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Are you making a game? Tell me about it.
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You are currently reading a thread in /v/ - Video Games

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Are you making a game?
Tell me about it.
>>
It's a Undertale clone but with competent graphics
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>>315261531
Yes, its an free-roam H-game that takes place in a huge redlight district.

Basically a modern-day Violated Heroine
>>
It's an erotic VN.
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>>315261531
Walking simulator in space ship.
>>
>>315263116
how do you profit from an h-game
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>>315263702
same as any other game, sell it.
>>
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>>315261531
no.
i'm making application to aid designing and building offshore oil rigs.
i'm at work now and this is what i do.
>>
>>315263813

I presume you make slightly more money than game developers, right?
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>>315263869
Working a normal job will get you more money than a vast majority of game developers (re: indie devs).
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>>315263869
i have one friend in game development and i make more than him, so i guess i do.
>>
Yeah making Gone Home but in Unity.
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>>315263813

I got my dream job working for a big name game developer in Texas.

I hate my life. Should have gone indie, or otherwise done something more respectable like you.
>>
>>315264031
i've wanted to make games, learned Unity from scratch, made couple simple ones, tried to get hired in couple game companies but they said i have too little experience.

but what i've learned was enough to get my current job.
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>>315261531
I want to make a game, but I cannot focus on learning programming by myself. I need a coach or something to keep me on task and help me do things at the right speed.
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>>315264031
What company?

What's so bad about it?

You should leak something here, do it
>>
>>315264031

Why? is it really that bad in your company? How about make some money in your current job, then go indie?
>>
Im not using this shit indie horror f2p engine
How about you faggot try ue4 instead or cryengine
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>>315264435
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>>315263813
holy shit thats cool
>>
>>315263813
>plop blueprint into video game
>add monsters
>WE VIDYAGAME NOW
>>
>>315264220
>but what i've learned was enough to get my current job
That's good. I don't have the best perspective from my position as an employee, but from what I hear it's very difficult to get a decent paying job if you don't have a foot in the door. I hear a lot of bellyaching about how there are too many graduates and not enough positions, but you know how it is, everyone's always complaining about something.

>>315264283
>What company?
>What's so bad about it?
>You should leak something here, do it
A bad job is better than no job, and I'm paranoid, so no leaks. As for what company, I don't want to say either, not directly, but you'd know them well enough if I said no one has ever disappointed you more by using only a couple different color filters.

The looming is what's bad about it. There's a constant bait-and-switch where they tell you "we hired you because you're the best! We want to see your creativity!" Then you do something creative and they say "We value your hard work! That looks great! But, maybe that's too experimental. Games are meant to be fun, and someone has to access something to have fun. Can you bring this closer to that spirit?"

That all translates to something like what that one kickstarter video said, I can't remember for what game, where a parody of a publisher goes "but is it like angry birds?" That's basically what it means. There's a looming force that works into everything with a mindset that's basically like "is it like angry birds? Is it like Skyrim? Assassin's Creed? If not why not?"

But it's more complicated than that. Most of the people you work with use the word "awesome" constantly either genuinely or otherwise, or they just want to get something done in a typical way.

I'm continuing this, the post is too long
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>>315264494
Would be a fucking great book desu
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>>315265162
con't

I could rant forever, but the reason why it's so terrible is that it's a constant game of wasting time making something you're passionate about and then having that hacked away by someone on top until it's basically indistinguishable from anything else, probably until your spirit breaks and you just make shit, or you become a shill manchild because it's easier that way.

And if you try to argue the point to make something with more integrity you'll get semi-excluded. You might find yourself with only one open position that "only you can be trusted with" that involves an extra quality assurance stage for all the normal maps. Then you do bullshit like that for the project duration while someone else does something significant and plays ball.
>>
Gonna post the same thing I always say to these things: A cel-shaded rail shooter with an array of different weapons. Sort of a shout out to killer7.
First idea is fighting a rail conductor who shoots/guides trains at you and also uses them defensively (it's literally a rail shooter)
>>
>>315265162
>Games are meant to be fun, and someone has to access something to have fun. Can you bring this closer to that spirit?
I don't even have a reaction image to express the kind of soulshredding experience it would be to hear that in real life
>>
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Yes.
It's going to be a modern Castlevania-like.
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>>315265751
Her proportions look extremely off
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>>315265751
Cool. I love stuff like that
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>>315265417
con't again actually

Just to give an example, because I'm still salty about it, I worked through HUD concepts for a game I know most of you have played.

Early on I had the best stuff working. Like, what if the player's armor would pulse or change color relative to his health? Easy to do, and it doesn't show up on the screen to take someone out of the experience. What if the player does more damage as they get close to death, so their shots become more intense? The shots crackling and glowing, and maybe the weapon as well, could show the player being hurt.

Ideas like that.

>We love your ideas, but etc. etc. etc.

Thanks to the looming force, I put a big red bar on a 16:9 screen to scale and sent it in.

>Excellent work! Your best yet! We love it!

why am I still typing
>>
>>315265751
When can I play? Controller Support?
>>
>>315265967
Who's the looming force? Some suit or an actual designer lead?
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>>315265162
>from what I hear it's very difficult to get a decent paying job if you don't have a foot in the door

i've been in IT / graphics design for years. finished collage in IT, postgraduate shool in graphics design, done couple of years freelancing making web pages and simple shit like that, got through couple companies. i'm 30 now and i know my shit well enough.
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>>315263813
That is quite an impressive piece of work there.
It seems more complex than an average videogame.
>>
>>315266158
Ah, but you see, the looming force is everywhere. You'll think you have it pinned, but you don't.

But to give a more serious answer, it's both. It's both the creative directors who have some control and the suits-without-suits that pick them out.
>>
>>315265751
Do you think her animation could be a bit faster?

Right now it looks like it'd feel really slow. Maybe a jog would make it feel better? You don't have to change the actual speed she moves at, just make the animation a little faster.
>>
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Progress is slow. I can't draw so everything is rectangles. Trying to think about how I want to handle wall-kicking right now. After that I'll probably work on aerial attacking.
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>>315266341
thanks. it's to test oil rig design in every way before oil rig gets actually build, to avoid situation where you'll in the middle of the see and, for example your crane doesn't reach some place or a pipe is too low and obstructs the way of some other machine. it's hard to make adjustments when you're in the middle of the see.

there's a lot of shit that needs to fit on an oil rig
>>
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>>315261531
Yes, I am.
I am making a modern urban isometric SRPG
Just finished adding a way to use recovery items outside of combat a few days ago.
Now, I am just waiting for my audiobro to finish the last of the sfx needed for the demo so I can release it.
>>
>>315267008
looks cool
>>
>>315266412

Seconding this, as it looks currently her feet are slipping along the ground
>>
Any experienced 3D modelers here? What's the best approach in creating a fully fleshed out 3D character? Highpoly -> Texture -> Lowpoly -> Bones -> Animation?
>>
>>315267008
I love games with smaller resolutions like this.
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>>315267008
Oh shit you're still on that.
>>
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Just started this an hour ago, I want to make a frogger clone (think frogger and Frogger 2 of the late 90s) but with some added mechanics like wall jump and possibly attacking
It doesn't look like much yet but I'm doing a clever thing to link all of the 'tile' places together upon initialisation in a way which means they don't need to be equal lengths apart or axis aligned, which will allow for some super fancy stuff like curved lines, spherical worlds and ramps
>>
I'm a wizard at python. What can I do? Pygame? Are there others?
>>
what ever happened to that anon who was remaking kirby airride
>>
So what are the steps I need to do? I have an idea already.
>>
>>315268221

Step 1: download unity
Step 2: watch a beginner's tutorial on unity
Step 3: cry in a corner because you never learned programming
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>>315268221
>download unity
>learn unity
>learn programming in C#
>learn graphics design

and you're done
>>
https://www.youtube.com/watch?v=i3Zi2EG5XwA
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>>315268312
So I'll be ready in about 6 years?
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>>315268259
>>315268312
Does it have to be Unity? What about other engines?
>>
>>315268368
>Underwater
Is this the next Undertale? Looks way more interesting to be honest.
>>
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>>315268113
>spherical worlds
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>>315268437
i've heard unreal engine is pretty simple too
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>>315268501
W-what about GameMaker or RPGMaker? Are they simpler?
>>
>>315268437

In other engines, you need an extra decade or so before you can put out something more buggy and terrible than Unity.

See Age of Decadence as an example. They use Torque and they paid the price by being forced to work on something for more than a decade for something that have less playtime than Undertales
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>>315268221
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>>315268221
>idea
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>>315268113
Game and Watch Gallery had characters sliding between fixed positions like that and it worked pretty well, good luck with that
>>
>>315268564
Yeah. But at times they will make it stupidly hard to do simple things. Depends on what you want to do.
>>
>>315268564
Yeah, way simpler. Don't get discouraged, you can still make great games using them, see Undertale or LISA.
>>
>>315263813
are you also testing it for things like employee mistakes and just random shit like a pipe exploding and causing an unstoppable oil fire?
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>>315268564
oh, we're talking this simple

try Construct. i've done some simple games in that. easy as fuck, requires zero programming, and can do some cool shit like physics.

with some practice you can make moderately advanced games in that in no time
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>>315268745
there's nothing inherently wrong with ideas, but 95% of all the idea guys I've met have barely scratched the surface of their own ideas.
They sound good but the instant you ask questions it gets "uuuuuh haven't really thought about that... yet xD" every time


I've only met one person ever whose ideas were great and he had them all planned out. Did Proof-of-Concept demos, even. He no longer vidyas and is stuck with a wife and a nine-to-five.

why did it have to end like this, Jay ;_;
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I want to make a card game but I can't into art so theres that dream dead.
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>>315261531
Yeah, it's going to be an arena FPS in the likeness of Halo. F2P not P2W. Might make a story when the timing feels right. I got a few test environments going, I'm using UE4 so I'm using the free stuff and the Epic Games stuff as placeholders with a few basic models I threw together. Ran a few test online games with some friends, they said it was headed in the right direction. I got a good ways to go.
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>>315268468

shit's gonna be super rad, theoretically I can do any surface at all since it's not using any of unity's tacky built in physics

10 minutes in MS unity
>>
Whos making R-18 ero shit?

post WIPs for me to critique fap
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>>315268961
Most important for card games is testing, and you really don't need art for that.

You can commission the shit you want when you've got the rules and balancing (and preferably a working prototype) laid out.
>>
>>315268961

there are over >9000 card-based video games already in the market and more to come.
seriously, just go ahead and check if you don't believe it
What makes yours so special?
other than you just want money and you think gamedev is actually the field to get loads of it.
>>
>>315268987
https://en.wikipedia.org/wiki/Connection_(mathematics)
https://en.wikipedia.org/wiki/Cartan_formalism_(physics)
>>
>>315268859
i'm testing it for things like "something doesn't fit where it should or can't operate because of design flaw."

see >>315266896

simple flaw like some element being 10 centimeters too wide and therefore blocking operation of some other element can stop entire operation for weeks.

finding and avoiding such future problems is our job here.
>>
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>>315269160
Nothing really but I'm not in it for the money, o just like card games and want to make one that caters to my own tastes.
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>>315268961
Art is literally grind until you get good.
I'm a professional 3d artist, and from my personal experience it's mostly just working for a few years until you start making stuff that looks nice. Most people are not magically born being able to create the next Mona Lisa. It's just continuous work on improvement.

A guy I know used to be in the army, and at the ripe age of 28 decided to become a concept artist. Started by drawing stick figures, within three years proceeded to become the lead concept artist at a fairly well known studio.
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>>315268564
http://store.steampowered.com/app/227240

Consruct 2 is a cool and moderately powerful engine that requires no coding at all.
>>
some have a beta of a game of terror pls a need scary me
>>
>>315269298

post some of your previous stuff
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>>315268987
drag that frog model from point to point, do it
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>>315269471
Here is something I am currently making for a client. Or do you mean stuff I did years ago?
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>>315269626

how dyou mean?
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>>315269647

pretty nice, anon. you got the chops.
How long did it take you to make that?
>>
>>315269676
tired of seeing it instantly appear at each point
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>>315267645
not that experienced but:
sculpt, retopo, uv, texture & bake, rig, animate
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>>315269735
About a week and a half, but I worked fairly slowly on this.
High-poly -> low-poly -> baking -> map compilation. 3ds Max + Photoshop + xNormal + Substance Painter for dirt and scratches.
>>
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Just chugging away at my already released game, adding new shit.

Recently I finally got around to adding mouse support / proper gamepad support for smooth aiming, which is worlds better than the 8-direction-only bullcrap I had before.

The gimmick of my game is permadeath but also only one (or two) hitpoints to make it through the whole game, with items to help make it less unfair.
>>
>>315269761

Oh right, I get you
That's definitely on the to do list and I know exactly how to do it, I'm more concerned with getting the model's direction and up vector to match the dir and up of each point, but I just sorted that out so I may as well do that next
>>
>>315263702
Make it as furry as possible and go to Patreon.
>>
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>>315261531
It's called Frost, and it's almost done. Probably like a month or two
There's some real talent in this thread tonight
>>
>>315269906

what game is that?
>>
I'm making a platformer RPG, hoping to have combat and exploration in a similar vein to Terraria but with more emphasis on the RPG part.

I'm working on the buff/debuff system at the moment but yesterday I improved the scripts that change stats when gear is equipped/unequipped so that all I need to do is put a string on the item saying what stats they have and in what quantities to make new items.
>>
>>315269969
boku no vampire
>>
>>315267645
I am an environment artist mainly, but generally I started characters with a rough blockout of the body to make sure the proportions were right.
Then sculpt, then retopology or making the model from scratch, unwrapping, baking, and finishing with the colour/roughness in some sort of painting software.
>>
>>315269968
Nah, man. That looks cool. You just need publicity. The game looks like it could sell some copies.
>>
>>315269968
This looks pretty cool
>>
I'm in the middle of programming boilerplate for a game somewhat inspired by Crusader of Centy/Soleil. It's going to be as faithful to the Sega Genesis as possible; right now I'm working on accurate palette swapping. I found a really spiffy VST for totally accurate FM synth emulation, no bullshit pseudo chiptunes using garbage sound fonts.
>>
>>315270275

I am assuming you are going to release the final product for free, seeing that nobody will pay for something like that?
>>
>>315269793

>sculpt, retopo, uv, texture & bake, rig, animate

This is pretty much the guts of it, although I tend to start with a low poly block-out before sculpting, especially on more unique characters just to get the proportions and topology figured out, sometimes i'll even jump straight into rigging, weighting and animating the character before I start sculpting it simply to see how it works in motion, figure out where i'm going to need additional geometry, if the character can physically do what it needs to do etc

You ever hear that joke about body builders not being able to wipe their own asses? That happens pretty frequently with extreme character designs, be it stylized little characters that heads get in the way of everything, or fuck huge beefcakes that couldn't even do their pants up.

Also you do your bakes before your textures simply because you can do 90% of your texturing in bakes, be it ambient occlusion, normals, spec etc even if you're doing a straight up hand painted diffuse character with nothing fancy, you can get most of that info through bakes and save yourself a ton of time and get a much nicer result.
>>
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I'm making an adult game. here's the combat gameplay. please excuse the obvious placeholders.
>>
>>315269761
>>315269626
It's called interpolation
>>
>>315270361
Yeah, actually. It's just a fun hobby thing, if it works out well then I'll consider a spiritual successor in the same universe which isn't arbitrarily retro.
>>
>>315270420

Not sure if it's just my end but your webm seems to be doing weird things
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>>315270539
they are. dunno what's wrong with webmcam but it skips and cuts the duration sometime.
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>>315270420
Moomin?
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>>315270420

when you say adult game, I was expecting some kind of adult content in your webm.
I am disappointed with it.

The graphics and art style look nice but also look mobile tier and everyone going to go with that assumption
>>
>>315270539

There's an abrupt cut in the footage towards the end, but it otherwise seems fine for me.
>>
Its too original, I don't want anyone to steal my idea.
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>>315269968
You need a death poof when enemies die and before the not!rupee drops
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>>315270420
cute desu
>>
>all the shit I saw on agdg a year ago
>not a hint of progress
>>
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>>315269761

This model's temporary btw, it's just ripped out of Frogger 2 (I did just start on this no more than 3 hours ago). Ultimately I'll have a proper character (thinking of making it a fennec fox because they're adorable) that has little jump/hop animations for movement
>>
>>315271132
fuck yes

protip: slap fennec ears and tail on an anime girl and it'll print money
>>
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im adding a bunch of skills and attacks, done with 6 different ranged ones for now and moving on to melee attacks
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>>315270627
who what that?

>>315270649
i can't post those here directly, but there are some in the blog: blightspawn.blogspot.ca i'm currently making the first 'scene' and maybe post a pic in the blog later. - as for the mobile thing, i have no plans to go there. it's good enough for me that you think the art style is good. in the end, it's all about the fappin' for the players.

>>315270829
sankyu

here's the main character btw.
>>
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>>315261531
still have to read some books like pic related.
>>
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>>315271307
>>
>>315271251

good idea, I'd love to have multiple characters to choose from and that's definitely novelty enough to work
>>
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>>315271307
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>>315269898
Not him but do you have any experience in Blender? I have no idea how to do retopo so it deforms well
>>
why have degenerate porn games taken off suddenly
why is everyone trying to make one
>>
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>>315271416
be sure to post her here so we can fine tune her moe to spec

it's a science
>>
>>315270275
Which VST are you using if you don't mind?
>>
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>>315271660

everyone see this and want a share of the pie considering how shitty the game actually is
>>
>>315268113
So Zapper: One Wicked Cricket?
>>
>>315271660
The internet is full of degenerates with lots of money, their weird fucking porn is their entire life
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>>315271703
FMDrive along with Super PSG. Note that much like working with an actual FM synth, using this is not for the faint of heart.
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>>315271832
>$41000 a month for that shit
That's fucking staggering
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>>315271897
Ah I was looking at these earlier, I guess I'll fuck around with some others first before I jump into those. Cheers.
>>
>>315271836

Hadn't heard of that before but it's basically the same as frogger so I'd say it's a good comparison. Blitz made Frogger 2 just two years prior to that so it's quite possibly a lot of the same team that worked on both, I'll keep that game in mind
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Make way for GOTY 2016
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>>315266362
As a creative lead, I know what you mean. I was in advertising and moved to illustration and the whole way into being my own boss was paved with that shit. All those shitty cooks stirring the pot. Anyone can come out of the blue and hate what you just did. You may never find out who.

The best thing I did was find a dude who can code and make dank gameplay off the cuff and do everything else he isn't. After the first game, I became bossman. At least I know what not to do.
>>
>>315268192
As someone who tried to use pygame, I would recommend you stay away from python in regards to game dev, unless you only plan to make something very simple.
>>
Stop posting Unity. It's a stale joke, and it makes you look like an idiot.
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>>315275510
Where's your game big guy?
>>
>>315275587

>Me: "Chef, this food tastes like shit"
>Chef: "WHERE'S YOUR MEAL THEN?"

Stop.
>>
>>315275751
So no game? Okay.
>>
>>315275751
It's more like
>You: "Chef your spatula sucks"
>>
>>315275510
Unity does not inherently make a game shitty, it's just that a lot of shitty games are done in it.
>>
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nothing new to show since last time, however i do come to you with a question

on the left is the main char with normal maps and lighting, in a lit 2D environment. On the right is some unlit, un-normal mapped sprites. Should i make the lighting less intense? I think it looks hella cool to put realistic lighting on sprites, however I also kind of want the 'charm' of the original sprites to shine through as well

opinions?
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>>315273385
kinda looks like horizontal River Ride
>>
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>>315277813
Nah, it's just a clone of pic related I put together in a couple of hours.
>>
I'm learing Java trough code academy, how far it would take me?
>>
>>315261531
i've made these for android

Tic Tac Toe is 100% done
Dices are 70% done
Moon Patrol Clone is like 30% done

i'm too lazy to finish them and post them on Google Play, i made them to learn unity
>>
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>>315278135
forgot pic
>>
A naval C&C style RTS with a twist of ocean currents moving the bases around the map.
>>
>>315264220
what unity tutorial did you learn from.
>>
>>315263789
Problem is that it's a pain to find someone who will process the payments since just about every major payment processor is filled with prudes that ban pornographic content.
>>
>>315278323
don't remember. first some basic Unity first steps tutorials, then those about whatever i was needing at the moment.

but i knew programming and graphics design before, so it wasn't that hard for me.
>>
>>315268192
You can learn a better language for programming games.
>>
>>315278239
That tic tac toe looks orgasmicly good.
>>
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I'm making a match 3 game with an emphasis on player control and weird strategies.

Basically a ripoff of Dungeon Raid.
>>
>>315277330
lighting is prolly ok if thats not ambient/everywhere
>>
I'd like to learn GML. The tutorials all seem pretty intimidating.

I only ever learned to use Construct r2 (back when it was Construct v.099.99.99999 w/e) but since that hasn't been supported for like 5 years I'm a little worried that anything I make on that would run into issues on W10 and above.
>>
>>315278854
thanks. i wanted to make a very simple game that i could finish in reasonable time, while making it possibly pretties and learning all those cool techniques
>>
>>315279183
GML is the fucking easiest thing in the world. Start by gradually replacing those drag-n-drop blocks with lines of code, and before you know it you're doing it all in GML because fuck using those inflexible and slow-to-use babby blocks.

After that, you can start moving on to real programming languages since you vaguely know how the basic concepts work, so you have a little bit of head start in that regard.
>>
>>315272060
>one guy likes it
>donates
>two guys like it
>second guy also donates a bit
>three, then four and so on and so forth
>just a bunch of snowballing donations because more people hear about it
Sports stars don't stop getting paid when they get rich, it's the same thing here.
>>
>>315268917
Thats the thing about idea guys tho. You can't expect them to just have finished products pop up in their heads.
>>
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>>315275751
>Me: Your tools suck.
>Chef: Okay I'll get better tools.
>Still get a mediocre meal because the chef sucks, no matter how fancy the tools are
>>
>>315271307
howtotriggerv.jpg
holy fuck it worked and i hate you
>>
>>315279704
Relax, it's not like if you're forced to read it.
>>
>>315265751
Oh, looking forward to this. When can we except a demo?
>>
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Been learning Blender over the weekend. This is my first character model so far. Worked on it for 2 hours yesterday. Gonna try and finish the head and hands tonight.

I've since fixed it's stomach and pulled around the vertices a bit.
>>
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>>315264031
>he works for bioware
Having fun animating those gay sex scences?
>>
ok downloading unity now. who wants to work with me and show me the ropes.
>>
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>>315261531
>unity
>>
>>315271416
I can help you design the characters if you want to. I've worked for alot of indie devs and some smaller projects that mostly never see the light of day.

I'll help you out for free just because i love little projects like this. Makes life more cosy and enjoyable.
>>
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>>315279874

Here's the first model I did on Sunday. Was just a sword and scabbard.

I actually spent more time learning to properly unwrap and export the UV for texturing. Unwrapped the fucking thing a dozen times before I learned how to keep most parts in 1 big unfolded piece. Retextured it twice because I didn't bleed the texture enough and had a few white seams.

>>315280009

>implying

Unity 5 is a great intro engine and there is absolutely nothing wrong with it. But that's ok. Keep parroting your ignorant /v/ hivemind thoughts.
>>
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>>315279937
I got you covered bro.
>>
>>315279937

>go on YouTube
>subscribe to an intro to Unity channel
>watch each episode parallel to you working in the engine
>???
>learn Unity

It's how I've learned Blender, rigging, animation, and coding so far. It's easy as shit.
>>
>>315280317
thanks bro
>>
>>315265162
It's DICE. I has to be DICE.
>>
>>315280451

Just keep at it. If you get stuck on something that a specific video doesn't detail enough, you can always search it and find a solution in another video. It happened a few times for me but I always got past it.
>>
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It's a thing
>>
>>315280103
>>315279874

That's your first character model? Shit dude. I took 3DS modeling in community college, and even with a front and side profile pic provided for us, most people in the class, myself included, had some seriously garbage character models going.

Good job man.

Sword looks pretty alright too, if you're going for a low poly look. I'd work on it a bit more.
>>
>>315278526
that's wrong though, you think paypal actually cares how you make your money as long as they dont get in trouble or receive a damaged reputation from you? just use an established intermediary like itch.io or patreon and you're fine.
>>
>>315280656
GOTY CONFIRMED
>>
>>315280656
>2014.08.08
>>
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Working on a fighting game, most of the basic mechanics are added in. I'm now in the process of implementing the guy in the white suit.
>>
>>315280516
Its bioware austin, you idiot.
>>
I want to make a game but I don't know where the best place to start would be. I know what I want to do but ya know...
>>
>>315280748
They do, actually. And they have banned people for doing so.
>>
>>315271257
oh sweet, you're still alive
>>
>>315280037
not frogger guy but I want to see your stuff
>>
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>>315268658
>toilet bees
>>
>>315281034

The way I started was I learned Blender and made 2 characters. One for player, one for AI. I also made some trees, boxes, pots, and a sword.

Eventually I moved over to Unity, and started importing my objects. "Borrowed" and AI script from somewhere, applied it to my NPC model. Then got the controls figured out for my Player model.

Eventually learned how to make my boxes and pots break, and got my trees working. Also learned how to make my own grass and shit.

Eventually made a closed in area full of obstacles for AI and player navigation.

These are the steps I've taken so far with my game. I just won't post it here because /v/ are faggots.
>>
>>315281359
Are you working on something?
>>
>>315280037
This was meant for you
>>315271132
>>
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>>315279874
Modelling is fun. Still trying to figure out how to make non-garbage textures though.
>>
>>315281568
Yes, but I don't have my shit together yet and was just wondering
>>
>>315280317
Problem I see with videos is that they're poorly planned and done as they go along so you get 20 minute videos with 15 minutes of content at best, 5 at worst.
>>
>>315266412
I agree with this
Maybe just a slight jog
>>
>>315268312
Can I use Javascript in the unity engine?
>>
>>315280783
those are some fuckhuge hitboxes
>>
>>315279430
Yeah. I wish I wasn't so tired after work or I would jump into things with a bit more vigor.

I hope it's as easy as you make it to be!
>>
>>315281775

Yeah I'm still learning proper texturing. So far I've just been pulling stock images, squishing them, and smearing a filter across them to make the textures look better on low poly stuff.

I've got a huge boner for low poly, and I really want to make a game with low poly assets. It has more charm and character to it imo than games with high poly shit and hyper sized textures.

I've only been doing it for 3 days so far, and I love it. I've been moving really fast and getting the hang of it.
>>
>>315282024
yes, c# or javascript

i think you're probably better off learning c# though
>>
>>315280317
any channel recommendations?
>>
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>>315281797
Alright, do you have a semi-clear idea? Something to compare it to maybe?

>>315281359
This is a quick concept (30-60 minutes) i made for a comicbook that never went anywhere. Don't have alot of stuff i can show on my laptop.

I'd gladly help anyone who needs characters or creatures designed for small projects or just for fun. Love doing smaller things.
>>
>>315282302
didn't mean to reply to both of your posts. Not really sure how that even happened.
>>
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>>315282114
I tried hand painting them but I couldn't figure out how to make them look good. Maybe it's more of an aesthetic/skill issue than a technical.
>>
>>315282024
>>315282139
Javascript is getting depreciated and it isn't the webdev JS either but some abomination made by Unity.
>>
>>315267008
This looks great and all, but holy shit, anon. You don't have to copy everything from Tactics Ogre.
>>
>>315261531
I've gathered a crew of about 12 people (me included) that're working on an RTS/RTT game right now in UE 4, starting with a peer-to-peer multiplayer demo. There were setbacks in the past year, though, and we basically failed our self-imposed deadline for the release of the demo.
So we're having a meeting to establish a new schedule this saturday.
>>
>>315282569

Here's what I did for stuff when I was a graphic designer at my old job-

>find a metalic texture for something
>adjust the hue, sat, val of it to get it the color you want
>download some dirt, dust, grime brushes
>low opacitiy that shit
>start lightly detailing the texture
>work it until you think it looks fine
>move on to the next texture

For glass I would do a very lightly tinted grey or brownish shade, and then find some smudge and glass brushes to "texture" the texture.
>>
>>315282747
Impressive you could gather a group.
>>
>>315282028
It really is. Back when I was big into using Game Maker, I initially did everything with those blocks until I had to access the more powerful GML-only functions, which forced me to use those code snippets. After a while I realized that writing a few lines of code is way faster than hunting for the correct drag-n-drop blocks, so I started learning it by rewriting the block code as GML and learning tutorials.

It didn't take long until the drag-n-drop blocks were completely eradicated in favor of straight GML, and the results were completely worth the initial learning effort. I could suddenly make massive rewrites in seconds instead of having to waste my time wondering what blocks should I use for this large hunk of code. Everything being far more readable was a definite plus as well, and like I mentioned it did help me out in learning real programming languages down the line.
>>
>>315282862
Thank you anon. I could never wrap my head on proper texturing and whenever I try to look things up online, I just get links to textures.
>>
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>>315281775
that wire is pants-on-head stupid
>>
We just released ours a week back. It's called Mind the Cubes and it's on iOS, for free.
>>
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>>315283047
Explain
>>
>>315282993

There are also some good filters out there that can downsize textures to give them that "pixelated" look without any mip mapping or linear filtering or any of that. Good old vintage PS1 textures, if you're into that kind of thing. cvant recall where I saw them though, Dig around and you can find it.
>>
>>315283182
Soundtrack is nice
>>
>>315283202

Not that anon with the uguu pic, but you wanna have good poly flow.

The vertices going down the hood should come in towards the bottom, not spread out.
>>
>>315283245
I'll check it out, thanks.
>>
>>315268259
learn how to program then, its hard getting oyur head around it but just learn some basic shit and use it to make gameplay elements

Im working on game mechanics which change the elemental states of certain platforms and elements, doing all the problem solving and making it work right is all part of the fun, the hard shit is learning how to art, i cant be doing with that crap yet so im just making mechanics still
>>
>>315282114
>Yeah I'm still learning proper texturing. So far I've just been pulling stock images, squishing them,

are you using stencil painting in blender? from your post it sounds like you're just texturing in photoshop, and stencil painting is so much better for photosourced textures.
>>
>>315283430

Nope. No idea what that is. I LITERALLY just started using Blender Saturday.

I'm aiming for pixelated textures. I wanna have a PS1 sort of style. Kind of pretentious, but my boner for low poly low res shit is huge.
>>
>>315261531
A game where you play as a firefighter, running into burning building, axing doors down, locating people to save.

I can't code for shit, I can't get the character moving. I scrapped the whole thing and I'm going to start again tomorrow morning.

If any anon could teach me that'd be great.
>>
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>>315283341
They're parallel though, it's just that it's in perspective view.
>>
>>315261531
A game where you play as a firefighter, running into burning building, axing doors down, locating people to save. It's for my final year project at the college I'm attending.

I can't code for shit, so I'm just frankensteining fragments of code from examples I found online, but I still can't get the character moving, much less actually coding the whole damn game. So I made a scene with some assets first, finishing the environments.

I scrapped the whole thing and I'm going to start again tomorrow morning.

If any anon could teach me that'd be great.
>>
>>315282879
It was kind of easy because most of us met at the same school. Also my "written" concept (it wasn't written down when I initially started 'recruiting') seemed to impress.

The problem we're facing right now is that these 12 people have differing private schedules and because I can't finance their work, it's basically all an off-time project for all of us until we have proper visual and interactive material to advertise our crowdfunding. This was the biggest reason for our setbacks, as their daily jobs or further education, understandably, had higher priorities.
>>
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>>315283202
red are ngons, blue are the triangles you don't need.

Even cleaning that up, it's still an uneven polyflow and you've got a lot of areas where you don't need as much if you go for low-poly.

If it doesn't contribute to the silhouette - remove it.

I wish i could point you in a direction of some tutorials explaining good poly flow and what constitutes a fine uw map, but i don't think there's any good ones.
>>
>>315283629
instead of using photoshop or w/e, you just paint directly onto the model with blender. you can paint with regular brushes, clone etc but also use a photo as a "stencil". look it up on youtube, once you get the hang of it you can photo-texture shit extremely quickly. or if you want a low-res "pixelarty" texture it's still more natural to paint it directly onto the surface of the model in blender rather than use an external image editor.
>>
>>315284153
Yeah, I see. I'll remake it, even if I take care of the ngons I still end up with long ass triangles with I also hear is a bad habit.
>>
>>315284351

Meh. I tried doing that initially but was having a lot of trouble rotating my object at the right angle to reach certain parts. I honestly found exporting my UV to PS. If I needed texture to flow in a direction, I'd just paint arrows on the model for the unwrap.
>>
>>315283891
Yeah, that's really the reason why most of us are 1MA.
>>
trying to optimize my shitty netcode
>>
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>>315284452
>with long ass triangles with I also hear is a bad habit.
it is, you'll get texture warping like there's no tomorrow.
>>
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>know the syntax
>doesn't know how to apply it to anything other than trivial stuff
>>
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Besides shilling on /v/, where should I be promoting this? I just released 2 player co-op this weekend and got 1 d/l (compared to about 80 from AGDG demo days). It's still an incomplete game, but it has 3 levels, a bonus stage, and a boss to end the demo.

If you're interested, it's called "When It Hits the Fan" on itch . io
>>
>>315284727

Dishonored had some great designs. Shame the texture quality of everything was so shitty.

Fun game nevertheless.
>>
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IM AN IDEAS GUY
>>
>>315285006
algorithms is the next step
>>
>>315285006

This is me, but I'm more of a visual / heands on learner. You can explain the syntax to me in great detail, I won't grasp it. Show it to me though and show me several ways it can be used, and I'll nail it.

We just spent 3 weeks (1 class a week) going over functions, and my professor kept telling us STUDY STUDY STUDY because functions are a cunt.

Man, I passed every quiz AND our Functions exam with As and Bs, and knocked out each group of homework assignments quick and easily. I fucking love functions.
>>
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>>315271307
What the fuck? Is that shit for real?
>>
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auto-setup because people are afraid of options menus for some reason
>>
>>315283891
What can you say about the project?
>>
I have an idea for a 2D platformer where you transform into different shapes to gain different abilities. What's a good system and guide for this?
>>
>>315285706
Yes. I looked up some reviews, and they said that the book has some points but offers few suggestions on rectifying those issues. It's also very out of date, it was written in 2003. Now stop getting triggered about things that aren't all that important.
>>
>People with knowledge and skills to code
>Does game dev, barely making minimum
wage, instead of a normal programming job and making bank.


Top kek
>>
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So I finally got to the texture mapping part of my mesh, but I pretty much have barely any knowledge of how this works.
What program is the best for this?
Also how do I get the shapes on the unwrap to remain the same size as those on my model
>>
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>>315271307

>people genuinely believe / have believed for years that gaming wasn't gender inclusive
>people still fucking think this, despite hundreds and even thousands of games having large female character roles and even female protagonists
>constant remarks on how women aren't included in the industry enough despite there being several women who were key to development of some major games, and even in overcoming huge technical obstacles in game development, but never are realized because they're there to do their job and make vidya, not sit on twitter or instagram and soak up attention and praise for being a stronk indipendint womyn
>people somehow think shit like this book needs to exist

Amazing. Truly amazing. I've never experienced a bigger non-problem treated like it's the one thing collapsing the industry.
>>
>>315261531
Picture a game like Skyrim....but with guns..
>>
>Unity

Pure trash. Whenever I install a game and I see files ending with .assets I just cancel that shit and delete it. Honestly, what are lazy ass developers so attracted to Unity? At least use a decent fucking engine like UE4.
>>
>>315285873

Pretty rad man.

>>315286061

You might want to work on your seams. Seam around the base of the arm, and then another seam along one side of the arm so you don't have those ridiculous "tube" meshes. You're gonna get some ridiculous texture warping.
>>
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>>315279784
No, but it's more like the fact that it exists in the first place and that other devs might read it.
>>
>>315286015
Some people are more interested in doing what they love than what makes them money. Crazy, right?
>>
>>315286061
What you use is up to you. Blender has a built in texturing tool but it's kinda limited. You can export the UV map and use Photoshop, GIMP, Krita, Paint.NET, etc.
>>315286220
So what? Plus, it's 12 years old, whatever harm it has done has already happened.
>>
>>315286097

Welcome to the age of Entitled White Middle-Class Millennial Social Justice. There's nothing for them to actually fight about, so they find useless retarded shit to fight about.
>>
suikoden-inspiried jrpg

i'm currently writing my own content management system to plug into unity's because i'm running into too many problems with the existing system

since object references have to be placed manually in the unity gui, it's impossible for me to properly serialize references unless they're also explicitly and manually tied to a global object in the inspector. meaning e.g. every time i create a new Equipment permutation, i have to go place it in the global object and then have to mantain references to those global templates through aaaaaaagh

anyway i know what i need to do to make this all work but there's nothing like the feeling of having to take a month-long detour (i have a fulltime job i'm having to work between) just so can get back to doing "real" work on the game

not to mention there will come a point when i have to stop using untextured primitives and get real art, which man i better hope somebody i know is willing to work for basically free or i'm going to have to get real creative
>>
>>315263116
Pics?
>>
I am working on this

https://www.youtube.com/watch?v=oDaf_GvH350
>>
>>315286218
I'm sure I did although you may not be able to see it since it's not visible in that angle
>>
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Would you play a 3D Captain Toad + Lost Vikings?
>>
>>315286519

Nah. Add a seam down the side of the torse, along the side of the arm, and down the side of the leg. You don't want your meshes to unwrap as tubes. You want them to just be one big flat piece.

Like I said, when you apply anything that isn't a flat texture to that, you're gonna have some wonky stretching and warping.
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