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Making any progress on that game anon?
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Making any progress on that game anon?
>>
AAAAAAAAAAAAH SHIT FUCK CAN'T SLEEP MAN CAN'T DO IT
>>
>>319863160
when I show off in these threads, All the responses I get, only make me not want to continue

So as long as I ignore you faggots, I might make some progress
>>
>>319863760
Would a hug encourage you?
>>
>>319863160
Making 3d rpg, should I go with a traditional overworld map or a more streamlined approach like Mario RPG?
>>
>>319863879
why would you ask random people who know nothing about your game a question like this?
>>
I'm trying to write a 3d movement script that allows the player to alternate between walking/running/aiming/jumping/flying.

It's a bit of a pain but I'll get the kinks out of it eventually.
>>
>>319863879
Depends on how much work you want to put into it. Something like Mario RPG might be seen as lazy, but that's my opinion.
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>>319863160
Well I'm in very early stages of my project. I want to make a beat em up like final fight, so right now I'm just drawing the animations of the "player".
>>
who ludum dare here?

I'm trying to do a text adventure about growth but I forgot how bad I am at writing.
>>
>>319863760
I think I'm the polar opposite. It reminds me that I'm currently making no progress cause I'm being a useless cunt. Reminds me that only useless cunts make excuses.
>>
>>319864829
I have weekly meetings with my team which has helped progress
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>>319864939
Yeah I'm not close to that sort of thing. I'm a hobbyist who does it in their spare time.
>>
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>>319864048
I made a simple proof of concept exactly of this and threads like this insulted that it had debug info all over the screen, and made me drop it because they pointed out it was to close to sonic
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>>319863160

finished adding improved AI and initiative system into my game.
Upgraded the alpha demo with it.
Added some classes.

Working on new district maps right now for the game. Fuck making assets, especially when you are shit at art like me.
>>
>>319863870
maybe, but what I took away from it, is to never talk about my projects with /v/

>>319864829
Hobbyist
>>
>>319865426
Well lucky for me I'm not trying to do anything like sonic I guess.
>>
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>>319863160
>unity
>>
>>319865641
Neither was I
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>>319865737
>being this stupid

Its just the image used for this thread
People use all sorts of engines
>>
>>319866035
He posts the same image with the same reply in every thread without fail.
Just think of it as a free bump.
>>
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Well at least I have part of it working.
>>
>>319863160
I'm trying to make a 3D sonic clone, i'm trying to manipulate a rigidbody to do a variable jump(aka jump higher the longer the button is held down) but I can't seem to do it.
>>
>>319868363
>Sonic
>WHY

beat you to it
https://www.youtube.com/watch?v=CyIRmjDnFwU
>>
>>319863160
I'm just reading guides for GameMaker to make a very simple 2D game. That's all I can do right now.
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Lewd game count?
You can play the alpha demo here:
http://www.newgrounds.com/portal/view/666646
>>
How much effort would be required to make a Strider clone
>>
>>319869420
>666646
What could this mean
>>
Ideas guy here
I have an AMAZING game idea, and all I need are
>game designer
>programmer/scripter
>musician
>a hot or cute girl to advertise my game
>>
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>>319870056
>Idea guy
FYI your idea probably sucks
And revealing it here you have nothing to lose, except your pride, so spit it out
>>
>>319870212
no ur gonna steal it
>>
>>319870249
don't delude yourself
I have to little time to waste on some pinheads pet idea
No one will steal it, because its probably already in existance
>>
>>319870404
okay fine
so you're playing as a teenage guy who sets out on an adventure to defeat the dark evil lord of hell after witnessing his home village get destroyed
he travels with a childhood female friend, a non-humanoid companion, and an old guy
during his adventure he has various monsters and villains
but here's the plot twist
your childhood friend is the final boss
what do you think?
>>
>>319869603
Almost summoned the Lord of Lewd
>>
>>319869420
Ten seconds in and the dialogue is already giving me cancer.
>>
>>319870404
This is clearly bait bruh.
>>
I wanna make a dungeon crawler with an atb battle system. Is that simple enough to do in rpg maker?
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Bretty good, I've been doing some major changes to the way the game handles moving a submarine with other moving physics objects inside it.

It used to work by moving the entire level instead of the submarine, but that would've made it impossible to have multiple subs in the same level. Now neither the submarine or the level move, there's just an invisible physics body moving around the level and the sub and everything in it is rendered wherever that body is.
>>
>>319870685
yeah who knew right?
>>319870628
>>
>the logo is literally three arrows
>all pointing away from the main objective
Oh boy
>>
>>319871004
It's sad being so void of education you probably literally believe your "joke" was deep and funny.
I'm sure you'd gt mad karma at your usual place, kid. But not there.
>>
>>319871004
jesus christ you're retarded. it's xyz-axis
>>
>>319871210
not that guy but I still feel like the arrows should all be pointing towards the center
>>
>>319872245
Look things spring from the unity , not recede toward it

why would everything be receding?
>>
I always assumed it was a unity cube
>>
Working on the project with my bf
>both keeping diaries/sketch pads to write ideas and draw things down while we're out
>practicing C#/C++ when there's down time
>already have the barebones of the plots/branching paths done, just need to be fleshed out
>battle system is for the main part designed, about half way through fleshing it out

Going to probably take a long time to complete, I'd say anywhere from 1-2 years realistically since we both work, but we really like the idea and are making slow but steady progress, it's more enjoyable than I thought it'd be
>>
>>319871210
>>319871004
I always thought it was a cube.
>>
I'm in doubt between using Ogre3D and Bullet Physics and just going from there, or just straight up learning UE4.
Already have Ogre and Bullet compiled and ready.
>>
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>open game
>see Unity logo
>>
>>319869420
>missed sechts by 20
feelsbadman
>>
>custom engine
>theres no game to open
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>>319872842
It's a xyz-axis with very short arrows and slightly tilted. The result is a cube.
>>
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Been working on it since summer, working on shaders is a nightmare.
All the work has been done by me so except for the models which were created by a friend.
>>
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How do you guys handle multiple inputs? l'm making a multiplayer game , I have made this ButtonManager script that turns every button on my controller into an event and when I need to detect inputs on a script or something I just subscribe/unsubscribe to that button manager but I need to change this format so each different input device has different events but still use the same script so I dont create a new script for every input device.
>>
>>319874992
And here's what it looks like in motion so far
https://i.gyazo.com/e96ac47f8c77d270352b8b770d7852e0.mp4
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>>319863160
Just a reminder

If you round up the decimal point

100% of unity projects fail to be financially successful
>>
>>319875643
I generally try to minimize the number of different events so that there's just a key-down and key-up event and each event has a struct or dict or table or whatever attached to it that has information about what actual key was involved or click position of it was the mouse or something.
With that setup, you could have each controller get their own set of events or have another field in that struct that specifies which controller it was.
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>>319863160
I've been making some performance progress when it comes to the AI. It can handle +70 active AIs at the moment.
>>
>>319875812

the problem with Unity is that is such an easy and powerful tool that every fucking Idiot uses it but those idiots don't know how to make best use of it .
>>
>>319875976
and if they was smart enough to get the best out of it they would likely be working with a different engine
>>
Yep, just implementing the dialog system in pure c, cause I'm not a pussy.
>>
What programming language do i use
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>>319875904

oh god you are right , I hadnt thought of that. Every input device will call the same events but send different parameters to Identify which Input was the one who activated them.

God bless you anon.
>>
>>319865438
>making assets
you mean you didn't rip those from sim city 2000? looks almost exactly like it
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>>319876043

Unity is best used when you are small team dude. go fuck yourself about working those extra miles just to call yourself a special snowflake developer
>>
>>319875712
nice, I really like the way the blocks fall into place
>>
>>319876126
Doesn't matter, you just have to be motivated to work on it and not quit the moment you run up against a wall. If you actually code and you're serious about it, c++.
>>
>>319876435
>not writing games in lisp
>>
>>319876126
the one the engine makes you use.
if it has more than one, the one that looks easier to understand to you.
>>
>>319876473
>not using a stack based language
>pop your_goals
>>
>>319875961
Looks like ants. Is this a game for ants?
>>
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>>319870909
Fuck man, I'm making something that looks pretty similar. Set in space and not worrying about physics for the most part, more of a crew simulator that's not a roguelike. Yours looks years ahead of mine.

Just finished rewriting a big part of how life support is calculated between rooms as well as fixing my lighting system.
>>
>>319863160
Not in fucking Unity I'm not.
>>
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>>319876268
when did i say i develop video games?

im not a child and not a retard

saturated markets arent that profitable

and entering a saturated market using the same tools as everyone else to make the same things as everyone else is for children to practice a craft, or retards that dont understand the market
>>
>>319875812
Paranautical was brilliant. That was unity.
>>
>>319876126
English. If you can't code in english, don't even bother with the rest.
>>
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>>319863160
Kinda, I'll have to figure out how to keep storage items, and stats for fights.

At least I got the speed, walking around, collision right.

Also how to use tiles. If I posted a beta here in /v/, would you play it?
>>
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>>319876757
Or geniuses with a brilliant skill set and a unique idea for a game.
>>
NO OK NO. I'VE BEEN LAZY AS FUCK AND PEOPLE KEEP SUGGESTING FUN STUFF TO DO INSTEAD OF SITTING AT HOME WORKING.

In seriousness, I really really should be, but I can't work properly tired, I'll just have to rewrite everything.
>>
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>>319863160
>Making any progress on that game anon?

I've started, worked on, and abandoned at least a dozen projects.
I think I just dont care enough to finish a game. It stops being fun halfway through, and since I no longer enjoy it, and its a bad way to make money, I dont continue.
>>
>>319870628
played fallout 4?
Sounds like that, but anime'd
>>
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>working on game as assignment
>trying to do pathfinding for enemies
>find some tutorials on how to do it
>works perfectly when seeing the tutorial
>replicate it
>works but enemy goes through small portions of wall
>dunno how to fix
>>
>>319876752
niceme.me
>>
>>319877225
>google still hasnt released .meme so this can be nice.meme
>>
>>319877191
In gamemaker it would prob be because the pathfinder code is based around a different wall parent than what your walls currently have. Well there's a lot of other ways it could fuck up too, that's just the easiest to fix.
>>
>>319877191
>works but enemy goes through small portions of wall

>check whether there's a wall between the nodes/squares/waypoints when searching for the path
>if yes, don't use that path
>>
I have a question, how do you progress?

I mean I got a few things here and there, but should I follow the timeline of the game or should I just make random parts then put it all together?
>>
>>319877291
>he thinks google makes TLD
you're a fucking moron
>>
>>319877180
>using shitout4 as a reference for anything, ever.
horrible
>>
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>>319863160
I was pretty far along in cloning Wario Land 4, but got stuck at trying to make the character be able to pick up and throw/carry enemies, so I haven't worked on it for a while.
>>
>>319877458
https://www.registry.google/about/faqs.html
>>
>>319877340
>>In gamemaker it would prob be because the pathfinder code is based around a different wall parent than what your walls currently have
I'm using the same objects.

>>319877421
Except right now it's already checking if there's walls in its path and avoids them, it just goes through the most outer part of wall objects.
>>
>>319877505
Hey man, it's your terrible idea.
>>
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>>319876703
You got anything against ants bro?
>>
>>319877653
>>319877653
OH SHI-

That ant looks pissed Yo!

YO! JUST A PRANK BRO! CHILL!
>>
>>319877505
I mean, that's just the story and even then it's like a single bare bone with literally no detail (fair enough) but you haven't got a game. There's no gameplay. Why are people playing it? Do you fight stuff? Do you shoot at it? Magic them to death? swords/melee combat? or is it a skyrim-esque walking sim?

There's nothing there yet. It's like saying

I'm going to make an fps but make it really fun to play with friends.

there's nothing there apart from you want to make an fps.
>>
>>319877004
Then you will never do it.
>>
>>319878352
rude.
>>
>>319877146
>rationalizing why I'm a quitter
>>
>>319870909
oh shit, this means we'll also get spectator mode, right?
>>
I'd love to compose music for a game
>>
>>319877443
I loosely define iterations.
For example: 'this iteration, I'm going to draw sprites to the screen and make two individual sprites that can attack one another. Next iteration I'm going to make pathfinding happen. Next iteration, in going to make it so there are multiple enemies and the playing field scrolls with the player etc.'
>>
>>319878634
There's already a spectator mode in the latest version
>>
>>319877509
Well why don't you get back to work, fucker?
>>
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>>319878485
You don't need to rationalize quitting something that's no longer fun and wont pay off.
>>
>>319863160
Nope.

I got far enough in to learn that it's impossible for one man to make games of the scale I want to make.
>>
>>319878847
shit, we never get threads anymore so I never knew
>>
>>319878739
I'd love to do art for your music.

Now all we need is some moron code monkey to do the easy part.
>>
>>319878379
It's true. If you wait for the perfect opportunity to come along, it's just not gonna happen.
>>
>>319878818
So you make several 'iteration' and then just group them up?
>>
>>319879025
Why don't you do it yourself then? I mean it's easy.
>>
>>319878916
>still rationalizing why I'm a quitter
>>
>>319863160
If I had the knowledge required to make a game I probably wouldn't do anything with it because I'm a lazy fuck.
>>
>>319878921
Hey, there's a good subthread topic. What are some examples of successful games that were one-man-armied?
>>
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>>319863160
I haven't even started, negro.
I'm taking classes in Illustration so that I won't make shitty assets.
And then I need to expand upon my limited knowledge of C#.
I'm considering learning python because it looks easier, and what I intend to make involves snakes.
>>
>>319879126
Eating shit is also easy, but I don't feel the need to do it to myself.
Let the lowlifes code, and stick to the arts.
>>
>>319879074
while your statement is kinda right, I'll get it done. I just don't want to break everything I've done and go to bed annoyed that I've got shit to fix.
>>
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Anyone wants to buy my art?
>>
>>319879120
Well you do them sequentially - once you can draw something to the screen, start working on keyboard input. Once you got keyboard input working, move a sprite around using the keys. Once you can move the sprite, make it attack another sprite etc.
Basically you loosely define what you're going to do next and do it, allowing for stuff to change. It also helps keep you on track:I'll work on items in the sixth iteration, I'm currently on the third iteration so I will workin implementing pathfinding.
>>
>>319879383
nothing is coded perfectly.
and again, waiting for the perfect time isn't going to help because you need to keep the momentum going. If you have the perfect time to code once a month (or even a week) you aren't going to make any reasonable progress.
Moreover, people who are aware that they can write shitty code (such as you and I) aren't the ones that have to be worried about it, because when the junction arrives where you could do the easy thing or the right thing, you'll do the right thing.
>>
>>319879394
Yeah, it'll go great with my Abe's-retro-action-adventure-Nintendo-hardpixel-art game that I got in mind
>>
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>>319863160
learning how to draw atm
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>>319877443
>I have a question, how do you progress?

If you mean beginners stuff, follow this list:
>1. Find a tutorial online.
>2. Follow that tutorial to the letter.
>3. When you are done, make minor changes and tweaks.
>4. When familiar and confident, change big things and add stuff.
>5. Repeat until you feel ready to create from scratch.

If you mean more advanced work flow for one-man-army developing, follow this list:
>1. Make a design document of what will be in the game.
>2. Start implementing things.
>3. When you have a somewhat playable version, adjust your design doc to the harsh realities of life.
>4. Continue working according to the new design doc.
>5. Give the game to people to try, and fix bugs/make minor changes as they demolish your ideas.
>>
>>319879221
Undertale.
>>
Waifu bartending fag are you here? When's the game coming out, huh? I want to play it already.
>>
>>319880347
Mostly I meant as in by timeline progress, like a character walking and then draw a tree on the way, and then the collision and then later on figure a way to make it interact with the tree.

or

First establish the walking, then collisions, then all interactions, and then group them all together, like a jigsaw puzzle.

I do watch tutorials, but they all make pieces by pieces so that's what I'm doing right now, at the moment learning to make the menu and store items.
>>
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>>319880347
>hard realities of life
>>
>>319876757
>using the same tools as everyone else to make the same things as everyone else
If a set of tools can make anything, then your argument is in error. These tools can make anything ranging from shit to masterpieces depending on who uses them and how.
>>
>>319880638
You want to build on your code, so the first example.
>>
>>319879221
From an old Games radar article:
>Lucas Pope - Papers, Please
>Alexey Pajitnov - Tetris
>Ede Tarsoly - Meridian: New World
>Eskil Steenberg - Love
>Nelson Sexton - Unturned
>Luke Hodorowicz - Banished
>Robert Pelloni - Bob’s Game
>Brian Provinciano - Retro City Rampage
>Jasper Byrne - Lone Survivor

I see Minecraft (at least initially), Dorf Fort and Undertale arent mentioned.
And even Terraria was a one man mission more or less, the second guy just did marketing and "ideas".
>>
>>319879221
Cave Story
World of Goo was two man army'd
>>
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>>319863160
Yeah. Basically it's technically unimpressive shit but it has a dep story so it will sell well I hope.
>>
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Sort of. I'm more conceptualizing it at the moment. It's an idea for sort of a rougelite platformer shooter. I'm sort of running into a "what option do I take" crisis right now though.

>Do I use premade rooms like isaac, randomly generate a map, or use a random map with some pregenerated sections?
>How do I deal with light bullet hell in a platformer? Double jump? Jetpack? A mechanic like that christmas sattelite game I saw last thread where you walk on walls?
>Should I include upgrades besides the guns? Would only guns make a lack of variety? How many guns would I need to make up for lack of isaac style upgrades?

Also I don't know jack from shit in game dev, so yeah. that too.
>>
I started the catch the clown tutorial in game maker.
Feels great.
>>
>>319880953
>Bob's Game
>successful
the dream is dead ;_;
>>
>>319880846
Gotcha, same thing as the other person said to build as I progress.
>>
>>319880638
First make a block that can move.
Then make it crash with another block.
Then replace the first block with an animated protag.
Then replace the second block with an enemy.
Then make the collision cost them health.

Thats how I work, and its shit, because I constantly patch code, instead of having a clean design and knowing which object will have what methods and variables from the start, and what will be instance of what.
But hey, if you are one-man-armying, it is impossible, I repeat impossible IMPOSSIBLE to have good code. Like, its not happening.
>>
>>319863160
>unity
nope
>>
>>319880953
>dorf fort not mentioned
While it is technically two guys, only one programs stuff. Shame that it doesn't get more recognized on depth alone.
>>
>>319877509
>got stuck at trying to make the character be able to pick up and throw/carry enemies
how? that sounds basic as fuck, programming wise
>>
>>319880956
whats it called?
>>
>>319881157
Are you capable of a more intelligent argument than "nope"
>>
>>319880953
The banished guy worked as a console game programmer at EA or someplace for a decade before making banished.
>>
>>319881170
Technically speaking, its bad.
Aesthetically speaking, its bad.
Convenience and quality of life speaking, its bad.

There is a good game in there somewhere, but you have to swim through a sea of shit to find it.
>>
>>319881298
Every person on the list had past experience.
The Undertale guy made like 15 games before this one.
>>
>>319881246
Not him, but I bet it's probably not that simple based on his pre-existing architecture
Of course, not difficult enough to not get off his ass and do it.
>>
>>319881284
If you're a scripbabby sure, but if you actually want to be in control you can't and unity throws out all good things about C# and replaces them with their own half-arsed attempts - calling methods by their string name??? who made this crap?
http://docs.unity3d.com/ScriptReference/GameObject.SendMessage.html
>>
>>319881302
Well, you can't see the Mona Lisa if you're blind.
>>
>>319881649
You also cant see the Mona Lisa if a herd of elephants took turns shitting on it.
>>
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>>319881649
>>319881753
damn son
>>
>>319881753
Well then, perhaps go th another part of the louvre where the elephants are not.
>>
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>think of idea
>mite be kewl
>think of all the hours you would have to spend doing it
>would probably have to get somebody else to do the art and music
it's just not worth it
>>
>>319881982
You can just clone old NES games until you get good at it, then get picked up by some 5 man team and become great. Or you can spend your free time reading books and playing vidya.
>>
Yes, just figured out a way to save the user's progress in my game.
>>
>>319870909
This looks pretty great anon, keep it up.
I might even buyrate it
>>
>>319882621
Text files?
>>
>>319863160
Yes, and I'm submitting it to Indie Prize on tuesday, hopefully going to Amsterdam to display it in February.

It's a puzzler, about silly monsters. Hopefully the committee will like it, so I can get free tickets.
>>
>>319882806

Memento object pattern + serialization
>>
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Spritework (pic related), and I've composed the full soundtrack

Should I post soundtrack? I kinda feel like it
>>
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>>319881527
Been working with others on a very complex 3D platforming engine, with side features like inventory systems and vehicles and all kinds of shit. Unity has given us everything we needed and then some, and it has allowed us to make everything we wanted and is able to making everything we're planning, all very effectively.
I don't know what niche shit you're talking about but we're busy making actual games with a rich and capable engine.
>>
>>319882937
go ahead
>>
>>319882869
So text files.
>>
>>319882937
everytime I keep seeing this same damn guy on here
at this rate, you should just get rid of the anonymous tag because I can't tell if it's you or just a shitposter
or maybe you're both
>>
I have an idea for a game but I don't want to learn how to program and I don't want to hire anyone to make it. Every time I try the "C# For Beginners" tutorial I get bored and start writing down concepts for the game idea instead.
>>
>>319883782
Everybody had ideas, if you can't even bring yourself to develop a real skill you're never gone make it dawg.
>>
>>319883610

Nah, binary object files (it's made with Java)
>>
>>319883782
1) install unity
2) make game
>>
>>319883782
So you literally have no skill? Fuck off retard
>>
>>319883885

Yeah I know. My main passion's filmmaking anyway. I just feel like it'll take years upon years to gain a skill I'll barely even use, pretty discouraging. I'd rather die than do this as a career, I just have one game I feel obligated to make

>>319884059

I know you're memeing but I might actually do it this way, learn on the fly while producing actual content. I've been doing visual studio tutorials and it's mind-numbingly boring.

>>319884165

Oh but I do have a skill, it's called coming up with ideas better than yours
>>
>>319883782

http://twinery.org/
>>
>>319884235
im not memeing. that's literally what you need to do, how has no one told you that programming books are useless already?
>>
>>319884284

I don't know what this is but I'll look into it

>>319884298

I haven't really discussed this with anyone, I've just been learning programming since I became neet and haven't been able to stick to it. I'll definitely try that though family
>>
>>319884235
How do you know your ideas are any good if you're never able to realize them in any form or shape because you're a lazy arrogant fuck?
>>
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I'm making a template designer for an abstract humor image generator.
Does that count?
>>
>>319884496
I have an IQ of 120, pretty high, so basically everything I do will be above average.
>>
>>319884439
i have a shit video series full of no-bullshit advice like the amazing INSTALL UNITY AND START MAKING SHIT if you want... https://www.youtube.com/playlist?list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR
>>
>>319884595
S-stop triggering me asshole
>>
>>319883241
Sure thing bud.
>>
>>319884582
You are 5 to 10 years too late to make a buck on that.
Convert it to tranny dressup simulator instead.
>>
>>319884631

Cool man, I'll give it a go later tonight

>>319884657

I lied. It's actually 112. I still have cool ideas though.
>>
>>319884748
It's not for money; it's for staying hip with this contemporary humor wave
>>
>>319884812
You sure are hip and in it with them youngins, lad.
>>
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>>319884595
>thinking your IQ means shit when you're a lazy cunt who can't even learn to program
>>
>>319865426
Why did you stop? WHY DID YOU STOP!?
>>
>>319884865

It does mean a lot though. I haven't really given it my all but I'm sure when I start learning how to program again, I'll be able to learn the basics within a week and probably master the skill within a month or so. I actually dropped out of school in 8th grade because it was too easy for me.
>>
>>319884595
>120 IQ
>pretty high

Haha, stupid fuck.
>>
Yeah collision detection is still a frustrating bitch to wrap my head around but the brunt of the work is assets at this point. Slow ride, take it easy
>>
>>319863160
no
I'm not a game dev
too dumb for that
I push people around for a living
I tried to learn coding once but it's honestly way too complex for my caveman skull
>>
>>319864048
look into watching this!
http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach
>>
>>319885192

if your IQ is double digits please just go back to reddit and stop ruining my favorite board
>>
>>319869420

I beat this already. I really liked that witch game on Kongregate. You should make more than just a single porn scene if you actually want me to care though. Also, can you even beat the minigame? I kept my mouse in the thing the whole fucking time and only clicked when it wasn't angry and I never win. My meter doesn't even fill up.

Also, make the powers actually useful.
>>
>>319885005
>everything is too easy for me
>Waahh programming is too hard!!1!
sure thing, I'm a fucking moron and I learnt the basics in a weekend.
>>
>>319885323
haha
nice
>>
>>319885447
'e's only pretending m8
>>
I got burnt out of gamedeving when i started animating. Creating a basic character controller some weapons and ai was great fun. I hated the fact i needed to rewrite almost everything to support Mecanim. After updating the input script and character motor scipts to support it i then went insane trying to move the character without using root motion. I started with an awesome game where you jumped around in low gravity at a high speed. Blasting nukes, flamers and miniguns at sentient gray boxs to some slow, suttering uncanny mess that didnt work.
>>
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yes
>>
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>couple days old webm
right now working on a tutorial mode that will explain exactly what everything does because the feedback ive gotten from all my testers is they have no idea what the fuck theyre doing.
>>
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>>319884595
>I have an IQ of 120, pretty high
Nigga you dumb.
>>
>>319887056
This looks cool.
>>
>>319887056
I didn't know that csi episode was being made into a madness game
>>
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>>319887571
>>
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I have a character snap to grids of 32x32 and for some reason when it walks, it drifts with the image of facing a certain way.

Is 32 px snap too big?
>>
has anyone tried imgui?
is it any good?
>>
>>319882481
>then get picked up by some 5 man team and become great
sounds shit if you just want to make games on the side
>>
Programming is boring so I'm learning how to model instead.

Do you need to be good at drawing to able to model 3d shit?
>>
>>319888526
Technically no but it helps a fuck ton.
>>
>>319888526
If you want the textures to not look turrible.
>>
Any manual or tutorial for best practices in Unity?
>>
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too lazy to make a new webm right now. heres one from a few days ago
>>
>>319888820
Check out the official channel on youtube, they have plenty of tutorials.
>>
>>319888776
>not just stealing textures
>>
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Yeah , altho im lazy to do the other axis movements atm
>>
>>319889019
>being lazy enough with uv mapping to facilitate texture theft
>>
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How the fuck do I make good 2D pixel art? Im a programmer but I can't even make a stick figure in MS Paint
>>
>>319888738
>>319888776
Alright, I'm on the right path then.

Currently practicing and reading Loomis. Literally haven't draw anything in 4 years (I used to doodle shit at high school).
>>
>>319887056
I like this. Gray games with one or two colorful things
>>
>>319889460
I'm right there with you man
>>
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Does WoW Dev count?
>>
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>>319889460
just like give up on art
>>
>>319885351
it's an alpha demo. and yeah the mini game will be reworked, and yes the minigame can be beaten. gitgud. lol. more scenes will come soon, of course. thanks for playing witch hunt. glad you dig that one.
>>
>>319889460
I have the same problem with code. My solution; make good friends with people who are skilled at things you cannot do.
>>
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>>319889460
>>
>>319887269
Looks like fun. But for voting preference, you have "Conscious" which means awake. I think you mean "Conscience."

Does it play more like a resource management game or a mystery game?
>>
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>>319889613
black, white and red all over is the best
>>
>>319889019
Good luck texturing your characters with stealed textured
>>
>>319890246
fug, thanks.

....it also doesnt even mean that, it's more like ego or self involvement.
>>
what's the best language to start learning with?

help me /v/
>>
>>319879025
This seems to be the popular opinion among designers these days, for what reason I don't know. Insecurity? Makes me wonder if programmers are intentionally allowing glitchy games to be released because of it.
>>
>>319880332
get gimp or krita. there saved you headache and money
>>
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>>319890696

C / C++
it helps you avoid the terrible habits python creates.
>>
>>319888947
thats interesting. reminds me of kirby with guns
>>
>>319869476
There is always a lot of effort, depends on how much you really want to not rip off somewhere.

I recommend not using Unity tho. Try UE4 maybe
>>
>>319890860
Speaking of C++, how do i create a RNG without getting a distinctive pattern?
>>
>>319880347

>someone posts ATG on 4chan

Fun fact: it's programmed using XNA as a framework, which is technically ded.
>>
>>319879025
>I'd love to do art for your music.
Good. Can we make a Steamgroup/IRC/Slack? Everyone ITT could join and find people they need easier
>>
>>319877191
Do you have collision everywhere? Can only go through shit it can go through. Like dicks and vaginas
>>
>>319887056
>>319890512
>madness
My nigger.
>>
>>319883241
Ahahahah why u shill for free shit?
>>
>>319884595
I know this just poop, but IQ doesn't mean shit, aside from that 120 was ok 1950, it's pretty low now.
>>
>>319887056
Game's called madness project nexus 2. Alpha's almost out. Can't wait to see it come into fruition. Keep up the phenomenal work guys!
>>
>>319891374
rand()%(#)
replace # with a number signifying the highest number you want to be randomly generated.

i.e.

y=rand()%(10)
assigns a random number between 0-10 to variable y

y=1+rand()%(10)
assigns a random number between 1-10 to variable y

dont forget to seed rand()

Needs <ctime>
srand((unsigned)time(0))
>>
>>319870628
Holy shit, it's every JRPG ever made all rolled into one
>>
>>319892397
>aside from that 120 was ok 1950, it's pretty low now.
>IQs are normally distributed with 100 defined as the mean and a std dev of 15
are you say people be dummer now?
>>
>>319892575

rand() is bias towards higher numbers if I remember correctly.
you're better of using something in the <random> header
for toy programs it's fine tho
>>
>>319876126
PyGame
>>
>>319891621
I dont think that will stop it from being finished and coming out.
XNA isnt updated anymore, but its latest version is good enough.
>>
>>319890860
What about java?
>>
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I tried
>>
>>319891621
MonoGame
>>
>>319864828

Doesnt matter anon, make something.
>>
>>319891374

First, I'd recommend using boost if you aren't already. Second, use boost random library.

After that, use all the other niceties in boost that aren't fully incorporated into whatever version of C++ you're using. It's like the working draft of to-be-implemented into std lib.

http://www.boost.org/doc/libs/1_46_1/doc/html/boost_random.html
>>
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>>319887269
>>
Is it too late to make a minecraft copy with more destructible ranged combat?
>>
>>319895115
Oh fuck, its the one and only goocum.
I didnt realize you do Unity, you always stroke me as one of those "make your own engine" types.
>>
>>319895607
no im one of those "make games" types, how do you not notice this?
>>
>>319895838
I wouldnt know, I've never completed a game.
Unless a dozen halves make at least one full product, but I am not sure the math works like that.
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