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How's that game coming along, /v/?
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Thread replies: 68
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How's that game coming along, /v/?
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>>323124857
Great
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>>323124857
Wot game
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>>323124857

I was recommended to try and learn using gamemaker

and I found a tutorial series by this guy https://www.youtube.com/watch?v=tmbaWtQoLM0&list=PL78E2CCF8A865F426

Then I found out he made fucking Gunpoint and that is one of my favorite games ever made.

So, I haven't actually started anything yet because of stuff and things, but I actually plan on getting started tonight since i don't get much going on tomorrow.
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>>323125973

Fuck wrong link lol I am not learning gamemaker from Pete Townsend and unfortunately he did not make Gunpoint

https://www.youtube.com/watch?v=DN6dZWXUEzA
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>>323125973
Woah dude, Pete Townsend makes video games??

>>323126076
fuck. I wanted to believe.
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Fucking nowhere because I've yet to learn how to model, texture, rig, animate, and so on.
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3d platformer where you can play as many different animals with different attributes.
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>>323126176

Shit

At least you have art talent

I have all these ideas swirling inside my brain for characters, races, etc.

But I can't fucking draw for shit, at least not in a clean useful professional way like that. I like to make weird drawings sometimes.
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>>323126276
heres the newer one i meant to post
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i did some gms tutorials and actually learned some useful things
feels good
if i keep learning at this rate i could probably start on the actual game in a week or two
assuming i don't spend too much time fucking around with physics and particle effects
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>>323126490

I understand the Space Station Silicon Valley aesthetic you are going for

but honestly when it's paired with high res textures like that it looks absolute dogshit. Like one of those joke unity games that Vinesauce plays.
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>>323126432
Just gotta practice man.
There's no easy way, shortcuts, or anything, you just have to keep on.
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>>323126176
If you can draw that well you can learn the rest in 2 days at the most, although it might take a while longer to make good looking animations. Look at some tutorials on youtube, modelling, texturing, and rigging won't take you long at all to learn.
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>>323124857
i suck at math can i make a game
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>>323126859
Yes.
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>>323126859
Yes. The math you need to learn isn't that difficult either unless your reinventing the wheel or doing something really complex.
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>>323126764

I have too many skills that I am working on at the moment to really focus on getting as good at drawing concept art as you are.

The time allocation just isn't feasible to me to add one more serious hobby in my life.

It's fine though, hopefully one day someone will help me with art assets and conceptual art in a project. If not I will just stick to drawing weird shit as a basis for conceptual art.
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>>323126707
good points. ill be playing around with the textures and geometry until it feels right. ill probably reduce the terrain geometry to match the assets
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>>323126859
>i suck at math can i make a game
Yup. The most advanced math you have to do would probably be looping through arrays. Something along the lines of "number the enemies on screen starting at 0. Starting at enemy 0 and continuing until the last enemy, check to see if the enemy is dead. If the enemy is dead, then remove it from the screen."
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Going pretty alright actually. It's more of a fighting game engine though where people can import characters and stages. Its basically MUGEN, but with a twist. I already got all the file importing and dynamic menus and shit done, now I'm working on the physics and animation controlling.

How would you guys suggest doing hitboxes? I was thinking making a script that triggers on every frame of an animation that generates a hitbox for that frame. Any better ideas?
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>>323126823
You're right, unrelated but not too long ago I watched a tutorial on Zbrush to be able to learn to sculpt properly, and it was actually so simple.

The problem is that I have such high expectations of myself, I want the things I create to look exactly as I imagine them to be and I know that it'll never be the case, thus making me feel unsatisfied.
There's also so much to do.

But you know, it's not like I have any other choice if I ever want to make something with my life.

As I said in that other reply, just have to keep at it.

>>323127074

You're giving me far too much credit m8, pic related is what I can make on a good day, and it's nowhere near as good as something you'd expect from a professional concept artist, or a professional digital artist to begin with.
Nonetheless I do appreciate it.

As for finding someone to help you with art asset, who know, the indie game scene did exploded, and there's a lot of people aspiring to become a game dev, I'm sure you'll be able to find someone with the necessary skills to help you.
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>>323124857
How hard would it be to create a RE1/2 like rip off?
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>>323127137

Yes, if you are going for N64 vibes, go back and study on Mario 64 and Banjo Kazooie and try to really understand what made them work for their time despite the early 3d.

Mario 64 is very basic, and abstract. It takes how the levels feel to move around in first before it considers how "believable" it is in a geometric sense. Don't be worried about making levels even slightly believable if you are really trying to make good gameplay.

Banjo is kind of the same way, Banjo is very vertical in a lot it's levels, which Mario 64 is also, but I think Banjo uses it better. Banjo uses it's limited space extremely well to create adventures within each level in my opinion.
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>>323127635
The graphics and animation are always the hardest to do. Programming it wouldn't be entirely difficult.
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>>323127680
im not really trying to mick any game or N64 in particular. but i do want to keep the levels simple and relatively clean

the adventures within each map is what im going for tho. Multiple layers and paths
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>>3231276357

Very difficult

There are so many clones of RE that have failed, because survival horror games are EXTREMELY hard to balance.

You have to take in enemy count, ammo count, camera placement, how players traverse the map, puzzles, etc. All while making it not too easy so that there is still tension.

Very very hard to balance.
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>>323127525

It may not be on the level of professional concept artists, but it's still pretty damn nice and you could really help someone out with your skills. It gets the job done.

Have you seen what early concept art looked like back in the 90s? A lot of it was like 14 year old middle school level drawings, but it it served it's purpose. Mainly because they were trying to get a sense of art direction rather than trying to make every little bit of concept art a masterpiece of technical drawing ability.
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>>323125610
Oh my.
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My *engine is coming along nicely, thanks.
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Any pixel artists available for a small ish adventure game?
Pic related.
The code is pretty much done, music too, just needs loads of data entry which we haven't been motivated to do cause there's nothing to look at without art.
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>>323125610
Can I be in the game anon?
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i literally just started today, calm down
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still working on the design documents because I don't want the next game to be a confused mess this time
also my GMS license was erased for the second time, I think there's a limit to how many times you can re-activate it and when I hit that limit I will be 200% mad. I should have just pirated the goddamn thing like everyone else
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I'm making a game that's inspired by Undertale.
It's called Undertail if you wanna know more about it.
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>>323127875
it's not that hard.
just give regen health.
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>>323133770
What is the game about?
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>>323134479
Google it. I'm creating it with some friends right now, and you can too if you wanna help. I already hired some artists, programmers, and musicians, and I'll be the story writer and main creator of the game.
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>>323126490
>>323126276
I have a boner for low-poly games, but please do something about the textures.
Other than that, looks really good!
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>>323132035
Go to /agdg/. There's a lot of them there.
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>>323134604
thanks, this is the kind of feedback i need, like the other guy said. do all the textures look bad, or a specific one? im thinking that you are referencing the triangular brown texture or grass, or both?
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In my game, ships can equip different weapons, and each ship applies a special behavior to weapon projectiles (i.e. in the webm, the projectiles split into 4 and then 2 in random directions). I'm unsure if I should have these special behaviors activate randomly (with different ships having a different % chance of activating), or manually with some sort of cooldown. Or something else entirely. I'm leaning towards the latter.
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>>323134826
I'll try them again, I see to keep missing the artsit crowd
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>>323135072
ship art is pretty cool
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>>323124857
I've just been doing a udemy course for unity that a friend got me. So far i've just done a number guessing game and a text adventure game. I'm about to start a block breaker game next. So i've just started trying to learn this shit.
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>>323124857
>unity
Yeah, I'm going to need you to eat exactly one hundred dicks, anon.
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>>323124857
I'm at work so I can't update the webm, but the last thing I added was the water system that causes plants to take water from the ground and if to much is taken no more plants can be grown.
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If I knew what I wanted to make, maybe I could progress, alas, no.
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>>323135660
dear god teach me your ways
I've been wanting to make a city sim for so long now but I have no clue how to do AI/pathfinding
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I had tons of work during the Holiday season, so I haven't really done squat in a while. But since my project is a Visual Novel I don't really think it counts sometimes.

>>323135660
I remember seeing this back when it was a bunch of white squares. This is great.

By the way, did anything come out of the Skeleton Army guy's project?
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I need some feedback for the setting I'm making

>game will be choice based dialogue driven adventure similar to any telltale
>set in a unnamed Mediterranean island similar to Cyprus in the near future undergoing ethnic tension between the Orthodox Greek majority and the Muslim immigrant minority
>the player is a high ranking Irish officer in a UN peacekeeping force

We're going with a theme of: 'the choices you make can affect entire cultures.' Basically, in response to your actions or inactions the situation could deteriorate into genocide or escalate into all out war.

Would /v/ play it?
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>>323136305
depends on how well you execute it.
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Is the bread dead yet?
accomplished this in 1 hour.
Unity is pretty good.
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Made soft body physics scripts for fun. If I just vertex paint this to a rigged and skinned model I should be able to make some nice jiggle.

I guess I'm in danger of becoming enginedev instead of a gamedev.
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>>323137339
It's shi-
>1 hour
Not bad.
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p good
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>>323138835
well, the graphic was stolen from google though.
So the whole process would only take 10 minutes if i wasn't a total newbie in unity and had to google for everything and spend my time watching tutorial videos.
In fact, there's not over 50 lines of code there.
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>>323137339
could have done that in gamemaker in about 20mins, m8.
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>>323139852
still gonna take me an whole hour just because i'm new to either unity or gamemaker.

Looking up for ways to do things in specific engine is always the pain in the ass.

Though, i'm just trying out unity and learning to use it.

I have plenty of ideas in mind, but far too ambitious to work alone.
I need to come up with a small apps-size game idea soon...
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I need honest opinions. I'm working on pic related. A game about suicide, where your objective is to end your suffering. Gameplay wise, you'll do shit inspired by old games.
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I'm making tons of shitty prototypes that don't go past the very basics, I really lack solid ideas and don't really know what to do with most of them.
It's mostly a technical wall but also severe lack of creativity
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>>323125610

You can reduce the ungodly amount of nesting by breaking the functions into more functions that are logically grouped.

More importantly you can use control flow (such as an early return; for void or return value where applicable, or inverting a conditional) regularly to avoid whatever it is the fuck you've managed to do a mere 170 lines into your class holy shit
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>>323127463

Not true, once you're getting invested in 3D you'll want to be pretty comfortable with all aspects of vectors and some understanding of quaternions at the very least

Vectors for 2D as well
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>>323137339

Good job. Continue on ahead
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>>323141206
You only need to understand how to use quaternions, not the actual math behind them.
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>>323126076
Gave me a good laugh
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>>323140532
...ok?
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>>323139391
What settings are you using for your webms?
Thread replies: 68
Thread images: 20

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