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Game dev thread

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Thread replies: 271
Thread images: 47

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Got anything to share /v/?
>>
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Godot is better
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>>390217141
Really need to get rid of Construct 2 for Godot by now.

>>390217281
I agree but the audio system in 2.1 is pretty bad. And now we're in this weird place where 3.0 won't be stable for at least 6 months.
>>
>>>/vg/agdg
>>
>>390217424
Make me a new image and Ill switch to that one from now on or else I make them all rpgmaker
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What is the point of making a pong game if you obstruct part the game field?
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>>390217424
>And now we're in this weird place where 3.0 won't be stable for at least 6 months.
I guess we're all waiting on Godot
>>
>>390217634
I'm going to keep working in 2.1 because I'm doing 2D so a lot of the updates (other than audio) from 3.0 don't affect me. But I hope the 2.1-3.0 converter has got its kinks ironed out by the time 3.0 is ready.

C# support would be nice too I don't know how mature that branch is right now. GDScript is actually pretty nice so I'll probably just keep my codebase in that.
>>
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I'm new to animating and this shooting animation took me 2 days. Is it too extra, does it look wonky? I couldn't find another way to make him change his gripping from the top of the staff to the bottom and this one looked cool but I'm not sure what anyone else thinks. I still need to animate his hair waving with his head and a few minor clothing movements
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>>390217459
/agdg/ is worse than /a/ never speak of it again.
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>>390217524
>>390217141

how's this
>>
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>>390218793
Perfect thanks, expect the next thread made by me to use this one
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>>390218793
>>
>>390218680
Make the elbow bend when he takes the staff as reaction to weight, and make his hand turn when he gives the force to spin it. And if the attack is some sort of railgun-like beam, it feels fine, but for other, is rather extra.
>>
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Is GM good tor making a sidescrolling beatup platformer?
>>
>>390218680
Tween your stuff.
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>>390219209
Yes. Don't fall for the GMS2 jew though.
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>>390219058
Thanks, I've done that and it does look better

>>390219218
What do you mean tween? If you mean the frames/lag the actual animation is 60 fps its just that bandicam is shit lmao
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>>390219319
>What do you mean tween?
easings.net
>>
>>390219319
Send result?
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>>390219301
Wats so bad bout GMS2?
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>>390218680
this is way too static dude

i don't know if it's a limitation of your software, but there's not enough body movement going on. also, there's no antic before he throws the staff
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>>390217141
i have a little spinning thing

also my demo is here:

https://ambientdev.itch.io/seasons-past
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>>390219489
It's a sizeable price increase and attempt to phase out GMS 1. Console export licenses are also subscription now instead of one-time payments. Also given the features of GMS1 vs 2, you'd probably just be better off with GMS1 or moving to godot or something.

Tbh either way its one of the best engines for 2D.
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>>390217634
nice
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Is CGCookie worth it for Blender learning?
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this is your map for tonight
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>>390219658
people here tend to shit on this type of REEEE PIXELSHIT INDIEDEV art style but i actually like it.
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>>390219620
What kind of movement do you suggest? Theres no limitations it's just that Im still learning how to animate so tips like this are appreciated
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Postan game again, still working on skills.
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>>390220250
thats cute as fuck
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>>390220038
Only if you're serious.
>>
Why you not make your game in Java /v/?
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>>390217141
I am about to start college with a major CS with a minor in game design next week. I took a AP CS class in senior year of high school and it was only JAVA and I had done very little JAVA before, but I am really passionate about this stuff. so I had to teach myself more about JAVA outside of class because the teacher had to cut corners because it was AP and he didn't do a good job explaining when I asked him for help. I ended up getting a B and a 3 on the AP test. I'm not very smart, I may get good grades and SAt scores but I can't look at something and be a genius and understand it in a day. I spent most of high school up until midnight or past midnight just so I could keep a high GPA and stay on honor roll. Do I even have a chance even if I try all I can or is someone like me bound to fail hard enough to never recover?
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>>390220629
>program on multiple platforms
>reprogram for the different platforms
>use library for different platforms
>now the code looks like you're using an engine
I just use an engine now and skip a few steps.
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>>390220736
Dont overwork yourself anon, just do what you can handle
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>>390220736
It doesn't matter how stupid you are, rather, how much effort you can put into something.
This is especially true of game design, you don't need to be a genius to make games, but the ability to see your projects through is a far more precious and worthy skill.
Also, don't minor in game design, instead make games in your spare time, degrees matter less than an actual portfolio.
>>
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>Aw shit I just got a great idea for a video game, better start working on it
>Power goes out, tree fell on a powerline and snapped the whole post
>Won't be fixed for probably another week
>mfw even nature doesn't want me to dev
>>
>>390220736
Don't really need the game design minor unless you think the classes would really help you in your personal projects.

The majority of what people are looking for in a potential hire is passion (that leads to lots of personal projects) and the ability to follow through on your projects.

If you can keep a B, work hard, and make sure you've got plenty of projects to pad your resume you'll be okay. Probably. Just keep in mind that CS isn't computers, it's math using computers.
>>
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Since the game I'm working on is pretty much in a playable state I've been working on graphics/sound stuff. Added sound effects and music to the game entirely. Also added 3D placeholder models but without a large array of animations they work pretty poorly and I'm not willing to pay for placeholder stuff. I've already swapped back to sprites.
>>
I need a good protagonist name.
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>>390221805
behindthename.com/random/
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>>390221805
Well that all depends on the kind of culturr your protagonist lives in don't it?
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>>390217281
>Godot is better
here is my FPS game in godot
>>
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bump
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>>390221805
Jack
>>
halo multiplayer ripoff or a game inspired by the thing?
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>>390223050
not bad
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>>390223050
sorry, should included a download link

https://godotdevelopers.org/forum/discussion/18602/project-raspidarasilo-4

please note that is old 2.1 godot, not the 3.0 spicy one
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>>390223124
Shepherd
>>
>>390220736
You literally don't have to be smart at all if all you want to do is program games.
>>
Alright, i need some advice from you guys.
I had been unemployed for a year.
Should i continue to look for a job, which seems unlikely?
or should i go for a further study?
or should i say fuck it, and invest everything i got into making a game?
I'm by no means pro and am just programmer which can draw a little but definitely can't make music for shit.
On top of that, i'm also depressed and suicidal as hell, so I feel like i will probably kill myself if my study din't went well.
I just don't know anymore.
Everything seems like it doesn't matter and whatever choice i made seems like it will be the wrong choice.
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>>390223486
Work a job while making a game. If you get good quit job.
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>>390223486
NEETdev here: fuck it and make a game.
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>>390223486
further study indie games are a crap shoot. Dont look at this further than a hobby right now.
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>>390223213
3.0 isn't even out yet, though, so it's understandable. Still, it looks fucking good, though.
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>>390223562
I can't find any job for a year.
It's unlikely miracle just happen and found me a job now.
I don't know if i had come too far to stop looking for job now.
But if i continue and still couldn't find a job, the resume will only look super bad with such a long time of blank empty non-working period.
>>
Is there any info on what you have to do to release your games for Nintendo Switch yet? I know Unity is what Nintendo suggests, but what are all the details? Do you have to submit an application for a DevBox?
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>>390218680
Maybe flick the wrist a bit when he spins it. The second throw and catch look good though
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>>390220363
Better than Youtube tutorials?
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>>390223629
I even have not used any cool features like normal maps and shaders, maybe I am banned in google, but are there any other first person shooters in godot were being made?

This game was like me learning how to have fun modeling in blender - made almost 20 maps for this game.

If you decide to download and play, there some cheat codes if you get stuck.
lvlgd - 666 ammo and hp
raspidaras - port to next level
>>
>>390224159
Yes.
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>>390223567
What's it like? Not him, but I'm trying to get autism bux so I'll be free to just channel all my autism into something somewhat productive that I actually enjoy, but I'm scared of realizing 10 years from now that all I did was fuck around while trying to make lame shit that no one really wants to play.
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>>390217424
The Godot Patreon is currently $2,884/$3000. Once they start getting $3000, the main dev will work on Godot 3 full-time.
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>>390223606
well, i'm thinking of it as building up my portfolio as well.
Right now, I don't have a good portfolio for the job i'm asking for.
I'm thinking of going into Unity and make some projects that can at least land me into a job that requires Unity knowledges.
Or I could do some HTML stuffs and be a web developer instead.
But all these options will require more time invested by me which doesn't guarantee the result.
I might be wasting more time going nowhere.
Which if i have a job right now, i can build a career and wouldn't have much problem anymore.
Or go to further study and start looking for job as a more experienced fresh graduates which looks better than my current 1 year unemployed resume.
Or hopefully make a game that can atleast make me about $50k which can support me to continue making more games.

All while i'm prepared to die, and wanted to die every single moment i'm awake.
How do i get motivated for anything when i'm already preparing for the worst?
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>>390220250
Please make a kazoo cover of Yankee-Doodle-Dandy your placeholder bgm
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>>390221459
Get a candle and start scratching out your concepts and code design. You don't need electricity, scrub
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>>390224247
>doing 10 years of something you want to do or
>doing 10 years of something you don't want to do

At least you tried instead of regretting your life on your deathbed.

Just don't forget to eat and sleep.
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It's pretty old at this point, but here's a gif of a little enemy.
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>>390224291
Yeah I know, I'm on that. Kinda surprised $3000 a month is a decent full time salary for a software developer though. That's pretty low considering my own salary. But I think Juan lives in some country with a low cost of living or something.
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>>390224291
What are you waiting for, /v/?
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>>390224292
>HTML
>web developer
You are new, aren't you?
>>
>>390224292
web development is a better gamble. You can get free lance work for that as well.

Motivation you have to force. I use unbridled anger to keep myself from ending it.
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>>390224185
Godot has been pretty niche, and it only started catching on a bit when they revealed how good 3.0 will be. You and one other person from /agdg/ are the only people I know making 3D games in godot.
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>>390218680
Sketch the key-frames
Draw the key-frames
Do the tween frames and tweak
Finalize

Have actual movement, not stiff wobbling - it looks like an early flash game on the internet
Use the whole body - move the body, not the weapon
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>>390224146
Already added a bit of wrist flick from another guys suggestion, thanks for the kind words!
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>>390224526
A job
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>>390224648
Just the advice I was looking for. Ill do this for the rest of the animations and for this one when I get back to it, how did I not think of this haha
>>
CryEngine is the best engine ever created, you cannot prove me wrong.
>>
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>>390224292
>>390224613
Got this email from CodeAcademy yesterday.
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>>390224940
>Demand from today's HOTTEST NEW FRAMEWORK IS IN HIGH DEMAAAAND
It will be replaced by the next hottest framework in a year or so. Seriously, WebDev is so shit.
>>
>>390218680
Looks like an Adventure Quest rip-off
>>
How is Godot in terms of 2D stuff?
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>>390225476
p good
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>>390224925
If only it's documentation was just as good`
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>>390225476
Excellent. Unlike Unity, Godot has its own dedicated 2D engine.
Godot 3 will be even better with GNative.
>>
Doing things the American way and paying someone else to do the work for me. Just hired a sprite artist a few hours ago too.
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>>390225671
The American way would be making a Chinaman/Irishman do it
>>
>Blender
>Open Source 3D Software
>Excellent quality, could pass as professional software

>Gimp
>Open Source 2D Graphics Software
>Literal trash

>Godot
>Open Source Videogame Engine
>???
Between Blender and Gimp, how does Godot rank?
>>
>>390225476
For performance only second to game maker if not just as good. I definitely prefer coding in godot though. The scene/node architecture is really nice and intuitive and the scripting language is basically python though C# is coming soon as well. You can also write your own modules for the engine in C++ for performance critical code and then use those modules in your scripts like any of the base classes. Magic of open source really. At the end of the day you have way more flexibility with godot to make performance gains than other engines.
>>
>>390225851
Closer to Blender than GIMP, and when 3.0 officially releases, VERY close to Blender.
>>
>>390225767
I didn't say it wasn't :^)
>>
>>390225851
>Gimp
>Literal trash

Linux fags blown the fuck out!
>>
>>390218680
looks fucking awful
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>>390226314
I still use gimp for the odd edit here and there but actual artists have moved on to other open source projects like krita.
>>
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>>390217141
minor progress, enemy has collisions. No actual behaviour yet but the animations are done for it
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>>390225851
>Excellent quality, could pass as professional software
ahahahahahahaha it has piss poor usability like gimp, lack of features compared to professional alternatives, full of bugs, almost no documentation

godot is shit too
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>>390226467
That is some slick as fuck animation anon, even if it's ripped straight from Castlevanie.
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>>390226467
damn, that looks fluid as fuck. nice job!
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>>390225329
Just the style I was going for

>>390226434
Can you explain further please
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>>390226537
it's not a Castlevania rip-off without the Belmont pimp walk
>>390226738
Thanks
>>
>>390226314
Good thing we have Krita
>>
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>>390217141
so I have some questions for anyone here really because I dont know where to ask, doesnt matter what games you're into

I'm in designing phase right now and about to go into prototyping, but I wanna get more of a feel first.
So project is something like pic related but it doesn't really matter.

So for anyone who plays Turn Based Games, doesnt matter if its something like HoMM or 4x(Civ) or Fire Emblem
>What do you look for first when picking your guy/faction?
Is it something like a theme? Dark n Edgy or Waifubait, doesnt matter
Or is it more function or practicality? Like Classes or favored tactics?
>What makes picking one fun for you?
Do you like it when you're first presented with functionality and then being able to customize that freely? With some limitation ofcourse, constantly weighing pros and cons whether its getting essential technology or equipping your guys with items that negate their weaknesses or augment their strengths in some way.
Or do perhaps you like it more when a more "complete kit" is presented like a facton with evident strengths and weaknesses or a character with clearcut theme and specializations with only minor customization if any.
>This is a strategy game question only, Think about how you feel like when playing the game
Do you feel like a god or simply the player moving chess pieces around?
Or do you self insert into your faction and see yourself as some glorious leader?

Now if you dont play any of these genres
>What turns you away immediately?
Is it too cluttery and impersonal?
Are you intimidated by the amount of options presented?
Does it lack a fast pace?
>>
>>390228034
posting dumb questionnaires isn't how you design games
>>
>>390224247
don't make games as a career choice
make games because you want to make games
if you go into it looking for a career you're going to be dissapointed
>>
>>390228156
Obv not I'm just trying to decide on a few features
>>
>>390226534
t. Brainlet.

To say Blender has almost no documentation suggests you're quite the idiot.
>>
Is Krita better for Linux than it is for Windows?
>>
>>390228034
>What do you look for first when picking your guy/faction?
doesn't matter as long as it makes sense thematically. I like it when, if there are multiple to choose from, they all bring something unique to the table whether that's unique mechanics or units or w/e
>What makes picking one fun for you?
picking a faction is less important to me than the choices within the faction, if a game is single player and I like it I'll try to do all faction playthroughs anyways
>This is a strategy game question only, Think about how you feel like when playing the game
it can be fun to self insert as a glorious leader as long as tactical parts of game play don't largely hinge on said leader, more fun as a metagame hook

all just imo take with a grain of salt
>>
>>390226467
looks dope, reminds me of the first prince of persia.
>>
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I added skeletons and tried to add swinging your sword but it didn't work
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>>390229768
thanks it was your opinions I was after anyway
>>
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Right now I'm taking a divergeance from game dev and devvin' something that mass pirates other peoples' games.

A steam but for emulation is sort of my goal. The idea is you plug in a rom website and strip the content from it. Problem is I need to develop it, make it work, strip everything for my personal use and then get enough people to use it so that it isn't a waste - but not too many or the websites'll block my shit.
>>
>>390230168
That sounds like a horrible idea. If it got popular at all it would get sites shut down or blocking it thus making it pointless. You literally have to pray it hits a specific audience and never takes off.
Also Retropie is a thing so it's kinda pointless.
>>
>>390230168
Are you deving this in a fictional country with no copyright laws?
>>
>>390230168
Also after taking this photo I basically jizzed over my success and then the program crashed because it tries to load a thousand box-arts and gradients into memory.

Obviously gotta limit a couple areas around that but holy shit is it nice to just see it fill up a hard drive.
>>
>>390220131
Oh hey, I remember this game. I'm glad it's still alive.
>>
>>390225851
Gimp is fair as far as image editing, it's shit because they refuse to add any stuff related to actual print prep work, which is what you need to do to be used professionally.

No CMYK support means nobody who works in professional editing will ever touch it, among other issues.

As of right now, if you're working in high end printing, Gimp is worthless ,and you're stuck with photoshop.

As a result, photoshop is the goto, even if it's some ancient pirated version from the 90s.
>>
>>390224526
As soon as I make money from my game made with Godot I'll donate to them.
>>
>>390230013
show animation inside the hitbox on where the character is facing

despawn at the end of the animation
>>
Just keeping at it right now. Will work on improving the attack input recognition, then work on a spear impale move.
>>
I'm learning Java! Wish me luck!
>>
>>390231928
Good luck.
>>
>>390231928
good luck me!
>>
>>390231591
>too lazy to animate a walk cycle: the game
>>
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>>390230741
heres a diff map
>>
>>390223050
This actually looks like something prerendered for a TV show where they're showing someone playing a video game
>>
>>390232258
My first platformer had a fairy character sort of slide along the ground for this reason. Animation takes so long and as soon as you make something nice, you've gotta make everything that good or it looks shit.

One of my games is basically abandoned because my spirit is crushed by the amount of 2D animation I need to do.
>>
>>390233079
>what is IK
>>
>>390219658
Animation is of the spinning thing is pretty jittery.
Intentional?
>>
>>390223050
Got a bit of the ol' drunk Trespasser Arm Syndrome there.
>>
start "" "C:\Program Files\Waterfox\waterfox.exe" "https://boards.4chan.org/vg/catalog#s=agdg"
start "" "C:\Program Files\Waterfox\waterfox.exe" "https://trello.com"
start "" "C:\Users\anon\GameMaker-Studio 1.4\GameMaker-Studio.exe"

echo "ready to dev"
>>
>>390233530
epig
>>
>>390233530
>shutting your computer down more than a few times a year
>>
>>390226467
Man, when do you find the time to do this shit?

>>390231591
Looks like a low asset count, but what you do have looks fantastic, professional quality.
>>
How do I write a good JRPG villain?
>>
>>390219218
The entire animation is tweened.
>>
>>390234014
NTR
>>
>>390234014

He must be in the right, AKA "did nothing wrong".
>>
>>390234014
He gives your father a dishonorable death.
>>390234089
Then he needs to pick the right easings.
>>
>>390234178
This is retarded. You want your player to hate the Villain not side with them, so that there's catharsis in defeating them. They just need better motivations than "I want to kill everyone because I'm evil"
>>
>>390234014
>a good JRPG villain?
have a good and relatable backstory for his motives. As well as make him likable either, as a love to hate villain, or just having charisma and a decent personality.
>>
>>390218680
NEVER EVER have your characters attack or do anything with their bodies straight like that.
Make him bend over a little, spread his legs, USE BOTH MOTHERFUCKING HANDS!
Never have a hand lying there doing nothing as if it didn't exist, people don't work like that.
It looks overly stiff and lifeless, watch people fighting on youtube to get an idea.
>>
>>390217281
Godot is so shit, why the fuck would I want to learn some other random language that is never ever used anywhere as my scripting language (gdscript)?
>>
>>390234289
this. if you're going to have a likeable "villain" then make him the protagonist
>>
>>390234014
demon lord
>>
>>390219769
Making maps in 2 is much better though.
But can you do xbone and ps4 ports on 1?
>>
>>390234289
Evil Is Necessary. Evil Is Good. Evil is just Thuesday.

There are enough tropes for evil motivations.
>>
>>390234570
You mean like every Final Fantasy?
>>
>>390219769
>best
its shit
>>
>>390234289
It's much better to have the villain think the Hero is evil. Have the Hero have his own motivations to go on a quest and the villain hates him for that.
>>
>>390234720
So what's the motivation of the Hero if not defeat the villain?
>>
>>390234621
>tvtropes
what if you don't have autism?
>>
How to I come up with a good level up/progression system?
>>
>>390234814
The villain is in the hero's way. The hero must do whatever to achieve some goal.
Such as
>stopping a war (and the villain is the other side's general)
>finding some relic (which the villain wants for 'noble' means or whatever)
>awakening some god to revert the world back (cause the hero thinks everything is fucked but the villain has a plan the hero disagrees on)
There are plenty of options.
>>
>>390234837
>what if you don't have autism he asks
>post this on 4chan
Glass houses
>>
>>390231591
I remember when your webms looked terrible and now this looks well on the way to being a game. Good job on keeping at it.
>>
>>390234621
What if I want to be original?
>>
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I am in the process of marketing SPACE-FRIGHT. It's going alright I guess... Well, with alright I mean it's going badly :P
>>
>>390235504
Then you have to know all the tropes and then do something completely different that still works.
>>
>not using the good guy turn bad guy trope
>>
>>390232736
>blocky environments
>perfectly circular cylinders
>textures
>flat color
Nigga, do you even know how your game is supposed to look or what?
>>
>>390236284
This, ditch the textures at least, make it full flat.
>>
>>390235532
I wanna fuck that suck-u-bot
>>
>>390234289
What if you hate the villain because he's right and you don't want to admit it?
>>
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Might as well post in these threads too.
Adding a ledgeclimb, still need to make the camera pan properly and figure out the timing to not break the momentum. (And make an animation that is not 4 keyframes)

https://khryse-dev.tumblr.com/ btw
>>
>>390236594
Like FF:TA?
>>
>>390220736
About to graduate with a CS degree and already, got a job. I'll keep making games a hobby in my spare time and might pursue that later. Just do it, you'll have a lot of opportunities and it really isn't that difficult.
>>
>>390236480
Awesome :)
>>
>>390232736
i like the matte grainy textures but that glossy stuff looks out of place considering the blocky art style
>>
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>>390237089
some things need to be glossy
>>
>>390237783
What game?
>>
I work for a small company and I've singlehandedly shipped 7 games to the playstore already. They've 10-50k DLs but that's still something.

But whenever I want to make something of my own, I just drop it midway. Despite having a huge experience and skills in that field.

Wat do
>>
>>390238707
>the playstore
so youve shipped a combined 1/64ths of an actual game.
>>
>>390238707
Maybe you should ask your coworkers.
>>
>>390238769
I've finished them all, polished them all and managed to get them on the playstore with more than just 10 downloads.

Working on a game means nothing. Literally nothing. A student can work on a game. Shipping a game is what gives you the most valuable experience.
>>
>>390238707
>I've singlehandedly shipped 7 games to the playstore already.
>But whenever I want to make something of my own, I just drop it midway.
what

and i sort of doubt you have "huge experience and skills"
>>
>>390218680
It's kinda stiff desu. Do something with the fingers and tilt the wrist somewhat to avoid RWBY syndrome.
>>
>>390238859
(Not that guy.)

That's not always the best idea. A lot of companies have really skeevy policies with regards to employee contracts. I think EA has it so that anything game related you produce while you work at EA is legally their IP, that might be old info though. Outside of that, it's not uncommon to have a non-compete agreement in your employee contract; so if you do leave, you can't say or release anything about a project of yours for like 15 months afterwords, or you could get sued.
>>
>>390238971
yes, shipping a game means something, but get your head out of your ass, if you shipped as many as 7 games and none of them have 100k-1M downloads they probably aren't that great
>>
>>390238971
Shipping a mobile game is fucking nothing m8.
Shipping an actual game is the impressive part, and that greatly depends on the actual product.
The reason why you drop games half-way through is because you have no idea how to make an actual game because the mini-game mobile shit has plagued your mind.
>>
Ok whatever disregard this post >>390238707 I forgot these threads consist of cool dudes who work on their games without even finishing half of it then dropping because they fucked up their "engine" or the app structure in general.

Have fun dudes. Good luck on not finishing your stuff ever with your colossal experience
>>
>>390239210
>getting this butt-blasted
mobile """""""""""devs"""""""""""'
>>
>>390239132
Sometimes I forget that people use silly American rules here. Here we can ask that such questions to the CEO of the company, get a straight answer and a pat on the back for showing initiative.
>>
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>>390239210
>salty mobiledev can't make a real game and runs when he's told the truth
>>
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>>390235532
I played your game and it's very fun. But after two hours it starts to get boring and the text messages aren't enough to make me want to continue playing, it's a shame I'd like to see these characters which I think are pretty interesting stuck in a game I can't interact with more.
Also you really didn't qualify for the sexual content tag.
>>
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"Indie devs" who think their 50th unfinished game will be "finished for sure" because "muh experience"
>>
>>390239210
you said you shipped 7 games singlehandedly, but you can't make something of your own?
>>
>>390239317
Sounds nice.
It's generally the same kind of atmosphere for a smaller company in the US (I'm a Leaf, so the same thing applies), but in general you really gotta be careful with what you say, and to who if you've signed a contract. Know your limits, basically.
>>
>>390239210
mobile devs shouldnt call themselves game devs
>>
kind of curious to see his "games".
>>
>>390239505
In his scenario he is (still) one of them and not the competition. Sounds a bit stressfull company policy and makes for unhappy workers. But you're right. NDAs are also a thing here, so I get it somewhat for keeping secrets from the public/competition.
>>
>>390239625
I don't know who you're talking about, but he probably has a demo here:
https://itch.io/jam/agdg-demo-day-16
>>
>>390239915
him>>390238707
>>
>>390239625
>>390239972
Wow so edgy you were lazy to click the links and afterwards you were lazy to put spaces between your words.
That's so edgy dude teach me
>>
>>390240067
are you having a stroke?
>>
What is good dungeon design?
>>
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>>390240067
>>
>>390240067
(You)
>>390240176
Diablo
>>
>>390240231
How?
>>
>>390240067
>>
>>390240176
1. Is it engaging
2. Do i believe im in a dungeon
3. Does it have any lore significance
4. does it make realistic sense (which most dungeons do not)

And many more questions. I think the main problem with dungeons though is question 4. People tend to design them like levels instead of hiding a level inside a place that you believe is real.
>>
So I got interested in remaking the original Black & White game (in some extent. Mostly the town building / worshipping and godly interactions bit) and I've been messing around in Unity a lot. I have terrain generation down (I first made my own terrain generator but I think I'll buy and use Gaia instead) but it's the Camera / player movement stuff that I can't really wrap my head around. I want to copy the controls of Black & White 1 but I can't seem to figure out a way to translate it into unity.

Anyone got any ideas?
>>
>>390240328
How would you make it realistic sense?
>>
>>390240335
stop using unity
>>
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going public soon. scared
>>
>>390231591
with this camera and fighting style, look at furi for animation inspiration, they did a fantastic job of making "satisfying" movement
>>
>>390240335
on mouse 1 + the 360 direction of mouse -180 direction of camera (if negative add 360)
>>
>>390240418
That is a very open ended problem that depends on too many things. I would start with traversal not being nearly as clean and easy unless the dungeon has already been cleared out and seen activity prior to you being there. And I think tiny things (that some may find tedious) is lighting it yourself. Because what magic candle can just burn for eons?

If you give me more details though, im happy to talk about it more.
>>
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>>390240483
same, scared here too homie but you gotta leave your ego at the door i suppose.
>>
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I've been working on a gamedev kit, programming all the GUI and
stuff then I hit a wall; I realized I don't know how to turn (or compile?)
one programs data into a whole other program. i.e. I can make this
program that placed tiles, events, everything and export it into a text
file but I don't think that's right. How do then turn the text file into a
functioning program without the original text file to pull variables
and values? Maybe theres a field I'm unfamiliar with..

pic is what ive done so far..
>>
>>390240483
>soon
How soon?
Your game looks like its barely out of alpha
>>
>>390240593
What exactly do you mean not as clean?
>>
>>390233130
sure, but that's not a magic bullet for making believable, good looking animations, anon
>>
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>>390240643
that gif is pretty conservative look at the combat. Almost all of the systems are finished to a playable state. But yes it's still very much alpha.
>>
>>390240846
>do you mean not as clean?
clearly cut doorways, wood bridges still being in tact, old mechanisms not broken, etc. I think it should almost be you carving out your own path through digging and what not. But like I said, the state of the dungeon and how much work the player has to do depends on a lot.

Basically the TLDR of this is dungeon designers need to design them like natural places instead of a methodical A -> B -> C -> D place the player explores like a TES or JRPGs.
>>
>>390241154
I don't think realism is always something you want through. I bet 99% of the caves or dungeon like areas in real life aren't very interesting to explore
>>
I have no idea how to dev. It's the one hobby I have no power to start with, it really makes me mad.
>>
>>390241006
Your UI is nice, but everything else doesnt look nearly as nice. Your environments are probably the worst and look like placeholders.
>>
>>390239210
Sorry but we come here to talk about game development, if you want a hugbox you'd better off posting on reddit. Either show your game and ask for feedback or get out
>>
>>390241006
How do I make a pretty UI like that
>>
>>390241228
>I don't think realism is always something you want through.
Yeah, that's why i said the topic was a little vague and everything greatly depends on your specific game.

But as for non-realistic dungeons. I really hate repetitive ones that just add a layer of complexity each level with a puzzle element or whatever. Bravely Default is the most recent example, although i have heard 2's are better. If you're going for non-realistic, I really love dungeons that interconnect at every level though.
>>
>>390241228
you'd be dead wrong, old caves are fucking awesome.
>>
>>390225851
I Gimp is now outclassed by Krita, heard good things about it on /ic/
>>
>>390241686
You don't like puzzles? So you would prefer a dungeon which only challenge is something like random battles?
>>
>that feel when every time you start thinking about a new game idea you can't decide between it an the old one
>>
>>390241772
Any examples?
>>
>>390241821
I like puzzles, just not repetitive and predictive ones.
>>
>>390241154
>Basically the TLDR of this is dungeon designers need to design them like natural places
when dungeons become natural places they cease to be dungeons
they're basically contrived gameplay spaces at their core
>>
>>390242130
What kind of games do you think have good puzzles?
>>
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I was giving dragon's dogma another go the other day, and now I really want to steal the layered armour slots from that game.

It means redoing the armour I've currently made though, and that shit is so time consuming. I think this is the 4th time I've remodelled the armour now?
>>
>>390223486
Dude, get a job at Subway or Macdonalds. It doesn't matter what you do. Having a job will actually give you motivation.
>>
How would you go about designing an interesting world?
>>
>>390221805
Listen to some powermetal until you hear the edgiest name you can imagine
>>
>>390243381
Design an interesting game first.
>>
>>390223486
>On top of that, i'm also depressed and suicidal as hell, so I feel like i will probably kill myself if my study din't went well.

You need a job so you can afford nice things to make you happy. Money doesn't buy happiness but it does enable it to happen. Maybe out more, buy a new computer, make a new friend, get a car etc, it all depends on having some income coming in. You can even spend some of that money commissioning things like music to help with the game.

Once you're financially secure then you can focus on making a game as a hobby. You'll only kill yourself when you run into a wall as all indie devs invariably do but maybe you'll have the resources to see it through.
>>
>>390243751
That doesn't make the world interesting. FFV was an interesting game but I found the world pretty boring
>>
>>390221805
eggs benedict pumpkinpatch
>>
>>390243829
If all you care about is the world then write a novel. Making a game is really fucking time consuming, and coming up with lore might be fun and give you motivation to finish the design document, but it'll kill your enthusiasm when it comes to actually making the game.
>>
>>390243781
how much do friends cost?
>>
>>390221805
Timur
>>
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>>390238025
trigger spree
>>
>>390244015
Well I didn't mean lore wise. I meant gameplay/design wise
>>
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where is luminus engine that made Noctis's chad stride possible ?
>>
>>390240176
Depends on the goal of the dungeon completely and the game that it's in.

Dungeons aren't real things, so they should conform to whatever game you're making.
>>
>>390223486
>On top of that, i'm also depressed and suicidal as hell
Lmao, you need to neck youself, instead of fishing for "muh feels"
>>
>>390244063
God, your game is just infuriating to look at.
>>
Working on a detective game. It's hub based where you can travel around the various departments and pick up jobs. Trying to make it as unfriendly as possible in regards to actually figuring out whodunit. Too many detective games have popups about clues which end up telling you what you need to know then pretend like you figured it out yourself
>>
>>390244392
In a jealousy kinda way? I thin it looks awesome and if there are palm trees I'll be a day one buyer.
>>
>>390246105
>I thin it looks awesome
You're the creator. Do you think any developer in history and thought they're game was shit and didn't do anything to change it? All devs see there games as good products and it's not until other people play it can they look past it and see the flaws
>>
What would you expect of an isometric city builder with a bit of warfare management.
>>
>>390246395
Not the dev. Just a passerby that really likes that colourful neon style and anything with purple skies.
>>
>>390223142
since the actual thing game is just failef potential, go for the latter
>>
>>390246841
anime girls
>>
>>390246395
not him but i don't think it looks that bad. do you have any constructive criticism besides "it looks like shit lol"?
>>
>>390248539
I didn't say it looks like shit. I said that no dev is going to shit on his own game because if they did they would just change it and make it better
>>
>>390231591
Looks like something I'd be willing to play, i like the combat mechanics you presented here.
>>
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What are some cool things enemies can say when interrogated? Need to add a whole lot.
>>
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Yeah I do have something to show.
https://my.mixtape.moe/lzbmvv.webm

Mimic skeletons hold a surprise, and I'm currently working on making it so any enemy revived will have a chance of doing this.
>>
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>>390217141
I have to work on making more art so I won't have anything new to show for a while.
>>
>>390249529
You can add small descriptions from their point of view on your unknown three new knights.
I remember the traitor being purposedly sketchy, but I should be able to find out tidbits concerning him when I found him inside the dungeon. But I'm not sure how you're going to justify this outside of gameplay if for example he killed enemies all the way to his special room.
>>
if i have a grid (a procedurally generated mesh of squares) what's the best way to highlight a selection of them? that's the kind of thing shaders can do right?
>>
>>390228034
A faction's theme only has sense if it has a unique gameplay

Civilization does this wrong. Endless Legend does it right. Endless Space too (obviously)

However, Stellaris approaches that from both ways. Every faction can become almost anything but that changes its gameplay
>>
>>390233346
it's not real 3D so that's how it works

i subtract from xscale until xscale is -1 then i reset it and switch its sprite

it jitters at xscale=0 because it's trying to draw the xscale in fractions of pixels
>>
>Question for developers
How much do you spend on your game's art assets?

Is it possible to create a decent game with free assets?

By decent I mean something unique, not a copy paste, like in RPG maker. Although RPG maker is great for porn games, which in turn have customized art assets

I'm trying to know what would be my best shot without having art skills
>>
>>390252198
With some photoshop trickery, you could probably make something half decent with stock images and free assets, but your photoshop skills would have to be strong.
>>
>>390251020
Interesting idea, that could be cool.
>>
>>390252309
That and you can also add a way to interrogate them on the location of secret doors/entrances in the current room in which only they can open it or requires a special condition to unlock to which they inform you of under duress. As far as rewards in such rooms just add a bag of dust containing EXP or some shit.
>>
>>390252252
That's the question. My art skills are capped at drawing stickmen
>>
>>390252198
I don't buy assets unless I'm 100% sure I can't make it myself. Photoshop is like $10 a month, substance painter is around $150 one time and maya lt is only $35 per month.
>>
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THIS WAS A GOOD IDEA.

https://my.mixtape.moe/kodhde.webm
Thread posts: 271
Thread images: 47


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