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How's your game coming along, /v/? You ARE making a game, right?

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Thread replies: 141
Thread images: 34

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How's your game coming along, /v/?

You ARE making a game, right?
>>
the last good game made by one person was la mulana. 1ma is no longer a legitimate strategy.
>>
>>388423180
Wasn't Axiom Verge and Undertale 1MA?
>>
just thinking of game mechanics right now, its a lot harder than i thought. thinking about what might be fun is very different than playtesting it.
>>
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>>388423702
>>
Give me some ideas. Otherwise I'm going to make a generic metroidvania in Unity.
>>
Tabletop games suck away all my time and creativity.

Not that it's a bad thing. I don't need to program and draw graphics when I can just tell my players what they see.
>>
>>388423702
and the case has been rested
>>
>>388424007
It's good. Make it modern day instead of medieval, though.
>>
I would but my country has conscription so I'm in the military which takes all my time.
>>
>>388424091
Write your game on a paper then recreate it on computer.
>>
I'm thinking about some ideas
>>
>>388424152
I'm doing something like that. Well I'm more researching things.
>>
>>388423013
I'm working on it.
>>
>>388423013
i haven't done anything in like a month because i don't know what direction i should take this in

https://www.youtube.com/watch?v=45ZHlPaurSI
>>
>unity 2017
>working with the new timeline
Kind of amazing, kind of frustrating.
>>
>>388424209
and I'll add that it's not very effective, researching shit on your phone in a room filled with people talking after a 16 hour active day you just can't think clearly

I fucking hate the military
>>
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I posted in another thread earlier in the week but I guess I'll fish for some more.

We're looking for playtesters for our game. We're trying to get a feel for how difficult the game is. It's an autoscroll game. You can find the download link and some info about the game here:
https://docs.google.com/document/d/e/2PACX-1vRF9fGNo9oRxwN6YQ7shvssjMHxty2pw-TOCbSfn2QJqjtOxifKBApYPxdijGGBTQu8vU7GrB6eViJd/pub

There's also a survey link. If you play we'd appreciate it if you could fill it out. pic related
>>
>>388423013
Currently trying to fix an bug that makes the 'hurt' sound for the female main character squeaky. It doesn't happen every time she's hit, and there doesn't seem to be any pattern.

It was funny at first because she sounds like a chew toy, but now it's just getting annoying.
>>
>>388424254
Did you make your own assets? It looks really cute.
>>
making 3D games is a pretty big task no matter the scale, hence why smallish games like talos principle have a team of people working on them
>>
>>388423013
I am making a game anon. It will be on steam soon. Now to watch it suffer from a complete lack of marketing.

http://store.steampowered.com/app/676850/Guardian/
>>
its coming along nicely. ill probably enter early access in january. the game is all about opening crates and thats it. thats what people want so thats what im giving them. i dont know how much to charge for each crate/key though.
>>
>>388424959
you're the sort of person that makes the early access stereotype true
>>
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>>388424654
yes

any suggestions for gameplay?
>>
>>388425072
Mazes, possibly?
>>
I'm just messing around with gimp and milky tracker and my confidence is way up knowing I can do art and music by myself.

Probably going to build a simple jump and shoot platformer.
>>
>>388425029
blame the customers. if they didnt buy up garbage and make it profitable, then people like me wouldnt make it. i dont like making it, but it is where the money is.
>>
>>388425440
I blame you

you won't make a penny either with your retarded trash
>>
>>388425427
Show art. It's the one thing that's putting me off.
>>
I think that 80% of selling an indie game is in the art direction and trailer
>>
>>388425620
i doubt most people would even bother to watch the trailer unless the screenshots looked interesting
>>
>>388425808
I tend to land on the youtube trailers first, before I know anything about the game, but yeah, it's all about how the game look visually
>>
>>388425525
I dont save anything cause it sucks and has no purpose yet, but I know once I start creating the game and have an idea what its supposed to be I will make it happen. I will use few pixels as possible like with mega man or something. So far I just practice doing a black outline and my coloring sucks.

Same with music, I dont save it cause I am still learning milky tracker. I just downloaded lilypond and musescore today to save ideas though.
>>
I've noticed that it's a meme that programming your own 3D engine is a way too big of a task, sure making another unreal engine 4 is not very feasible but making something that works and looks good is not that complicated at all
>>
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stairs
>>
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I've been waiting so long for this thread to come back, Is the anon that was making that cool colourful first person platforming game here? It was like a parkour game I don't totally remember it but I really wanted to support him..
>>
Anyone use game maker? is there any reason to use GM2?
>>
should I research (read: play) castlevania if I'm making a metroidvania? I plan to have cutscenes and stuff so while it's still an exploration game but I still want to tell a story
>>
>>388426914
please come back to me first person, parkour, platforming anon :(
>>
>>388427581
sure, don't expect yet another metroidvania indie game to sell though, just do it for your own self satisfaction; make something you are proud of
>>
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>>388423013
You guys like my game?
>>
>>388428267
too confusing to look at
>>
>>388428346
oh and to make the criticism more constructive, there needs to be a more contrasting color on the floor or something
>>
>>388425072
mystery
puzzles
>>
>>388423180
I'm attempting to make an action RPG on my own.
>>
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>>388428462
>>388428346

Is this pic less confusing anon?
Some sprites are wip.
>>
>>388424254
What engine is that?
>>
>>388423702
>>388424049
Undertale get's 9/10's and 10/10's everywhere and Toby Fox made a bazillionjillion dollars so I'd say his game was pretty good
>>
>>388426872
Why does the sprite have such a huge resolution?
>>
>>388429321
Resized so the gif won't be for ants
>>
>>388428976
I hope all the white outlined sprites are WIP. The books and computer are the only nice ones, even though they face the wrong fucking way.
>>
>>388428976
all sprites should be wip your art style hurts my brain to look at. It's not comfortable on the eyes at all. I think you should start from scratch and I'm not even trying to be horrible.
>>
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Going along nicely, kinda reworked the enemies/ basic combat (again). The combat might be a bit too cluttered as it is now, gonna see if I can make stuff a bit more clear. Hope to have a demo by mid September.
>>
>>388429442
I mean all the blank space around it too.
What resolution did you make it in?
I'm still trying to git gud at animating sprites, but it's pretty hard.
>>
>>388428976
the floor and walls are almost the same colour. there needs to be a clear contrast between them. either recolour the floor or add some texture to it
>>
>>388428715
>mystery
what kinds of mechanics would it have
>>388429036
gamemaker
>>
>>388429678
Oh right. I tend to use quite a big canvas while animating so that I have space for all the movements I might need. I crop all the frames later when I'm actually going to use them.
>>
>>388429839
>gamemaker
How do you make the objects opaque when walking behind them?
>>388429907
What software do you use for animating? I downloaded Graphics Gale but the interface seems pretty archaic.
>>
>>388430421
precise collision checking, subtract image_alpha each step until it's at 0.55 or something

if the player is no longer behind the house add image_alpha until it's at 1
>>
>>388430421
I use Graphics Gale. It is a little archaic and transparency works strangely but it's great for animating. You can map your own hotkeys too which is useful.
>>
>>388423702
Also Stardew
>>
>>388430624
Cheers. I'm still getting into Game Maker, hopefully I'll finish my game eventually.
>>388430881
Alright. I'll carry on using it then, I should learn to navigate it after a while.
>>
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>>388423702
thanks for reminding me only gimmicky games get money, and all my work will be thrown away
>>
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it's coming fine i guess
tweaked this sequence and applied some feedback i received
>>
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>>388423013
I am indeed, good sir. And it will be releasing soon.
>>
>>388432780
this looks so fucking charming, anon.
>>
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Finally got a collaborator, so now I'm working on idle animations for enemy sprites
>>
>>388433256
Looks cute.
>>
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>>388433358
Thanks anon
>>
>>388432780
I sitll prefer the game when he had that bug, with the very far camera
>>
>>388426914

Did it have a gun?
>>
>making a game solo
its kinda boring and i lost interest, would be nice to work in a team or something but that shit rarely works out
>>
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>>388429565
lold pretty hard
>>
>>388434543
not when I last saw it, maybe he added something. The game was really simple, very colourful, kind of a psychedelic aesthetic.. I want to know the name!!!
>>
>>388424887
your game sure looks good as still images
>>
>>388424887
>http://store.steampowered.com/app/676850/Guardian/
looks good
>>
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>>388433020
thanks
>>388433772
not sure what you mean but i'm intrigued
>>
>tfw have been working on my game
>tfw coop progress
>tfw getting a good gif of coop stuff is impossible
sorry
>>
>>388436186
A long time ago you posted a bug on AGDG, the camera was hundred of meters away from the actual settings. I really liked this approach, the game looked more unique like that from my point of view.

Still your game is solid. Just my taste.
>>
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>>388436547
ah, that thing
it's certainly pretty interesting looking
and thanks
>>
>>388436547
retarded post
>>
>>388437580
no bully
>>
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Took me the whole afternoon to do the walking, I got to get started on the battle system now
>>
If the anon from the other thread the other day is here.. you can still add me on discord
Pandan#7422
>>
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>>388439442
forgot image
>>
Help me /v/ There's no good book on learning GML
>>
I keep starting new projects because I wanna practice another thing and not jump back on a project that I was already working on.
I don't know why, but I keep doing this.
I am also sick of trying to make art because it takes 7 millions years.
I also have no good ideas and my summer break just ended and uni classes just started up so I have to focus on getting a degree that has NOTHING to do with VIDEOGAMES
>>
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Like I said last thread, I started working on this again in Unity after having to be away for a few months. I just finished scripting water, lava, and rock physics yesterday.
Youtube video because I still can't into WebMs https://www.youtube.com/watch?v=WiEPpuXCMsM
>>
So wait should I learn C# or C++

Which one is more prevalent in the industry
>>
>>388441282
your lava looks like some kind of candy syrup made from peaches and oranges
it looks potentially delicious but it isn't sexy like lava
>>
Next month I hope to get a kickstarter going. Got some voice actors lined up, concept art is in the works and I've got a pretty good grasp on the system and what I want. See you guys in hell.
>>
>>388441380
C# if you want to be useless garbage.
C++ if you want to give up and get a real job flipping burgers.
>>
>>388441952
cool, but what about the gameplay?
>>
>>388442308
Resource management game. Without going into too much detail, you collect several different resources to further your in-game career, meet quotas and purchase upgrades and boosts. Sort of a Papers Please meets HunnieCam without the clicker aspects.
>>
>>388441380
C#
>Which one is more prevalent in the industry
don't
>>
>>388441380
C# if you want to create larger programs and games
C++ if you want to write low-level algorithms
>>
>>388441380
C++

or you could start with C and expand to C++
>>
>>388425072
Dunno if this is helpful, but when the character walks diagonally, could you make it so he moves parallel to the geometry? This is triggering me a bit
Also, artstyle looks really nice, I could see this not being shit
>>
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>>388423013
I just finished my game. It's free and small:
https://melonodev.itch.io/waves-of-vapor
>>
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more random mapping just for testing
>>
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>>388432780
what program do you use to draw/animate all the stuff?
>>
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Made this "dimension shifting" mechanic for use in 3D platforming yesterday,for now it's just basic teleportation,please tell me what you think.
Also,I added the ability to rotate tiles(like that one at the end) because i wanted to make a 3D tetris game where you find the pieces,jump on top of them and pilot them to the correct places
>>
i'm thinking about making this into more of a stealth game since i already have shadows that check if you're in them or not
>>388444869
>Dunno if this is helpful, but when the character walks diagonally, could you make it so he moves parallel to the geometry
so like he animates moving horizontally if his horizontal speed is greater than his vertical speed and he's moving diagonally?

i get that
>>
>>388445520
post nudes pls
>>
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>>388445404
remade first area
>>
>>388446384
fucking lol
>>
>>388446576
what's funny...
>>
>>388433256
>making a /v/ermin into a game
That's actually pretty rad.
Did I talk to you on /vp/ sometime? I swear I remember that.
>>
>>388428976
that computer faces the wrong way anon
>>
>>388432807
There are like a million of these games out there and they are exactly like this, why would you spend time making another one of the same game that already exists?
>>
Play my ludum dare game and tell me what you think of it
https://sma-dev.itch.io/bot-beater
Comments by other ludum dare participants said it was too hard, but you're a bad enough dude, right /v/?
>>
I haven't programmed in a while, what's the best environment and compiler to use with c++? Notepad+, visual studio, something else?
>>
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>>388432807
did you stèal these assets directly from DX Ball?
>>
https://play.google.com/store/apps/details?id=aleksandar.a2dgamefragments
Made my game, but it is shit android game and earns no money
>>
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Nothing special so far, just writing the plot while I learn how tilesets work
>>
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It's coming along.
>>
>>388446923
The jumping is too loose for the platforms that are so high up you need to land with some precision.
It's annoying how the enemies turn around when they hit eachother, because hitting an enemy can cause them to go flying into another enemy, causing them to turn towards you very shortly essentially killing you immediately for hitting them.
Also, a more visible hitbox for the punching would be nice. And I never used the special move because I was always at low health, which drains too quickly. X-up didn't do anything for me either.
The base that is there with the shooting forward with the punch and landing against an enemy can be quite satisfying, but any kind of polish, which you of course can't get with a ludum dare game, is severely lacking. Keep it up.
>>
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>>388445520
sprites are drawn/frame-by-frame animated in gm:s built-in editor (has onion skinning and a couple other basic tools so it's good enough so far), larger entities are animated in a custom tool
i tried aseprite but i didn't like it
>>
>>388449548
I can't wait to play that once it comes out, it looks fucking amazing.
>>
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>>388447169
They're similar, but no.
>>
>>388423013
does all those engines cost money?
>>
>>388441380
c#
>>
>>388446873
They're aren't many on steam surprisingly. And the games inspired from this don't work well on modern PCs anymore.
>>
>>388441380
C++, don't even start with C, and don't get discouraged when the time to learn pointers come
>>
so uhh, why arent all these posts in /agdg/ on /vg/?
>>
>>388451484
why would they be?
>>
>>388451484
There is nothing there but shitposting and drama
>>
>>388451484
Mostly it's that /agdg/ has its own culture that's off-putting to some anons
>>
If I know how to make maps and how to write and I know the basics of CAD and I know a thing or two about music, and I know how to operate Audacity, and I know Python, Lua and XML, and I can do 2D art in GIMP or whatever, and I have a fleshed out brainstorm, can I make a first person shooter with some level of depth? I dunno anything about effects or gore, or any of the higher 3D stuff, which what I am interested in. Also, what is against publishing rules on Steam, as in, what is the limit of edgyness?
>>
>>388451984
Also, what engine is easy to learn, easy to import stuff, and good enough for stuff?
>>
>>388423013
It's going alright.
I have been working on Boss AI.

Writing a basic AI in UE4 has been surprisingly easy.
Most AAA boss fighting games have very simplistic AI once I started experimenting with them.

If Know any games with advanced Boss AI let me know.
>>
>>388426872
>>388432780
>>388445897
>>388446384
>>388448391
Cool!
>>
>>388452214
Depends on what you are going for, you won't need a super refined AI for a boss that simply follows a pattern (think like crash's bosses) or a "shoot at it until it dies" boss (in most cases).

Can't really remember any good examples of bosses with really advanced AI.
>>
>>388452109
Unity
why do you ask the most basic questions you can answer with 5 minutes research on the subject
>>
>>388453812
Well it's not like I didn't know anything about the subject, my curiosity has peaked before, It's just that I don't want my game to look like everything is dipped in petroleum jelly. Which suffers less from that, Unity or Unreal? See what I'm saying?
>>
>tfw using mod tools to test lighting
i knew this would come in handy one day
>>
>>388423180
Except it was made by a team.
>>
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>>388455598
oops haha
>>
>>388454118
more about the configuration of the shaders, you can make both engines look pretty much however you want
the petroleum jelly look is the late 2000s specular mapped look to me, now everyone uses PBR and everything looks like it's made of rubber
>>
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Movin right along.

Working on the stage 3 miniboss, geting as much out of the snake effect as I can.

>>388445216
Congrats anon, I've been seeing this around forever, got to see you've actually finished it.
Thread posts: 141
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