong is mine, I know it's not perfect but I was just starting
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>>387256668
I hate that stupid pseudo-intellectual piece of shit show, the writers can't write a single scene without being horribly condescending and obnoxious.
>>
>>387257074

You should probably check out Brackey's tutorials then. His game tutorials go by fast and I don't think they explain much well, but his actual C# tutorial isn't bad at all. You can also use it as a springboard to look shit up in other reference material, like Microsoft's own documentation.
>>
https://discord.gg/c2RqjNp
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>tfw you realize that drawing is 99.99% of the game making process and also realize you can do everything except draw

How do I make graphics that don't look like this?
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>>387257319
Man that pong game is fucking hard.
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>>387257098
Looking good, I can't wait to play this.
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>>387257098
>Sweatdrop on shield depletion
Beautiful. Could you have the umbrella invert as well?
>>
>>387257447
Do like all other indie devs. Make shitty pixel retro stuff.,
>>
>>387257447
>drawing is 99.99% of the game making process

Programming is 99.99% of the game making process you tard

Also, practice. Go to /ic/ or something they have a shit ton of resources.
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>>387257447
kek, I just use boxes for everything.
>>
I tried to make a side-scrolling game in which you play a witch hunter type. Bit inspired by Bloodborne, Warhammer and whatnot but it never really took off because I realised I had to create everything myself and I am ridiculously terrible at drawing and music so all I had was making bland levels and only dreamy ideas.
>>
>>387257447
>drawing is 99.99% of the game making process
Oh please, you can make a game entirely out of coloured boxes if you want, it is problem-solving and logic that make up the majority of game development and that shit is harder to wrap your head around than any method of drawing.
>>
>>387249079
Releasing next month, just hit 1k wishlists on Steam. I'm pretty excited.
>>
>>387257447
>drawing is 99.99% of the game making process.
how the fuck did you come to this conclusion?

What you made there is called Programmer art, or Developer art. It's called that for a reason. As long as you can make quick things that are functional (that is, they suit the needs of your game) that's all that really matters. Once you start to get somewhere with your game, that's when you can start thinking about hiring artists, etc. Either way, focus on the game development first, not the art, or anything else for that matter.
>>
>>387257447
>>387257642
It depends on what your game is.
You can set up a point and click framework in less than day quite easily if you know what you are doing, then you can spend 2 years making the assets and level design, or if you are making a text based game you can make Dwarf Fortress and spend the better part of a decade programming for it.
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>>387257642
>programming is 99.99% of the game making process
Not when you're as good a programmer as me and as bad a drawer as me

So let's say I make a RPG interface that looks like this and it's programming is perfect, are you saying this looks like a good game?
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>>387257098
Good shit. Heterochromia is back I see.
>>
In my senior year last year I had to make games using visual basic.

I think my teacher was kind of a spaz now.
>>
>>387257901
The first step is make something that actually works

Then, once it's perfect, you start polishing it and adding juice with some nice art, animation, music, etc. etc.

You have to do the first step first you fucking retard, and it isn't hard to see which one is more important
>>
what unity tutorials helped you guys the most?
>>
Is making a 3D game as my first proyect a really bad idea?
>>
>>387257901
You could make it work.

Just look at Undertale, the art is fucking garbage, it isn't blocks on a white background tier shit, but it is literally low-res low-detail limited-palette mspaint sprite art and the battlescreen is pretty much inanimate monochrome shapes and 8-pixel wide sprites floating around.
>>
>>387249079
slowly but surely. I got artwork/sfx done just a few more songs and a lot more programming then I'm finished.
>>
>>387258191
If you mean unity I would say it's about as challenging as 2d but hey that's just me
>>
>>387258168
See
>>387257246


>>387258191
Not inherently, depends on your level of experience though
>>
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>>387257447
>>387257642
Today downloaded Unity and started watching some tutorials. I have been playing video games for around 25 years and programming as a job for 5 years. I can only draw some kind of pixel art but it's also shit

Any good pointers for creating my first 2D sidescroller?
>>
>>387258191
Not if you can make 3D assets, it's a bit more difficult to wrap your head around than drawing 2D sprites but it's not terribly so.
>>
>>387258314
I mean when you say 'good pointers' do you mean like in terms of design? production? Not really sure what you mean
>>
Recently began to learn python and pygame. I never programmed before though.
>>
I'm a writer who got asked to write the narrative stuff for a game. Might do it.
>>
>>387258547

Python isn't that good for gaems tho
>>
>>387258532
Well I was wondering for example why people so often wont finish their games? Do you just get bored after working on with the same game for long time and it not being as easy as you though?
Do you have to code your own physics for games or is there like lot of free libraries for that?
Has anyone of you ever finished a game and got any money out of it for example from steam or play store etc? Money isn't really a motivation for me but it would be nice to hear your stories
>>
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Eh I've worked on it sporadically. Got a few enemy designs done, finished coding this enemy a few days ago.

Ignore all the willy nilly shit, this is my test room and them's leftovers from other tests.
>>
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>supposed to be devving
>too tired from work
>too tired right now
i need to fix my sleeping patterns before i can do anything, how do i relax?
>>
>>387259568
>Do you just get bored after working on the same game for a long time and it not being as easy as you thought?
For a lot of people, yes. Hell, even when it comes to projects I do at work after a few too many weeks staring at the same shit it starts to wear down on me.

>Do you have to code your own physics for games or are there a lot of free libraries for that?
Generally speaking you will never have to program your own physics unless you want to

>Has anyone ever finished a game and got any money out of it?
The guy who made Risk of Rain came from /vg/
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pixelart
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>>387259861
>For a lot of people, yes. Hell, even when it comes to projects I do at work after a few too many weeks staring at the same shit it starts to wear down on me.
Maybe I'm still in a bit naive assumption that working on a game of my own it would not get boring at least so fast but yea I can understand that
>The guy who made Risk of Rain came from /vg/
That shit is cash

Thanks bro
>>
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>The only thing I have to show for over three years of attempting to gamedev is slightly improved programming skills
I hate my laziness.
>>
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Got the little fuckers to go and actually punch down trees then go rest after continuously punching trees that have already fell.
>>
Redpill me on programmers getting their art assets made but other people.

What's the best way?

Save up money and pay exactly for what you want (can't do this desu)?
Pay for concept art and a budget for the art you need and set a kickstarter hoping people will pay for the asset creation?
Form a team and divide the profits?

In any case, how do you control the art gets actually done?

Btw, by art I mean both visual and music/sfx stuff.
>>
>>387249079
Working on a VN that's 250.000+ words so far on Ren'Py, but that's not really a game so fuck that. I kind of want to start deving something for mobile though, not sure what and not sure what's the best engine for it, I just want to do something arcadish that I can carry with me on the run.
>>
Been a slow month.
Learning more maths so I can do cleaner shit like trig and unit circles.
Also trying to figure out why Unity's collision normals have Y axis on them even when both objects are grounded. It's fucking infuriating.
>>
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>>387259568
Making even simple games can take a lot of free time, not everyone realizes how huge an undertaking it can be
Even if it's not boring, sometimes it can just drag on and on and you just don't have the time for it
>Money
I finished one project and threw it on steam without any advertising, it didn't sell a lot of copies but I guess it paid back the Greenlight fee and dev tools.
>>
>>387260721
>their art assets made *BY other people.
>>
Using other peoples' assets seems wrong to me, it just feels like I am putting together a puzzle with pieces made by someone else. Unity's fps controller is so useful but I tried looking at the code to at least understand but it just made me confused on all levels
>>
>>387259390
I have to begin somewhere.
>>
>>387261570
You begin by making your own engine.
>>
>>387261617
don't listen to this guy.
>>
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>>387257579
>>387257608
thanks
that could look pretty interesting
>>387257931
yeah, decided to bring it back
>>
>>387260725
gamemaker was really easy to understand imho and you can make a sidescrolly thing in like half a day
>>
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how do i make a basic arena FPS?
>>
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>>387261617
How's your game going? Still working on that engine for the last 5 years?
>>
>>387261320
I felt the same way when I started making my 3D platformer.
Everyone said to use RigidBody and let the engine take care of it, but it didn't feel like I was making anything.
It took a while but I've got it up and running using a CharacterController and I'm happier because of it. It takes time but it's worth it.
>>
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not really working on making a game but have been doing some 3d stuff lately

here is the character i am training on, i kinda messed up the lamellar armor but its all learning experience i guess
>>
>>387261570
Right, so begin the right way: By not using Python.
Learn a C language and use either Unity or UE4 to get started.
>>
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>>387262525
and here are some wraps
>>
>>387262491
so you made your own gravity system or something like that?
>>
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>>387262774
and a bow
>>
>>387251585
because it's easy, also most games where like that because they had a hardware limitation. The only reason to go full nostalgia is for being a mediocre programmer or being a nostalgia faggot.
>>
>>387262859
Yeah. I read up a lot on game programming fundamentals while doing it. Even after doing something as simple as gravity, I felt much more confident in using the engine and its framework as well as implementing general game mechanics.
>>
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>>387262874
and a spear
>>
>>387262874
>>387263078
I really like that bow and spear. But is it supposed to go along with the knight character? They're a bit disharmonious with the polycount and wouldn't work side by side.
>>
>>387262525
>>387262874
>>387263078
why are knights using barbarian weapons
>>
What language to get into game making? Nothing super complex, a quick game to goof around by myself and test the waters. I'm just at the pseudocode stage so I'm a tabula rasa.
>>
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>>387263162
ah, no the bow and the spear are from a concept art
here is a shield from that same one

the character is another project on its own where i am trying to make a harmonious scene with characters in it

this is all just training, i don't have the skill level to work these on a game yet
>>
I can't really come up with a solid idea for what I want to make.

The main idea I currently keep coming back to is a sidescrolling 2d rpg with procedurally generated medtroidvania dungeons.

Tempted to actually sit down with a notepad and flesh out the idea so i can start working on it but not sure if it sounds good. Don't want to get too far into it to find out it's a shit idea.
>>
>>387263375
Your weapons are top notch. The slightly cartoon style and middling polycount look really nice.
VAVLe inspired? They look like they would be in DOTA or TF2.
>>
>>387263327
gamemaker is so simple and introduces you to many common things like ifs and loops
>>
>>387263819
Isn't it better to learn a code language tho? I mean, instead of just jumping heqd first into gamemaker
>>
Where do I find someone to model me some generic furniture who doesn't charge a stupid hourly rate?
>>
>>387249079
I tried getting into c++ with unreal. Blueprints are fucking easy mode, but even trying to set the location of the gamers inside character tick crashes even the editor in c++. Fucking outrageous memery
>>
>>387263327
Construct 2 has a great visual scripting system.
Teaches you programming logic well, using an Event > Action system i.e. event happens, action takes place.
>>
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Fine, still doing those fucking chalange stages

4 worlds done, 40 stages already
>>
>>387264179
Then you're absolutely doing it wrong
>>
>>387263984
I guess if you want to but that's boring
>>
>>387250724
me too
I'm over a year into my game on another engine, I just wanted to try it out
>>
>>387249079
How can I get my imagination and creativity back
>>
>>387263984
Not for gamedev no, it takes a long time and a lot of work to get even a basic framework for the simplest games built up from scratch, if you are into gamedev for the gamedev and not strictly for the low-level technical aspect it's much more productive to use something already set up for easy gamedev than make something yourself.

Of course if you actually enjoy enginedev, knock yourself out, just don't complain about not making progress, most of us are here for gamedev, not enginedev.
>>
>>387249079
so how the fuck do you get android studio to run apps if you have and AMD? the fact you seem to have to use a third party emulator just blows my fucking mind.
is genymotion my only real option?
>>
>>387263658
thanks, these are some of my first texture trials. i hope to get better as i build up some muscle memory

yeah on games i get inspired by companies valve and blizzard
but i got most inspired by this channel https://www.youtube.com/user/pigartt
that guy probably makes some of the highest quality low poly works i have ever seen, he also has some tutorials that helped me get started
>>
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old progress but why not
this is the last time I had major changes
>>
>>387264461
I'll tell you if you tell me how to get my motivation back.
>>
>>387264587
Quit your job, take regular walks in secluded outdoor environments and drink a lot of coffee
>>
>>387264354
It compiles. I literally took the sidescroller example project, removed the camerboom and references in the sidescrollercharacter class, attached the sideview camera to rootcomponent instead, and overided the tick function of the sidescrollercharacter and then setting location of sideview inside her camera crashes the game, the editor and everything, even if it compiles no worries.
>>
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Going pretty good.

Working on sound effects right now, but got this guy working the other day.
>>
>>387264680
I can't quit my job dude I need it to live.
>>
>>387264692
Just because it compiles doesn't mean it is all fine, you're probably using a reference which isn't set or something

At the very least the crash log should say something useful.
>>
>>387264734
you haven't become a video game developing hobo? ha, what a loser
>>
>>387264702
You should get rid of the blinking on the balls. Fucks my eyes up something bad and makes them hard to pinpoint. At least try to slow it down a bit or something, or make them pulsate rather than blink.
>>
Previously finished working on some audio stuff and visual effects for dialogue. Still needs more work but i'll come back to it later.

posting link since webm audio's muted here.
https://www.youtube.com/watch?v=kby7mmAP8YE

Currently working on dialogue choices and referencing past choices made. I got the choices part down already, but i'm not sure how to go about saving and referencing choices though. Maybe saving some kind of int for choices that matter and sending it to a some sort of organized ref? I don't know.
>>
>>387264871
No it just gives me two of ID strings and that's all. I have had nothing but crashes using c++, it's been horrible. I don't understand it. It works fine for moving around camerboom, but the camera crashes.
>>
>ok my assignment for this week is the item menu and shop
>clone previous week's equipment and augments code and massively simplify it
>done in a day, including new, completely different items to go along with it.
>ok I'll add full keyboard support to menus and battles now
>pain in the ass but get a simple "control the cursor with the arrow keys" thing going
>alright then I think I'll add popus to battles when a status ailment is inflicted
>took 15 min
>well fuck you I'll add grandpa support and make it so you can click and drag scrollbars
>done in 15 min
>day 2 out of 7

being too productive is suffering
>>
>>387255508
slow down the spin a bit, it's a bit dizzying atm.
>>
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>>387265006
I added options for that recently, actually.
Might still mess with the default further though.
>>
>>387265135
not really
the only people getting staring at a spinning shotgun shouldn't be playing video games
>>
What helps you get back into a game you've been working on after being away from it for a while?
>>
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>>387265206
Nice. Options like these are really great and sadly very overlooked. You have my seal of approval.
>>
>>387265232
It does make it pretty hard to appreciate the model though, and it will lead to more occurrences of the player not knowing what the fuck he's picking up.
>>
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Level is progressing decently. Some spells have been programmed, although without effects. UI progressing as well. Made item shops, each shop has a list of magic effects and it loads three at random, selecting one grants the player that effect and disables the shop for a few minutes. When re-enabled, it randomizes the spells again.

Spells attained through the shop can stack if you select the same one repeatedly, stacking them makes them stronger.
>>
>>387265235
These threads. Seeing everyone elses stuff and wanting to make something interesting enough to actually share on here helps a lot for me.
>>
>>387249079
Wanted to make Telltale style games but can't code so made interactive youtube videos instead.

https://www.youtube.com/watch?v=RUBxklHSzdw
>>
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>>
>>387265806
You think anyone at Telltale can code?
>>
>>387265806

Telltale games are mainly just a pile of if statements and small movement sections.

If you want to make games like that, focus on making a good story with multiple branches and conclusions.
>>
>>387255508
Damn now I really want to play Blood

>>387257098
>>387262013
Looks nice like always. Fox looks adorable but not nearly as adorable as Iris when her shield breaks. The menu is friggin sweet!

>>387259593
Can see a lot of potential for some crazy spell shittery. Very good

>>387261042
Best girl

>>387264702
I thought that was a webm from some classic Sega game before I read your comment and realized you made this. Pretty fantastic, would minimize blinking effects on the enemy projectiles.

>>387265672
Like what you're saying here about the system. Hope that overly simplistic UI design is temporary though
>>
>>387266187
Fair, I guess I meant use a game engine.

I have actually made some games like I also made some 4chan risk aides if they count as games

https://www.scirra.com/arcade/strategy-games/4chan-british-isles-hex-risk-2-11788
>>
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>>387265672
Looking good. If I can make a suggestion, try adding some black to the blurry backgrounds, sort of like pic related. Right now they look a bit messy. Especially the buttons. Though I'm digging the sleek classy style.
>>
>>387266324
Not that telltale's games had any multiple branches.

It's a actually pretty hard the more branches you have the work grows exponentially and you realise you're writing stuff only a small % of players would actually see
>>
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>>387265558
Thanks anon! There's a ton of little options, like adding outlines to the ship, drawing the hitbox in various colors, and even turning the backgrounds dimmer or off if you really wanted to.

>>387266353
Thanks anon! see >>387265206 for the bullets. I've been tossing around more ideas now that people have been commenting on it more.
>>
>>387266353
>Hope that overly simplistic UI design is temporary though
Thanks and kind of. It's supposed to be minimalist but it's far from finished.

>>387266405
Thanks. Yeah I see what you mean, I'll get the contrast right after I'm done with the more important things. The buttons are just the default UE buttons, I will make custom ones eventually.
>>
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>>387257098

Great to see you're still at it anon. It makes me happy.
>>
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>>387266353
thanks man
>>
Was broke again for GameMaker Humblebundle. Couldnt convince someone to loan me 15 bucks

Lost all motivation to learn this shit. Again
>>
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Slowly coming along. I added basic Steam API integration, messed with UI, and made the core game loop functional. Players can start new matches with zero frames of loading and can resume a match at a later date.
>>
>>387268061
This is looking pretty fuckin solid.
>>
almost finished, kinda worried it'll get absolutely no media coverage at all though.

I mean fuck, games like Agents of Mayhem and Lawbreakers arte coming out and nobody even knows or gives a fuck and those are big budget games from known industry people. I'm just a fucking nobody
>>
>>387270186
You gotta make a meme game that stands out unfortunately.
>>
After 10 years, I somehow got tired of pixels and pixel art, fuck
>>
>>387257098
that animation is really smooth
>>
>>387270186
There is a lot of luck involved.
Similar to how some videos don't go viral until years after they were released.
You could always try shilling it in a lot of places using different username accounts to begin with.
>>
>"""""Unity programmers""""""""
lol
>>
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>Spending a ton of time writing mythology and lore for the majority of the races and technology in-game
>no one will ever read any of it
>>
Xbox One on UE4 is a pain in the ass.
>>
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>>387271974
I meant to say UE4 on Xbox One. Two days and still pumping out errors. Haven't got a working build yet.
>>
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>>387270553
I couldnt program even if I learned how to

I ended up giving up when I realized that playmaker wasn't good enough to do everything i wanted to do
>>
>>387271772
This kind of shit just makes me want to write a book honestly. I spend so much time elaborating a world and plot and dialogue and lore and characters, but it always hits me that I have to actually work all this information into a fun and functional game and I get discouraged. I love vidya but it is so difficult a medium to work with.

I should just make a point-and-click adventure game or a VN or something at this point, but I personally dislike both of those genres, it wouldn't end up being anything I'd actually want to play myself.
>>
>>387249143
>have idea
>get all excited about it and feel confident about it
>as soon as I start working on it I lose faith in it and want to abandon it because everyone will think its shit
>repeat
How do I stop being awful?
>>
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made a map
>>
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>>387249079
taking a break to give time for moving and mania but it's coming along
>>
>>387257447
I can't draw at all and I've just modelled and textured everything instead.

I know how to use illustrator as well though so that kind of helps if I need graphics/logos.
>>
>>387272732
this is fucking top notch.
If you finish I promise I will buy your game and not pirate it.
>>
>>387272732
looks cool, but that dialogue is kinda pointless

a player will figure out instantly what those cannons do the moment they jump into one, especially if they've played DK before
>>
>>387273523
Thanks friend

>>387273683
Absolutely, that's not being used in game and is completely for the "well that's super obvious thanks" bit, though I'm still not 100% sure what kind of writing to be aiming for
>>
>>387272732
cute art

who is that girl
>>
>>387249079
I'm thinking of taking the Chinese approach at making vidya and just ripping off popular stuff and putting it on the Switch or cellphones. Kind of how everyone was making a quick buck ripping off Minecraft in the late 00s.
>>
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>>387274625
Thanks friend, she's called Cap
>>
>>387274797
thos eyebrows

post more
>>
>>387273986
Keep this writing. I loved it. Gud shit.
Personally I wouldn't mind this being in the game, even if it's obvious. It's good humour.
>>
>>387267964
>>387270053
>>387270394
thanks a lot, i really appreciate it
>>
>>387274797
what other characters do you have

is there a crazy girl who chases the MC yet? if not there should be
>>
>>387274797
I want to draw porn of her
>>
>>387272732
Don't treat your audience like they're stupid

As loathe as I am to admit that the ever did anything good, go watch the Sequelitis episode about Megaman X
>>
How many of you are using Playmaker with Unity?

Why? / Why not?
>>
>>387276461
I did for a while but I stopped because it was too annoying to do
>>
>>387249079
Maybe dumb to ask here, but where exactly should I start? I know the (very) basics of programming- is there a certain language I should be learning? What if, say, I wanted to make a simple top-down rpg, what engine should I go with?
>>
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been fucking with more environmental flair
>>
>>387276748
It's far and away easier to pick and engine than to start from scratch. If you just wanted to do a traditional top down rpg with no frills RPG maker is made for you, otherwise either Gamemaker for 2d and Unity for else.
>>
>>387276197

I think the Filename suggests he has seen the video
>>
>>387275895
There is but i can guarantee you you won't like them
most of the other characters are the bad guy and henchmen robot dudes

>>387276049
she's in a dangerous age range but you're more than free to

>>387276197
see >>387273986
>>
Well, it's a murder mystery, but I forgot who killed him, and why.
>>
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>>387277969
dude make a girl villain that is crazy about the main character

that shit s always gold
>>
>>387276821
that's a big skull
>>
>>387278101
Im telling you there already is one, it just aint a cute girl
>>
>>387262135
There's a good unreal engine series on youtube about creating a top down shooter, you can modify some stuff and turn it into a FPS. Just search for Unreal engine twin stick shooter
>>
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I'm composing the music for some indie dev team
It's a secret project though
>>
>>387279742
oh shit is it bloodborne 2
>>
>>387279412
>not a cute girl

what

why
>>
>>387279861
No it's Half-Health 4
>>
>>387279412
hope you don't make her ridiculously ugly for no reason, that shit is always a waste
>>
>>387249079

my group's in what one of us is calling the "pre-production phase." Not sure, but it sounds like the idea phase to me. So far so good, but we haven't made any development yet since our main programmer is MIA and the other one is a bit lacking in experience.
>>
>>387272703
Isn't CS:GO still using source 1 Hammer?
Why would you do this to yourself?
>>
>>387281152
>>387280304
im sorry anons i was just tryina keep the thread going, it's not an anime girl or an ugly hog or anything, it's just that the first boss robot wont fuck off and the idea of it being a romantic thing made me smile
>>
>>387272732
I would be happy in life if I were anywhere near as talented as this.
>>
>>387263574
>procedurally generated medtroidvania

That just doesn't sound any good at all. The whole point of Metroidvanias is they are handcrafted with plenty of specially placed secrets and an outward spiral progression that has you revisiting old places with new abilities to access closed doors you saw long ago without it feeling like a lot of backtracking. Doing it procedurally would totally ass fuck the flow randomly switching between constant back tracking or straight forward progression; or you would have to handcraft large chunks of map that you might as well just do the whole map by hand rather than letting the computer fuck it up.

Unless you did something kind of like Bloodborne and the Chalice Dungeons; handcrafted "overworld" with procedurally generated challenge dungeons as side content, then it could work.
>>
>>387282436
If you look at Dead Cells, it basically boils down to "have x ability? you can now get y item in the room".
And yes, it's mostly boring and sucks.
>>
>>387282415
Talent comes from experience, anon. Get out there and draw, animate, and code.
>>
>>387282151
make that boss come back as a cute robutt grill
>>
>>387282415
Talent's a meme, just get to drawing and get good
>>
>>387282632
anon i like me some cute girls but forcing things to be cute girls isn't a good idea for making fun games
>>
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Will Todd buy my game?
>>
>>387282991

Yes. Yes he will.
>>
>>387282991
Why even use the shitty RPGmaker looks when you've got those lovely battle sprites? Just re-do the whole thing.
>>
>>387281992

i love it
its great
>>
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>>387282991
Only if you promise to get Skyrim on Switch and PS4, especially our new PS4 VR version.
>>
>>387282991
>rpg maker default sprite set
>suddenly bobs
>>
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>>387283058
Gods be praised!

>>387283076
>>387284043
Can't into pixelart captain

>>387283372
>get
eh so pirate count too?
>>
>>387265024
Just have a collection of booleans that the program checks to see what you've done. i.e. If you say "yeah this fag is retarded", then entry whatever is set to true, which could then be checked later down the line.
>>
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>>387284585
>eh so pirate count too?
You know what I mean. Buy it or else.
Also for pixelart, wouldn't that just be drawing a less detailed chibi at a really small resolution. I haven't actually done any small sprites before but I can't imagine them being too difficult.
>>
>>387284585
There's ways to replace the field sprites with larger more full-bodied ones. Just draw small girls at a size comfortable to you then use one of the many hacks, I did that before back in high school when I was playin' around with this shit to use Chrono Trigger sprites.
>>
I wanna take the time to learn some proper 3D modeling. Can anyone recommend me some tutorials that start simple and gradually get complex over a bunch of lessons?
>>
>>387249495
TempleOS games?
>>
>>387284585
>>387282991
What game?
>>
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>>387251347
>>
>>387249079
I opened game maker studio one time then thought about all the hours it would take to make a really good game so I closed it. Does that count?
>>
>>387285218
But that will not match other generic npcs unless a do all their walking sprites, and thats a lot of works

>>387285801
My game, trying to shit out the demo this year. shilling for devblog takkongguy-blog.tumblr.com/
>>
>>387282151
that's pretty cute
approved
>>
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I just put in some animations the other day. Right now i'm trying to figure out how to change the collision box size so I can put in a slide move
>>
Anyone heard from that Kirby AirRide guy lately?
>>
>>387287818
I'd totally play it. My only criticism would be that the animation of Pepsiman running is a bit "subdued," for lack of a better word. Keep us posted!
>>
>>387287818
Give the pepsi cans a different shader that evenly lights them up, that way you can still see them in the dark as fuck corridor
>>
https://youtu.be/4Tgw8RVuVqQ MMORPG Anyone?
>>
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>>387286771
This is the Meme Network clone I was working on since the last thread, implemented more netbattle fuckery and a pause state. Not seen here is that i also got it to run on Android with a shitty touchscreen.
>>
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>>387286771
Didn't mean to reply to you with >>387288602
wew
>>
>>387249079
Question for Indie Devs: has the bar been lowered enough that a one-man dev could make an FPS? What is the bar for modeling, wireframing, and animating? Is there math involved if I don't want my game to play like UT4 or a generic Unity game? Do you think one person is capable of doing voiced cutscenes with animation, or should I just "go through each generation" like everyone is saying to do?
>>
>>387289184
The engines are just an environment for you to work with. Do you think you can model, wireframe, animate and voice a game all by yourself? Then go for it. Your suffering will be eternal
>>
>>387289184
Programming-wise, yes, the bar has been lowered. If you're creative enough then you will have an easy time making a game these days. There's no need to voice your own cutscenes though, a lot of voice actors work for free even for commercial products, simply because there's way too many of them.
>>
>>387249357
>i want to codemonkey my life away instead of making games
>>
>>387290183
There are non-proprietary engines
>>
>>387249784
Nice fan art though.
>>
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>>387254478
Reminder that RPG Maker is fine as long as you don't use the default assets.
>>
>>387290347
such as?
>>
I commissioned some art. I want to animate it (It's a battle art) but I need spine2d and that shit's expensive. Just gotta wait until I can afford it.
>>
>>387291051
Godot is good for 2D and Ogre3D is good for 3D
>>
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Might as well post the bust as well. I plan to animate the busts as well kind of like nekopara. Except my game isn't a hentai game.
>>
>>387290347
There are very few non-proprietary engines that are worth using for actually making a game. Godot is really limited by its documentation and nothing worth using for 3D.

>>387291813
Ogre3D isn't a game engine.
>>
>>387252065
That bee is cute! CUTE
>>
>>387292150
Ogre3D is a graphics engine, so if you can code, you can make games with it. It worked for Octodad 2. 3D games aren't really for beginners anyway
>>
>>387289184
Sure that's all doable.
>doing voiced cutscenes with animation
Lots of work, and obviously you'd probably need voice actors.
Consider the atlus solution of a few expressive character portraits and reusable canned anims with important scenes animated or drawn.
It allows you to create far more content with less (also something which I'm surprised I see so little of in western games).
>>
>>387292358
Reinventing the wheel isn't making games.

>>387289184
Stop asking questions and investigate on your own. You're wasting not only your time but everyone else's time by asking stupid questions. It's doable but a lot of work, you won't know until you try.
>>
>>387251923
You could have animated heroes and static enemies. That's how the first six Final Fantasies did it as far as I can tell.

But I guess that would still be more work than the Dragon Quest battle screen.
>>
>>387292358
>Ogre3D is a graphics engine, so if you can code, you can make games with it.
So it's not a game engine, nice argument.
>>
>>387252065
This looks like it could have potential to be like one of those weird Japanese shooters like Parodius or Cho Aniki. I'm all for that if you choose to continue this.
>>
>>387292612
Fine, you win. I'm sure there's some royalty free 3D game engine out there but the documentation is probably abysmal
>>
>>387264702
This game looks kino I love it.
>>
>>387272732
Bro <3
>>
I'm going to start learning GameMaker. I already have ideas so hopefully things work out.
>>
>>387267964
who are these fuckers?
>>
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I'm about to yank my fucking Graphics card out of my computer and uninstall steam and every other game so I can stop being a fucking degenerate who wastes his afternoons playing games and get back to actually making them.
>>
>>387296615
yeah that won't work, either you want to make a game or you don't.
i'll help you with it, talk about what you want to make.
>>
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>>387249079
Recently wasted time on this. Going to set up a GUI for debugging purposes since I've got basic concepts down.
>>
>>387264702
you need music done?
>>
Trying to learn from the best first.

https://www.youtube.com/watch?v=QBAM27YbKZg
>>
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I'm trying to find a theme song for my game. After various attempts I came up with this melody.

https://instaud.io/1bas

Also here's some live gameplay. I havent progressed much tho, since im working fulltime on the music.

https://streamable.com/tz6i9
>>
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>>387293263
Thanks anon!

>>387297329
Got that already taken care of. Thanks though.
https://soundcloud.com/radio_hunter/stage1
>>
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>>387296976
The way I see it, its all a matter of removing any distractions from easy accessibility, seperating work and leisure and getting into a routine. Easier said than done, but I've had enough of my vices distracting me from the things I want to do in life.
As for the game its a First Person Dungeon Crawler I was working on-and-off on before I went on a "Business Trip" and I've been putting off picking it up again.
>>
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how do I make my sprite less convoluted
>>
>>387293593
you too my dude
>>
>>387298594
by giving him a smooth dance animation
also what the fuck is his face supposed to be
>>
>>387298594
I don't have a clue what I'm looking at
>>
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>>387298868
its a pair of shades that change shape with facial expression
>>
>>387298940
and now his arms look fucked up
>>
>>387263078
buying rune scim 20k
>>
File: dialogue stuff.webm (1MB, 960x540px) Image search: [Google]
dialogue stuff.webm
1MB, 960x540px
very slow progress. currently reworking attack animations
>>
>>387299889
nice. Are you doing the art yourself? It's the style that I really want
>>
>>387299889
you ought to make you backgrounds a bit less saturated and maybe just darker in general. the characters do not pop out much since they have little shading and no outlines
>>
File: 0000-0450.webm (1MB, 1280x720px) Image search: [Google]
0000-0450.webm
1MB, 1280x720px
>tfw made some fantastic looking FP animations for a WW2 game but not allowed to publicly share them until they release gameplay footage

Oh well, have some animation from a different WW2 game I'm working on.
>>
File: CleisLovable.gif (4KB, 111x99px) Image search: [Google]
CleisLovable.gif
4KB, 111x99px
Making high quality sprites. This is for when you get knocked down.
>>
>>387249079
>came up with the gameplay first
>now I have no idea for setting or plot
>the idea behind the gameplay makes it so I can't just make up anything and it'll work
How do I solve this shit
>>
>>387305253
but is the gameplay fun enough that you don't have to care about that bullshit
>>
File: debugger.gif (104KB, 678x464px) Image search: [Google]
debugger.gif
104KB, 678x464px
>>387297109
And thus, we have something a bit more suitable for this purpose. It still has problems, but it's functional.
>>
>>387305423
it sure is to me
>>
thinking about making a pixel point-and-click adventure game so I can learn how to make good looking landscapes in the process but no idea what it would be about and im artistically challenged
>>
>>387305509
post game
>>
>>387268061
I'll fucking buy this
>>
>>387272732
> "HEY, THROBOT! Jump in that thing!"
>"SURE THING, BOSS!"
You should keep dialogues like that simpler. The players will figure out what's gonna happen when they do, so there's not really much need for an explanation.

Save wordier stuff for more complex situations.
>>
>>387306261
you give people too much credit
>>
>>387292358
>3D games aren't really for beginners anyway
they are now
thanks unity
>>
File: newattack1.gif (44KB, 640x640px) Image search: [Google]
newattack1.gif
44KB, 640x640px
>>387301263
yep and thanks
>>387303038
thanks for the advice I'll look into it
>>
>>387304120
what happened to that vn you were making
>>
>>387306346
Giving stupid people too much credit is far better than giving people of average intelligence too little
>>
>>387307056
not if you want sales
>>
>>387307120
I can tell now that you're not serious, but one of the things that has driven away sales is needlessly thorough tutorials. You want to convey things in a clear and concise manner, not flesh things out for the sake of idiots.
>>
I'm dumb and am doing a block-puzzler with fancy blocks, so I need to make my own grid-based physics system.

Currently working out the best way to rotate large pieces made of several smaller blocks, then gotta brush up my state machine to handle large pieces in a smarter way.
>>
>>387307282
as I can tell you're an idiot
>>
>>387307426
Even Nintendo is learning to dump information like that in optional in-game manuals, oxygen huffer.
>>
>>387307534
oh okay
>>
File: s.png (60KB, 409x357px) Image search: [Google]
s.png
60KB, 409x357px
>Try to make wild looking grass
>comes out in near perfect pattern
Damn it all
>>
>>387304120
what am I looking at?
>>
File: sweat.jpg (3KB, 125x118px) Image search: [Google]
sweat.jpg
3KB, 125x118px
>>387308643
n-nothing...
>>
>>387308643
ass
>>
File: koboldlovetestcensored.gif (11KB, 288x240px) Image search: [Google]
koboldlovetestcensored.gif
11KB, 288x240px
>>387308643
Nothing, go back to sleep.
>>
File: 2017-08-09-0141-52.webm (2MB, 800x500px) Image search: [Google]
2017-08-09-0141-52.webm
2MB, 800x500px
>>387249079
I thought it would be a good idea to add 2 new parts to the mech creator but now I am starting to regret it because it's so much work. When those two parts are in, there will be 6 body slots(head, body, rArm, lArm, legs, backpack), 4 internal slots(2 generators, computer, "nano-core") and up to 4 weapon slots(rHand, lHand, rBack, lBack).

The "nano-core" is part of the healing system. The original idea was that it will allow the player to heal for a %(depending on range) of dealt kinetic damage, so that there is an incentive to go balls deep when fighting but an Anon suggested it would be better if damaging enemies would make them drop scrap metal and that if you are close enough to it, you'll start absorbing it to heal up. I like the idea because it's indefinitely more realistic than life-leeching with bullets but I feel like it would heavily penalize fragile units and bad players, so I'll probably do both.

webm not really related
>>
File: Anti-spiral_post.png (144KB, 720x406px) Image search: [Google]
Anti-spiral_post.png
144KB, 720x406px
>>387311497
>hovering doesn't gently fire the back thrusters you just sort of hang in the air
>>
>>387311632
Yeah I am not too sure how I should handle jumping/airtime, so it looks pretty silly right now.
>>
>>387311758
Have dodges, that big speed boost and jumping cost energy. Then have the plaver be able to hover a bit for a better view at the cost of your energy going down rapidly since it takes a lot to keep a bech in the air?
>>
>>387311083
i'd support this degeneracy. can you link an uncensored one somewhere?
>>
>>387307617
DUDE WEED LMAO
>>
>>387289184
> one-man dev could make an FPS
good luck with that,while there are templates serious knowledge is required for the AI and networking to make shit work.
>>
>>387299889
Your dialogue portraits shouldn't stare straight at the player
>>
>>387313742
it ain't too bad
>>
>>387314417
It looks kinda odd 'cause it feels like they are talking to the player and not to each other
Thread posts: 324
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