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Where's your game you piece of shit?
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Where's your game you piece of shit?
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In my head where it belongs.
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>>320477908
Making a crash bandocoot ripoff. I'm determiened to finish it.
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>make rock paper scissors in UE
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>construct 2
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>>320477908

Fuck off son, I can't code. The best I can do is learn to make half-assed music. Posted my only wip track in the previous thread, got home, worked on it a bit, now I can have another 4 month vacation before I sit down and start the mastering.

https://soundcloud.com/tretijrebenok/mission-confirmed
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my eyedeas are better than games!
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>>320477908
I made a game about aliens once
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>>320478825

Post it
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>>320477908
Just learning 3D modeling, its surprisingly straight foward. I just need programers...
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>>320477908
"I'm more of an idea guy"
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>>320479952

At least you're not a writer faggot.
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>>320480101

What's wrong with writer fags?

Aside from everything
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getting there

it's basically xcom with valkeria chronicles shooting
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>>320479858
maybe next thread if I'm drunk enough
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>>320480579

>it's basically X with Y
Get out.
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I can't because my math skill is maybe just slightly above retard level.
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I'm not good enough to program an fps.
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I ran into a road block coding wise so I made some tile sets and made some animations for my main character.

I'm feeling desperation
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>>320480783

>basically shitposting with anime

get out
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>>320477908
>Unity
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>>320482575
Forgot your image, sonjay.
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>>320483157
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How does one actually go about making music?

Like, getting the basics of reading notes isn't a problem, but how do you go about putting the pieces together to create good music?
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>>320481925
Is it an algorithmic problem?
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>>320484060
Learn scales and chords, I guess
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>>320484142

Logic problem. I'm too stupid to figure out how to get a slide move going.

Actually getting my animations to play the way I want them to is another problem as well.
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>>320484236
A slide move? You mean, like the one MegaMan got in later games?
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>>320484060
My method of creation is I sit down in front of the screen, open up a synth or something, set it to a random sound setting, and mash the keyboard, just fucking around with it, until I happen upon a particularly interesting sequence. I then build up the song around it, using it as a rock for all other sounds in the song.
https://soundcloud.com/dr-doomsday
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You've been asking the same shit every day you fuck.

It's doing great with constant Progression.

Yesterday I finished coding double edged spells like Sonic Wave, Ocular Beam and Lullaby.

Today I'll work on magic equipment spells like Magic Sword, Shield and Armor.

Also, GM is viable! VIABLE!

https://www.youtube.com/watch?v=FNmbHkNFZ5Y
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>>320484338
Do you mean a music or computer keyboard?
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>>320477908

I'm not going to bother making a game unless I can ensure it will garner a legion of waifufags.

And that requires exceptional character design skills.
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>>320484532
I use my computer keyboard.
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>>320477908
waiting for game maker to go on sale again
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Stop posting the same fucking thread faq, jesus christ I'm working on it
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>>320484324

Something like that, but closer to Strider where it has some acceleration and deceleration going on.

I had something that went at a set speed, but when I slid off the edge, gravity wouldn't take effect until after the slide was complete.
>>
I've spent like 7 hours today trying to at least stop my fucking sprite from sinking a couple of pixels into the ground, to no avail. It has something to do with the execution flow of my code vs sprite draw calls since high step per second settings seem to mitigate it.

Perhaps when I get the incremental pixel detection working, the delay will be gone.
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>>320484916
Unity?
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>>320479952
same here man
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I can't make it, I tried in earnest to learn programming in highschool, for years, but my discalculia makes it so my brain shuts off the instant I try to set up anything involving even remotely complex numbers, like physics.

So I just make music instead;
https://soundcloud.com/s0lus/everything-except

sometimes it's upbeat
https://soundcloud.com/s0lus/the-best-dream
and others it's... not
https://soundcloud.com/s0lus/dreaming-about-sleeping
https://soundcloud.com/s0lus/faint
>>
>>320485028

Game Maker
>>
I think if I make a game, it's going to be something like thecatamites or cicadamarieonette put out.

Who are not afraid of shitty or lackluster graphics as long as they can realize their numerous ideas, as pretentious as they may seem.
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>>320477908
I have absolutely no artistic skill whatsoever. The best I can hope for is stealing someone else's idea and improving on it.
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>>320485095
Are you checking if there's ground beneath their feet every frame?
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>>320484236
what is going on with your horizontal movement?
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I'm thinking of making a shitty browser game. Should I use Flash or Unity? I used to fuck around in Flash but I heard it's already obsolete or something.
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>>320485095
Too bad. In my current project I had the same exact thing done in unity. No idea about GameMaker though
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>>320485074
I suck at programming too, everyone does.
don't give up. being bad at math doesn't mean you need to be bad at practical math.
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>>320485241
I think that's the slide move he's talking about that he can't get to work. And he's right, it looks awful. Hope he gets it fixed.
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>>320480101
>>320480419
What are they actually guilty of? I haven't seen them singled out before.
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the world doesn't need yet another voxel based survival game made entirely with unity assets and code from the store because i'm a creatively bankrupt, untalented piece of shit.
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>>320485321
Noice. I take you are going to reduce the tiling with the ground and brick blocks eventually?
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>>320485229

Fuck me.

I have it check if there's ground below them in order to slide and jump, but I didn't think about that.

Time to fuck shit up I guess.

>>320485241

A shit version of the slide.

>>320485321

I tried unity but I got overwhelmed. I should give it a shot again.
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>>320485095
did you come up with the code from scratch or did you learn (copy) it from someone else?

I'm currently trying to get the code from the Zack Bell blog to work properly. So far he's obfuscated and/or crippled nearly every function, seemingly on purpose.
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>>320485456
Are grounded-each-frame checks common? Sounds like it'd be resource intensive on paper.
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Im working on it you bully ;_;[\spoiler]

Heres a generic space station going into the shmup im making.
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>>320485335
I have trouble even just doing math in my head man. I've tried for years to get better at it but it's just a brain problem, basically dyslexia with numbers. I used to make little platformers in Flash and shit but in order to make the games I'd really like to make it requires better math ability. That's why I decided to stop torturing myself with it and make music instead, I'm much happier with myself since I gave up on programming. Also since giving up drawing things by commission for petty change to become a medic instead, getting bled and pissed on is much more enjoyable than having to draw porn for autists
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>>320485548
For reference sake: how long did it take you to get the lay on Blender's controls and user interface?
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>>320485516

The basic movement code is from somewhere else while the slide code is a frankenstein version of what I've learned so far.

>>320485538

The code so far only has a couple of ground checks. 2 for moves, and 1 for collision.
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>>320485427
Yeah. Very little, if anything in the game is what id consider finished. Since its a passion project along with my actual studies and work I dont really have a design document/ production schedule. Which means that alot of the tedium like fluid walk cycles and variations on tiles do tend to get pushed back.

And since I'm not the most efficent it takes me like 6 hours to animate a single enemy and such
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>>320477908
i haven't made any progress since the last time i saw this thread okay ;~;
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>>320485372
Most games don't need a writerfag. Especially the small simple ones that most of us here are capable of doing.
It is acceptable to get away with shit writing in video games so they're seen as useless anyways, unless they have a secondary skill that can help as well.
If I was attempting some crazy 80 hour story based rpg, that's about the only instance i'd want a 24/7 writefag.
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>>320485538
in GameMaker it's a simple place_meeting(x, y, object) call

I don't think it's very intensive and my game uses it every step, but we'll see how that scales up

then again, I seem to be having random stutters in testing without a reported drop in framerate or memory hogging in profile analysis

>>320485661
could you link me the movement code, if it's publicly available?
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>>320485640
If you are intelligent I could teach you in less than a week.

It took me about 20 hours hands on probably after watching tons of tutorials. Hardest part was finding all the tutorials I needed. I fiddled with it here and there for about a year, but only recently started putting a lot of time in since Ive dedicated all my time to making a game.
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>>320485689
a white blonde character? do you realize you are in the 21st century? only ethnic women can be considered people.
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>>320485538
If it's tiled it could be pretty fast. I'd imagine it would only be a problem if the rooms are fuck huge or there's a million things doing it.
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>>320485767
>could you link me the movement code, if it's publicly available?

It's from Shaun Spalding's tutorials. The one in Platform Basics

http://gamemakertutorials.com/?page_id=730

It apparently has issues doing anything that requires two buttons so I might have to look elsewhere for hints.
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>>320485838
I have a video series of tutorials bookmarked. I will it give a try eventually. The problem I find is usually when a tutorial series was made for a version older than the current release. So you have situations where you are looking for whatever the instruction wants you to do because it's now somewhere else.
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I made a shitty game about climbing a flower climbing a tower for Ludum Dare last weekend, kinda like Worms meets Icy Tower. The final result was very rough but I feel the concept is simple and interesting enough that I might be able to make a mobile or browser game out of it or something.
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>>320485937
thanks
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>>320486014
Do it. This looks like something that could bring you some profit on the mobile market.
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>>320485859
But you kill white men aswell, the whitest of the white infact. So does that make up for it?
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>>320486012
If you want help with random quesitons, I communicate on Skype or Steam primarily, post your ID and ill add you. Only installed skype recently to teach a friend and send files back and forth.
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>>320486181
Thanks for the generous offer, but Blender is just one of the things I have sort of my eyes on. I tend to spread myself thin, and before I want to sit down with games, I need to get my apartment in working order.
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>>320485937
Well that explains the jumpy horizontal movement.
>>
I've been drawing ideas and designs in my sketchbook while learning how to use Unity and 3D modeling software. I will start working on it next year.

I am learning every aspect of game making as I go, so it's going to take a while.
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I'm learning C++ now. But being realistic here I know I won't really be able to do anything useful with it for a while. Also downloaded Unity to play around with. Even knowing VBA to an extent and understanding general programming syntax learning C++ without someone to teach me is slow going. Especially since I am unsure as to where I should be focusing with it so I am learning stuff relative to making games.I will take it one step at a time and see where that takes me.
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>>320486014
>shitty
I don't know. I think that looks interesting.
>>
Can a Game Maker friend tell me the order in which objects perform their actions? I've heard people say it's based on depth(which I doubt). Others say it's based on object IDs, but can I rearrange them in the objects folder or do I have to create the objects in a certain order? And instance IDs are the last step in determining the order, right?
I'm using Game Maker Studio, not an earlier version of Game Maker.
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>>320486393
Just don't get too overly ambitious if it's your first game, or you'll risk getting burned out. Try to keep it as simple as possible, and save the more in-depth and ambitious stuff until after you know what it's like to develop and release a game from start to finish.
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>>320486393
I recommend, as unappealing as it is, to aim to make your first project something REALLY simple and compact. Because the odds of you making a fundamental mistake that comes biting you in the ass later down the line is very high. Either in the code, or how the graphics are imported/handled or w/e. So if you will mostlikely have to start over if its anything bigger.

>>320486586

That too.
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>>320486014
The best games are simple in the concept. It is a universal rule that lasting games are easy to pickup and hard to master. Your concept seems like a solid one, even if its core is something already done before to some extent. Keep working on it though and adding those personal touches and ideas. Seems nifty.
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>>320486393
Going off >>320486586 's advice.
I find that some people just plain aren't interested in making pong clone #8373893. I think that is fine. My advice would be to think of your game idea, and then distill it to the simplest form that you can. Make that. You will learn a lot and make your life much easier when you start on the real game.
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>>320486531
I don't think you have control over that. I'm pretty sure it's an internal thing that can change on different run times.
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>>320477908
I'd need the rights to the IP want to use first.
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>>320487098
What IP anon
I personally wish I could have the Ogre Battle one.
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>>320486790
>some people just plain aren't interested in making pong clone #8373893

For sure. Even on the first project you need passion for what you are making, because it's alot of work for a hobby.
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>>320487098
I know that feel anon.
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>>320486523
Well, it's an extremely basic game and as a Ludum Dare game it's not as complete as I wanted, but as a concept I guess it's alright.
Originally I wanted there to be a lot more differently styled levels (only managed to add 2 before deadline) and for the player to be able to pick and choose between different upgrades inbetween each level, but there's only so much you can do in 48 hours. Thanks though.

>>320486763
Yeah, I wasn't expecting much of it when I started but after a while it started feeling like one of those concepts that is really easy to explain and understand just from looking at it which is why it could probably work as a mobile game.
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>>320485417
Take The Mysterious Island by Jules Verne and you have a great story mode for survival game.
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>>320487032
I really hope this isn't the case.
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>>320487224
My suggestion would to add different flowers that behave slightly differently when it comes to shooting the seeds, as well as different environments that have an impact on gameplay.
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>>320487131
starship troopers.
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>>320487224
You could make the levels be generated from 2-3 platform segments. And just make later levels include more difficult segments.
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>>320486586
>>320486627

I thought about making a fast-paced stealth platformer in 3rd person with minimal to no combat.
There are graphics and sound in which I have no experience whatsoever, so I intend to keep those very simple, but good-looking. Biggest challenges in the actual game mechanics I perceive is getting some of the advanced movement, detection and AI behaviour right, but there must be other things I haven't even considered.

My biggest ambition is wanting to get the AI to be more than just moving turrets and I fear that's bit too much to chew for me.
>>
>>320487224
I know how this sounds, but if you can see yourself playing it whilst taking a shit, and then spending another 20mins sitting there trying to finish playing it because you forgot you were there just to take a shit, then you have something. That happened to me playing Tetris, which is one of the most well know and simple concepts of all time. Yet is still just as addictive today as it was back when it came out.

Plus if you are making it because you just want to or are passionate about making a fun game, you can't really go wrong. Attitude maketh the man. Keep on going anon, you can make it.
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>>320487360
How dependent is it? Studio has Begin Step/Step/End Step. Just pile everything that has to be done first on Begin Step and then everything after on Step or End. If you REALLY need another section, you could use the Draw event, which I think is always done after the steps.
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>>320487367
Those are good ideas, I'm still trying to think of ways that would give it more lasting appeal. I think that if I were to make something out of it I'd probably shift the art style from low-res pixels to something really crisp and colorful, maybe like Monument Valley.

>>320487480
That's kind of how the game works now, the platforms get smaller the further up ahead you go until you reach a finish line and are brought to a new level that picks from different platform types.
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>>320487224
this would make a great mobile game, I could see flappy bird levels of success here. throw in some different character sprites for $0.50 each and you're in the money.
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>>320477908
when everybody makes games nobodys gonna have time to play them. so people go back to AAA´s.
indie is only making the industry win in the end
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>>320487224
If you are looking for suggestions, you might consider making the petals 'lives'. So when you fail rather than just that failed screen, it respawns with one less petal on the nearest platform. And you could have those upgrades be different flow types with varying amounts of petals but with trade offs in say range of shot. Maybe one can have a slow decent whilst spinning that you can control to come degree.

Maybe a venus fly trap that spawns flys on the level, and you get more points for eating them, but the trade off is you only have that one life via the petal system.

Perhaps a bee ally powerup you can find in the level that grabs your pollen, and flys up without you, and pollinates a new flower up there. Rather than just a grab and lift like in other platform climbers.

Just some thoughts.
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>>320477908
UE>GMS>C2>Unity
>>
Working on it. It's gonna be a pixel western indie piece of shit but you gotta start somewhere. Making it in game maker. We have a team of 3 programmers and 3 designers.
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>>320487616
Detection should be pretty easy unless you have alot of soft modifiers for it. Like shadow or fog that affects enemy spot range, but doesn't eliminate it outright.

Basic AI patrol and chase crap should be relatively easy. More specific pathfinding can be an issue if the enviroments are complex.

As for movement depends on how "advanced" we are talking here.

Also, never underestimate leveldesign as a timesink. Making 5 decent levels for a small game can take more time than the mechanics itself, assuming you need to make a few new assets per level.
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>>320488104
>We have a team of 3 programmers
>>
>have ideas for games
>mostly half-baked ones that are kind of implemented already
>don't have the drive to make my own game
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>>320488054
is this based on the engines alone or is interface considered as well?
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>>320488180
I know, gonna have to cull eventually. I gathered a lot of people because I'm worried about people dropping out eventually. I'm looking into making an actual job out of this but I don't know about the others yet. One of the designers and one of the programmers seem serious about it.
>>
>>320488180
fuck now I have to watch that again
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>>320487650
My code isn't very dependent on it, but I'd like to have a clearer understanding of how it works just in case.
Also, there are certain cases where I want objects to act before others, but it isn't necessary for the code to function properly. For example, I want the player movement and enemy collision detection to run before the enemies move so that the player has an easier time avoiding damage. Should I just make all the player code a "begin step", or could that have weird side effects?
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>>320488180
adult swim really needs to stop with the live action shit. it's bad and not even charmingly bad, just bad.
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I want to make a updated and more moddable version of this game
I kind of made a attempt with a sourcemod but I only got to a menu map
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>think of an idea
>it never takes off because i'm indecisive as fuck and never stop changing the formula
>eventually give up
>>
Is GMS worth a try? I hated GM8 and LOVE is kind of meh since it doesn't let you obfuscate your games which is not ideal if you ever want to release anything.
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>>320488665
GM8 and GMS are pretty similar. If you hated GM8 you'll probably hate GMS.
What is it that you disliked about GM8?
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>>320488416
i think most of their shit is bad

they just like to experiment
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>>320488407
It's been months since I last worked with GameMaker so I have no idea what would be considered best practices in your scenario, but couldn't you calculate the movement direction for all objects (keyboard input for player, AI for enemy) in Begin Step, then do collision detection on all objects taking their movement into account (so player.x + player.xspeed, player.y + player.yspeed VS enemy.x + enemy.xspeed, enemy.y + enemy.yspeed etc.) in the regular Step event and do all effects of collision there, then finally add the movement values to the position for all objects in End Step (or not, if a collision was detected and you don't want to move).

Again, not sure how good/bad that would be, but it's probably how I would structure it and it circumvents the problem of update order.
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>>320488407
I think it'll work, though having a sub-frame reaction like that is kind of crazy.
>>
>>320487761
>>320487745
It looks kind of fun. The idea of it being Flappy Birds level of success is completely retarded. Doodle Jump already exists and (no offense) it looks like a far more entertaining/normie-friendly game.

With that said, I'd check out Doodle Jump for graphic style inspiration.
>>
>>320488924
Oh, I was wondering if they improved the performance. GM8 would choke even on simple 2D platformers.
>>
>>320489207
GMS is a lot better in the performance department. The UI is extremely ugly and dated though and it still has some retarded quirks that existed in GM8.

It's objectively better than GM8 though unless you rely on legacy functions that GMS dropped.
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>>320488976
Even though what you're suggesting makes more sense than what I'm doing, I want to keep all my player code in one event.
>>320488975
It basically would delay the enemies by 1 frame, no need for sub-frame reaction times. This would(hopefully) make it easier to dodge incoming enemies, but harder to dodge enemies that are retreating(which aren't hard to dodge to begin with).
Of course, this would make the enemy collision a little awkward(you would be hit by where the enemy was last frame instead of on the current frame), but I think the end result could be preferable. I'll have to change it if it gets too weird.
>>
>>320488407
What do you mean by order? If you mean the order events inside an object are performed, then:

>Create
>Step
>Draw

If you mean which objects will perform their create event first, then the priority is given based on which where placed in the room first. If you want certain things to occur before other, you can use variables or just "Begin" and "End" events.

Also depth variable has nothing to do with when code is performed.
>>
>>320489516
oops, switch those replies around
>>
>>320489584
>What do you mean by order?
I know the order of events inside one object, but I'd like to know which event is run first when dealing with multiple objects.
For example, if you have Object A(object ID: 1, instance ID: 0) and Object B(object ID: 0, instance ID: 1), which will run its events first?

>the priority is given based on which where placed in the room first
So it's solely based on instance ID? If this is truly the case, thank you.

>Also depth variable has nothing to do with when code is performed
Thank you for confirming that.
>>
>>320478643
Too late, already done by a /vg/ dev. Its on Steam, too.
>>
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>>320477908
>Where's your game you piece of shit?

I cant art.
I cant code.
I cant draw.
I cant model.
I cant write.
I cant music.
I can play video games.

I choose to play video games rather than fail at making them.
Besides, even if I were to make a game after suffering for several months, it would end up being downloaded ~50 times, and enjoyed by several people at most. Its not worth it. I can please more people by posting pictures of myself taking a shit, with less effort. Probably make more money too.
>>
>>320489516
not sure what you could do then if both want all the code in the same step event and the outcome you want. Exactly why don't you want to use both Begin, End and regular Step?

Either way, maybe drop player code in Begin Step and enemy code in Step? Or do everything in Step, but keep a copy of the enemy's last position values and compare the player against those instead of the newly calculated ones?
>>
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I am making a game in LIBGDX, how fucked am I?
>>
>>320489919
>>
>>320490028
Me too.

Be gentle.
>>
>>320490028
You are fucked Java boy.

Get into C and Assembly.

Same goes for all of you. Fucking coding in OOP garbage. For shame.
>>
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Yesterday you said tomorrow..
>>
>>320489919
game dev is fun if you make games you'd actually want to play instead of soulless cash grabs
>>
>>320478547
Doug?
>>
>>320489939
>Exactly why don't you want to use both Begin, End and regular Step?
It's a lot easier for me if I can just scroll(or use ctrl+f) to find the code I'm looking for. It's kind of stupid, but I prefer it this way.

>Either way, maybe drop player code in Begin Step and enemy code in Step?
I'll try that to see how it compares.

>Or do everything in Step, but keep a copy of the enemy's last position values and compare the player against those instead of the newly calculated ones?
That sounds pretty complicated for me. I'm not very good at programming and I'm also using the built-in collision detection which is based on current position and collision masks rather than variables that are easily modified. I don't think I'll try this unless the collision I program turns out to be really wonky.
>>
>>320490175
I'm learning C++. Can't really do shit yet. Baby steps.
>>
http://www.locomalito.com/

people like this exists,
makes tons of games that are cool retro inspired, release all for free.

why? he can clearly put these on steam for money
>>
I don't even fucking want to do it
I can't even remember how to multiply correctly
I dislike math
Fuck off
>>
>>320490341
If it's your first language, please learn Python instead.
>>
>>320490440
>Programming
>Math

Go back to Computer Science.
>>
>>320477908
It's a 2 players asymmetrical game.
One player is an anonymous employee in an office full of anonymous employees doing basic tasks and going on patrol.
The player's goal is to kill another employee designated randomly at the start of the game.

The other player is in a control room and has control over every camera, cameras are also equipped with a one-time-use poison dart, this player has to spot the anonymous player and kill him unnoticed (the company has a detoxification cell where the company guy can heal if he knows he's poisoned)
>>
>>320477908
desu I have an idiot proof game idea that would make me hella rich

i just need to learn how to make one
>>
>>320490280
Games I'd actually want to play are hard to make.
>>
>>320490508
Already know a lot of Excel VBA for work. Used to know some Delphi back in school. I know general programming syntax to the point where I can read SQL without knowing any of it, which freaked my IT/Analyst workmate. Still kind of want to learn C++ though even though I understand it has limitations.

What advantages does Python have over C and its family? Not opposed to learning both. I'll just focus on one to start if it will be more advantageous in the long run.
>>
>>320488276
everything

ease of use, cost, performance etc.
>>
What's the simpliest game mechanics for a game by far?
I'd like to make a game of my own, but don't want to start off with something that will take10 years to complete.
>>
>>320490904
There are no real limitations with any language.

The analogy would be that you'd be able to build a bridge out of atoms, it would just be easier with steel.
And luckily, someone has already made a steel girder in the Java factory, so you go with Java.
>>
>>320491228
Pong.
>>
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>>320477908
Can't code for shit. Is there a Codecademy for C+ or any other "gamecode" language?

at least I can draw ok characters
>>
>>320491228
if you're talking real games and not shit like pong, 2d action games like platformers or top-down shooters
>>
>>320491291
Fair enough, and I sort of thought that was kind of the case. Thank you for the input anon, I might look into it. I did download Unity to play around with to see if I might be able to smash out something simple to get an idea of its limits and whether it might work for what I want.

Where as with learning the C++ I did kind of know, and want to a degree, to start from that complicated base to give me a proper grounding. From what I am gotten into so far there seems to be an emphasis on memory management, which might be overkill to start. I actually started looking into graphical implementation with it today.

I think my problem is that I read Masters of Doom and saw how Carmack started from that ground up, and realised I didn't want to potentially limit my thinking with the crutch of having things that were easy by comparison. Which might just be too much for my human brain to handle compared to his machine one. But I won't know until I try.
>>
>>320491478
I mean the one regular people actually could play and enjoy nowadays. Pong would be too simplistic, even with storyline and good art.
>>
>>320491863
Yeah, that's what I meant. A platformer then, thanks.
>>
>>320491703
You really don't need to know how to code too much with most engines these days. They're practically designed for artists.
There's plenty of places to learn coding languages though, just google it and you can find some local classes
>>
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>>320491703
You can copy-paste and click your way to a game in Unity or Unreal Engine.
No coding required.
>>
>>320491994
doodle jump
flappy bird
any 2d shmup
>>
>>320491872
Since you can read SQL you've already got a feel for how 90% of languages work.

Keep with C++ but just remember it's simpler than what everyone makes it out to be; tutorials included.

Eventually you'll get to classes and inheritance and templates and then you'll realise they're all terrible and you'll be able to switch from C++ to C easily.
>>
Space ship crew management game/ftl clone. But based around being a dinky odd jobs ship living on the fringes. Not a roguelike or lite, if your entire crew dies you will just keep playing as your descendant having inherited your ship/equipment, or if you have none, than as the guy that salvages your ship.

Just finished getting the base systems done in a ship. Oxygen flow/loss between rooms as well as if there's a breach in the hull, character collision and movement, traveling between decks, a framework I can copy for having a crew member use consoles (power and door controls as a test), base ship and crew are designed to be loaded into the game as parts so I can easily add new art/ships/crew variations. Just a lot of groundwork really. Working supporting more resolutions and the options menu that goes with that at the moment, my old one was pretty basic since it just loaded what I wanted.

I'd post a screenshot but I have several times in the past and it doesn't really look impressive yet. Just a lot of placeholder art while I code, a scattering of RPG Maker sprites, oh and is in gamemaker.
>>
>>320491994
From most to least

Narrative driven games (less focus on gameplay, more on story like Undertale, Gone Home, TellTale games, etc.)
Endless runners
Top down shooters
Roguelikes
Platformers
>>
>>320492183

Really? That's awesome.
Which one is easier?
>>
>>320491994
>Pong would be too simplistic, even with storyline and good art.

I don't know. Imagine the concept of Pong, but instead of just some paddle, you are like some champion of earth wielding an energy shield in space. Deflecting back and forth some destructive energy ball. Pitted against another champion from another planet. When you fail to intercept, it hits earth and you see destruction and death, and the people blame you. When they fail to intercept, you see the same on their planet. Your two worlds must face each other on the whim of capricious galactic overlords, or gods or something. You are fighting to survive, but you must also destroy. Are you really a savior, or a monster?

I imagine the graphics being the two planets on the peripherals of each side. Your champions hovering their in space in front of them. Rushing and pirouetting up and down or side to side (whichever looks better), desperately trying to protect their home. Flames and wails rise up from the destruction planet-side reminding you of your failures or your victories.
>>
>>320492349
They are practically the same thing.
Unity has more tutorials for idiots, so go with that. On Unreal you have to deal with the manual instead of watching Youtube guides.
>>
>>320477908
doesn't exist. I like to play games... I have no interest in making them
>>
>>320492556
Probably for the best. Since I started working on mine it eats up all of my free time. It's fun making it but at the same time I was halfway through Zesty and really want to start TitS SC
>>
>>320492232
Thanks mate. Yeah things are slowly clicking with it. Probably slower than they should be given what I already know. That being said the book I am using is wordy as fuck and hard to concentrate on. Found some others to try so that might help.

What is the general difference between C and C++? I assumed C++ was an evolution of C, but granted I didn't really research that so I accept if I fucked up there.
>>
>>320492452
Pong formula has peaked when Windjammers came out.
Nothing will ever top that
>>
>>320491994
Watch this video https://www.youtube.com/watch?v=A-iTywTcmGA
Pirate the game and play it for a while.
Make a better version of it.
>>
>>320492986
There was a soccer variation of it that was game of the week on /v/ years back. Some flash game online, forgot the name. I remember it showed the flag of the people playing based on IP, making it a bit more feisty too.
>>
>>320492461
>On Unreal you have to deal with the manual instead of watching Youtube guides.

Just checking the relevant parts of the API documentation or comments in the code is much faster and easier than having to watch through some 5-10 minute video.
>>
>>320492720
Hang on I fucked up, I confused SQL with PHP, which means you probably know less about programming.

Just start with Python because it's super cool.
Hey look, it's a site that helps you learn.
https://www.codecademy.com/learn/python
>>
>>320493151
Not to a person whom I promised to finish a game without knowing how to code, by only copy-pasting and using the GUI.
>>
>>320493163
I actually do SQL and PHP for a living, and deep, fat SQL has functions and loops and such, the same as any programming language.
Its just that most people avoid using them unless really necessary, since there is a dogma about fucking with the database.
>>
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>>320492183
Unreal has this interface you can use for gameplay systems instead of programming but you can't make a good game in Unity with the default scripts.

You can make some use of the default scripts but at least learn the basics of programming so you can modify them to suit your needs. Same goes for Unreal desu, because the blueprints still uses programming logic.
>>
>>320493246
>by only copy-pasting and using the GUI.

That's not going to work anyway, you're not going to be able to finish a game without at least some basic understanding of programming (be it by using some visual tool like UE blueprints or writing actual code).
>>
In another timeline where I had the time and money to make it
>>
I'd love to make music for a game
>>
>>320493447
You can make a platformer in Unity without using any programming. I've done it as a proof for one of the old threads.
Just use the already provided controllers and stuff from the examples. When you need something, like a grappling hook, copy code from some guide that shows it.
>>
Does anyone use Construct 2?
>>
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I wish I had learned how to use those animator layer things cause adding to this shit is tedious as shit.

Luckly Im the only one making this shit..
>>
>>320492720
Not that guy but

C++ is designed to be object oriented. Concepts you'd see in other popular languages (Java, C#, really pretty much anything people use regularly anymore) like classes, objects, inheritance, data hiding, etc are all in the core language.
C is not.

If you're learning C++ and want a book, I usually recommend 2.
Accelerated C++ (even though it's outdated and the examples are boring) because it teaches C++ as an object oriented language first, and doesn't start by pretending it's C and then surprising you with classes and the STL later.
And I really like C++ Primer (NOT Primer Plus) by Lippman as a relatively cheap reference to at least most of the language. The current edition does pretty well about clearly marking what stuff is C++11 only which is pretty nice.
>>
>>320493683
Imagine what sort of code this translates to when compiled.
>>
>>320493163
Thanks I'll check this out. Anything else you recommend is worth checking out?

>>320493317
Yeah that was always a massive concern where I worked. Only the proper programing and development team got to manipulate the database directly. The analysts only got a test environment copy to utilise. Where as everything I did was Excel so I never had those concerns. What amazed me was how many of the analysts could do shit in SQL, but then not be able to read or understand simple Excel formula. Or VBA.
>>
>>320493696
C++ is designed for PROFESSIONAL PROGRAMMERS. Its hard to do properly. And if you arent doing it properly, you might as well do C# instead. Less effort, same results.
>>
>>320493553
Some guys in /agdg/ at /vg/ do. Ask them if you want to know more
>>
>>320493770
Thank god its only for the player character, and doesn't seem to cause any signifigant performance issues. Although I might still overhaul it once I muster up the shits to give
>>
>>320493696
Any recommendations for a guy learning Java? Looking to make simple but enjoyable games for Android that aren't full of micro transactions. I Just downloaded intelliJ, JavaSDK, AndroidSDK, set up the file paths, and I'm about to crack open Java A beginners guide 6th edition.
>>
>Make post
>No replies
>Again
Maybe I should just give up
>>
>>320493908
It wont be terrible for performance, but it would be a 2 page long list of declarations. Basically copy-pasta type code that I see newbies do, bots also love it.
>>
>>320493927
We are just preparing you for the inevitable.
>make game
>28 views
>13 downloads
>no comments
>>
>>320493829
Here it is. The 3rd best computer/programming book ever written.

Remember: Fuck C++. You'll thank me later.
>>
>>320494119
lol
>>
Over my years, I've come to realize that kickstarter and gofundme are just advertising tools.

There's no way Undertale needed a kickstarter to get made, it's so short and simple.
How did the Skullgirls devs lose all their money to fund Indivisible?
>>
I give up
>>
>>320493696
>Accelerated C++
This is what I was using now. It isn't so much that it doesn't make sense, it it just feels needlessly wordy, and hard to focus on. I'm getting through it, but I am expecting to hit a wall at some point. I'll note down that other book you mention and check that out tomorrow. Thanks for the suggestion and clarification mate.
>>
>>320493927
which post
>>
man why am I on this webstie

I have a job

I have a degree

I have a girlfriend

I have a house and a car

I have friends

People like me in real life

Women smile at me for no reason

It's only on this website the vitriol comes out of me, and I think it's because I'm surrounded by idiots trying to talk about video games here.

I'm not going to be here tomorrow. I've forgotten what I have in common with you retards, and I don't feel like remembering.
>>
put the game making shit on hold, learning to make my own 3d assets and shit now
>>
>>320494243
http://www.learncpp.com/

Better option.
>>
>>320494119
fuck c++ has always been the norm
>>
>>320493925
/v/ pls ;_;
>>
>>320494310
saved, mind if I post this tomorrow?
>>
>>320494310
You're here because all of those things have no more value than any of the words posted here.

They are both fleeting.

Happy programming.
>>
>>320494310
It's because despite all of that, your life is unfulfilled.
You're living the way society demands you should in order to be successful. It's time to break your shackles anon and reach out to the truth.
>>
>>320494310

See you tomorrow anon!
>>
>>320486012
>I will it give a try eventually
nice to know you'll never get around to anything
>>
>>320494119
not even john carmack programs games in C anymore (in before he doesnt program games you know what I mean)
>>
>>320494347
Already have that site saved. Just decided to start with the books first. Might look at that tomorrow then.

>>320494119
Duly noted.
>>
>>320493550
If you're working on anything else than some really generic and simple game, it's really unlikely that you'll find pre-made scripts which work exactly like you want them to and are compatible with each other for every single thing in your game
>>
>>320477908
Me and 3 other friends developed a mobile game after 6 months of dev time.
It is a fucking pain, especially if you are doing it from scratch.

Any r-tard can drop and drag resources in unity or unreal but you won't be successful. Also did an internship at a indie start up company, again video game dev is fucking aids and I advise anyone to stay away from it!
>>
Still learning ue4.
Spend half of day trying simple bind some hud action to button and turned out I can't use binds from input setting, but some other function.
>>
>>320494546
If you are a zero programming ability one man army dev, its really unlikely that you will work on anything else than some really generic and simple game.
Dont forget the context of the conversation.
>>
>>320494360
Better to get that into their heads younger so you don't realise you're adding needles inheritance on top of needles boilerplate.
>>
>>320494512
That is because he never found C99.
Also because Doom 3 is the Attack of the Clones of First Person Shooters.
>>
>>320494310
See you tomorrow
>>
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>>320494360
>>
>>320494310
See you later, lad.
>>
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>>320494451
>It's time to break your shackles anon and reach out to the truth.
>>
>>320494451
You mean reach for the gun?
>>
>>320494310
Deep down inside you, you know you're just a cuck.
>>
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>>320495257
>implying
>>
>>320494462
Have held up everything I wanted to try eventually. So fuck off.
>>
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finaly fixed this fucking bug. now you can combo out of a heavy atack
still got work on those animations
>>
>>320495326
So what? I have a degree and a job too, but at least my girlfriend doesn't cheat on me with Tyrone.
>>
>>320495449
No, she sleeps with Tyrone without even being your girlfriend.
>>
This thread always motivated me, thanks /v/
>>
>>320495569
It always reminds me that I've been getting into gamedev for quite literally 12 years, and I am yet to finish a game, ever.
>>
>>320495326
What a shitty cliché.
>his gf makes him meals
Not cooking yourself... disgusting.
>Payday
So you're someone else's workslut, nice to know.
>Drinking beer
lel, and he talks about healthy life.
>continous achievement
Top kek. No one will remember a pawn of society, no matter how much money do you make. Unless you leave a legacy. And that man will probably be his boss, not him.

Okay, enough sperging I know it's bait but I'm retarded enough to write some shit about it.

Now back to work.
>>
>>320495987
mad neet
>>
>>320496261
Nah, I'm more or less on the same position as >>320494310, except I'm finishing my degree. I just have a different life philosophy than the usual "succesful man".
>>
>>320490280
with /v/ there's an added problem of knowing what you want.
>>
>>320496441
You mean to say you are unsuccessful.
>>
>>320496571
It's way too soon to say that. You should try to be succesful too anon instead of shitposting on an anonymous imageboard.
>>
I can't decide what my character should look like, what do?
>>
>>320496773
I am a published author and developer, doing fine.
>>
>>320496921
That is usually a preproduction problem, you should make more research on what you want so you get a better image.
Yesterday I was checking this video out, pretty nice workflow.
https://www.youtube.com/watch?v=Rpj2J4tn4YI
>>
Right here, I've been coding it from scratch in C++

https://i.gyazo.com/e96ac47f8c77d270352b8b770d7852e0.mp4
>>
>>320496960
That's pretty cool, anon. I'll be there soon too. Best of luck with your future releases.
>>
I have no idea what I'm doing
>>
>>320496921
loli
>>320497507
>lego bricks
see you in court anon
>>
>>320497546
You're a joke.
>>
>>320497559
I'm not gay or anything but I kinda want to play this.
>>
>>320497923
You can play the old version if you want
http://gamejolt.com/games/archaeology-expert-dandy/31814
>>
>can't get motivated due to depression
>literally just be frozen trying to get myself to do anything

How does this even happen to me, how do I fix it
>>
>>320497624
n-no they're untrademarked building blocks

It's only one half of a level that's gonna have the blocks, game takes place in the imagination of a child with levels being split into 2 parts. In the first part everything appears as it would, but shit gets fucked up in the second part.

Not planning on selling this so I'm not that worried about legal trouble, me and my friend are doing this for experience/portfolio
>>
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>>320497559
cute
>>
>>320477908
>Where's your game you piece of shit?

A long time ago I used to be really into RPG Maker and the like. I was actually really good at spritework and level design, and I was pretty good with the basework of the coding, but had trouble with the intricacies of the advanced stuff.

Still, I was a quick learner and if someone explained something to me I picked it up right away. So when I was having difficulty getting the systems to operate exactly how I wanted to, I went online to the various RPG Maker forums, explained my problem and what I was trying to do, and asked for help.

I was told rather uniformly by everyone in the community to go fuck myself.

At first I thought maybe I had breached some sort of protocol, but no. They did that shit to everyone. Nobody was willing to help anyone, and if you weren't opening your mouth to suck somebody's dick over their terrible game then you kept your lips sealed. Everyone was just awful, and I lost the will to keep working.

So that's where my game is, OP. It's in that dark place where all shattered dreams go to die.
>>
>>320498227
First, realize that you're using depression as an excuse to feel victimized, so that you don't have to do anything.
Second, begin working.
>>
>>320480579
As long as it doesn't have VC's utterly fucking annoying "are you moving on your turn? RIDDLE THE CUNT WITH BULLETS" System.
>>
>>320498342
The RPG maker community is so bad that one of the guys who made RPG maker heard about it and said they were cunts.

I bought the new version of RPG Maker too. It came with a built in side battler system which is cool.
>>
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>>320486531
The order in which code is run is based on the order in which the objects were created, which is the instance id. When you add an object to a map an instance id is assigned. You can see it in the tool tip window when you hover over the object. When you use instance_create() it spits back an instance id that you can track in a variable or array. Or you can search for instances of a certain object type and add them to an array. If you wish to change how code is ran independently of the instance id number system then make a controller object that rolls through an array of stored instance ids and uses the with(id) function to apply actions to each individual object. Then you can rearrange/sort the array based on say something like distance to the player and the code will run in that order.
>>
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WHY ARENT YOU AN IDEAS GUY
>>
>>320477908

I have a 3 day weekend coming, so I'm hoping to make some progress by then.
>>
>>320498227
Realise that the best people in the creative industry are literally fucking insane. Give in to alcoholism and depravity and become the best.
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