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How's that game development going, anon? Show us your concepts,
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How's that game development going, anon?
Show us your concepts, code, or better yet screenshots and webms of your game and get buttblasted when people criticise it.
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What's a good "middle ground" between coding your own engine and using something totally visual like Game Maker or Unity?
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Progress is slow, but it's getting there.
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not great man. i started to learn python 4 years ago and then took a 4 year break after reading the first chapter.
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>>323946094
>Gamedev
>Python

What were you gonna use? Blender?
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>>323946182
pygame or something to make some small shitty game for fun.
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>>323946236
Well now you don't even need to learn how to program to make some small shitty game for fun.

Use construct2 or something
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>>323944557
SFML library for C++ is good for 2D games. It's not an engine, but imports the functionality of a lot of things needed for making your own game.
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>>323944705
>zorgbrella
This is cool and cute as fuck.
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Say, what would be the easiest way to make one of those brothel management games? Is there a software that allows you to 'program' using a more visual interface?

I want to make a harem simulator where you can impregnate your waifus.
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finally migrating these fuckers from blender to unity today
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>>323944363
I think I will design more levels soon, so people can create more stuff in the game.
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This is kind of a weird retarded question but where the fuck does the Game Maker exe go when installed? It's not in the start menu folder and I can't find it with Windows search. i can only open the program by loading a .gmz file
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>>323948548
Install Everything to search all your files
https://www.voidtools.com

Isn't there a Game Maker folder inside your Program Files?
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>>323944705
Make the screen sway like in hotline miami and you have one(1) supremely nausea inducing game.

Looks pretty good.
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>>323944705
This has looked pretty cool so far, but can you tell us something about the long-term gameplay?
>>323947141
Essentially any visual tool will do. You will still have to write code, especially for a management game where you will have to evaluate stats and shit like that. You can't hope to get away with it visually only.
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>>323949471
No because I haven't really thought about that yet. You fly around in space and complete quests. I need to find a way to keep it interesting and not have it turn into Fetch Quest Simulator.

>>323949254
Something like this?
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>>323944557
Game maker and unity aren't totally visual though.
>>
>CTRL+F
>Code
>2 results
>No code

How I am meant to be an elite programmer when there's nothing to shit on?
>>
>creating neat web platform for games
>already have wireframe down
>shit at actual design work (ie logo design, color palettes, etc) and dont want to hire others for the time being
life is never ending pain
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Hey guy's I'm making a fighting game for PC, what do you think of this fresh character design concept art???
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>>323950225
I got you, buddy.
Let it rip.
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>>323950434
let's pretend I didn't forget the picture
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>>323950005
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>>323950386
Is it really yours? It's not bad. I can't into fighting games though.
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>>323944557
LÖVE

It's really easy, yet everything that appears in the game is done by your code.
https://www.love2d.org/
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>>323950386
shitpost general?
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Me and some friends have been talking about making a VN.

What do you code that shit in? Python?
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>>323950530
>Many fields
>Poor var names
>commented code
>var depth
>critical boolean set before rest of statement has succesfully complete

But the worst sin is

>braces not at the end of statements

>implying this isn't nitpicking
>>
>>323944557
>Something totally visual
Neither of those examples are totally visual, especially not unity.

>>323950530
>Uncommented code
JUST
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>>323944557
Scratch
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>>323950530
Not 100% sure of the language but looks OO, is that a protected or package private (fuck) method?
or is it just private?
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I fucking love javascript. wish there was a way i could create programs with it like c#
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>>323950005
fucking sick, you have my pre-order, just get a good soundtrack.

Puke bucket ready.
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>>323950530
this is java right?
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>>323950005
Ahh this is pretty neat.

But I think that anon mean some kind camera inertia, so the ship wouldn't always be perfectly centered on the screen.
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>>323951437
There's technically nothing stopping you from doing so.

JS has been repurposed enough from Web presentation scripting to "whatever the fuck you can shoehorn it into"

Just because it's not in an exe and you could easily fuck with vars, scripts, functions etc. doesn't mean you couldn't.
It's also a weakly typed piece of fucking shit
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I dunno where to go from here. I am mostly just doing it to learn Unity.
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>>323951708
No, it's similar, but the enhanced for loop is different in java, probably c#

>for(T t : C)
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>>323951013
You don't need to comment code really.
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>>323951949
>Not documenting public APIs

I would _love_ to work somewhere where a class name and method with its signature would be enough.

You can't trust retards.
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>>323951752
how can i do it though, what are some shit to get me started
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>>323944705
Put it on steam and have the god-tier soundtrack come with it. You have a god-tier soundtrack...right?
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>>323952227
http://www.adityaravishankar.com/projects/games/command-and-conquer/

He has Commando's in beta currently.
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>>323951752
Lol yep.
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>>323951328
If there is no visibility it's default. I usually don't bother with default or protected stuff, but the logic methods that Unity uses need all to be default.
>>323951708
C#
>>323951949
Actually, unless you don't plan to come back to a project, you definitely do. I often go through my own code and have to try to understand it all just because I'm a retard and don't comment.
>>323951847
>just doing it to learn Unity
But it looks amazing.
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>>323951949
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>>323951847
that animation looks extremely unnatural. Is the camera parented to the head or something?
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>>323951847

I know it's you, Alpha. How have you been?
>>
>>323951949
You should absolutely comment code all the fucking time. Not every line or every little thing, but you will NOT remember what line 2004 does if you return to project in a couple of months time for fixes or what have you.

I've gotten into a habit of assuming all of my code will be read by a retard so that helps me remember what I did.
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>>323952489
Yeah, I know its bad practice, because the bobbing would get sickening to look at. It looks cool to me, but it will get old.

>>323952584
Nope! Not alpha, sorry.
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>>323951949
almost got me
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>>323951752
weakly typed is a good thing anon
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>>323952707
This looks a lot like GUNSHIP's album cover.
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>>323952748
>Implying

https://www.destroyallsoftware.com/talks/wat
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Still toying with trying out different mechanics...
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>>323952707
moreso due to the run cycle. If it actually does follow a standard humanoid run cycle, you should make the camera have more damping
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>>323952818
I based on this aesthetic. The sun is based on an image I saw which probably took an idea from GUNSHIP. Thank you for pointing that out though.
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>>323951479
Thanks for your pre-pre-order!

>>323951732
Like this?

>>323952237
I'm afraid I don't. I'm even worse in music than I am in art.
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I never got past the concept art
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>>323944363
Literally started less than an hour ago. Only thing I've done is a character portrait. Is it shit?
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>>323953329
Damn, I really should check the webm before I post it.
Ignore that, it's trash.
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>>323953471
looks pretty neat
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>>323953329
I think that effect would look really cool if it only happened when taking off.
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>>323952748
weak != dynamic
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>>323953329
looks really cool, if you have a good soundtrack i'd buy it
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>>323953687
What effect exactly? The camera rotating with the ship, or the weird shader effects?
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>>323951949
You step away from that fucking keyboard right now
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>>323953079
I'll keep that in mind, I guess I already had replaced the camera though.
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>>323953712
>!==
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>>323953329
just make it a roguelike where the difficulty ramps up over time and you get items for quests. Don't even really need an ending.

also ship combat
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>>323953329
What engine or whatever did you use for this?
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>>323954080
LÖVE
http://love2d.org
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>>323952976
Looks fucking amazing.
Have a way to pick up the whole ball and shotgun it at a badguy.
>>
fuck gamemaker
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>>323953840
The camera rotating with the ship
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>>323953471
It looks like a Reaverbot from Megaman Legends.

I gave up on making RPG Maker games. Making games is a HUGE time sink, it can cost as much time as a part time job. I'm not going to spend all that time making a game just so some douche can say "hey, cool screenshot bro," because most people on these game dev sites just look at screenshots and don't bother to play the game.

If I'm going to spend the hundreds of hours on making a game, I'd want to be paid for it.
>>
>tfw i will never EVER learn how to code because of how lazy i am
>tfw i'm purely an idea guy and can actually whip up a decent soundtrack on your own
>tfw i have all of these cool concepts/gameplay/and story elements in my head for years and will never be able to see them come to life
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>>323954142
thanks boss
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recently designed a boss monster for something, how'd i do? is he spooky?
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>>323952748
only if you're a fucking pleb.
Loose typing is inefficient if you need to worry about memory and performance optimization. Not to mention you won't always notice if you are jumbling types or dont' want zeros if something is empty.
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>>323952976
Wow! Looks really good dude.

>>323953471
Looks neat

>>323953329
Make the effect happen on rocket launch and normal otherwise
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>>323954241
If you are just an idea guy, all you need to do is team up with a Programer guy who has no ideas :^)
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>>323954356
Looks lewd
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>>323954389
>If you are just an idea guy, all you need to do is team up with a Programer guy who has no ideas :^)

I have ran into a few but they're all working on "Their own game" at the moment.
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>>323954356
another pic, better view on his face
>>323954425
all my friends tell me my monster designs look like dicks
i guess im ok with that
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>>323954241
Programmers != idea guys

In fact, that's most peoples problem. They think they are one and the same. You see a lot of these threads posting visuals etc on engines created by other people.

Carmack & Romero is effectively programmer + idea guy. They should never be the same person.
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>>323954241
There's nothing wrong with engines like RPG Maker or Game Maker. Its just a lot of elitism from these "hard coders, assembly-masters"

You can't be good at everything.
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>>323954389
>>323954525

What's funny is that i'm fully aware of limitations. I'm not THAT idea guy that just says stupid shit like "I WANT A GAME WHERE YOU CAN FLY ALL OVER THE UNIVERSE AND ENTER EVERY BUILDING". I think i would pair rather well with a good programmer.
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>>323944363
Working on AI and pathfinding for the third time, i think i'm finally happy with the way its going.
Finally confident enough to build my own state machine and pathfinding system.
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After taking some advice from Anons in a previous thread, I decided I needed to up my game and improve my artwork. I had always know I'd have to do it anyway, seeing as I'm a programmer by trade, but after some helpful criticisms I felt that now was the right time.

Here's a before/after from my game's playable character. (Or after/before, as the image is the wrong way round).

In the game he has a Jetpack, but seeing as it's a separate object I haven't got round to updating it yet.

I'll post an animation in a minute.

Once again, criticisms and comments are always welcome!
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>>323953471
Thanks. I don't know, for some reason I'm really insecure about my drawing/ pixel art.

>>323954189
That's funny, an earlier design had a mouth that looked similar to that but then I scrapped it to make him look even less humanoid.
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>>323953441
C U T E
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>>323954812

editor view of the AI Gym
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>>323947813
Nobody responded to you, so I want to tell you that's looking pretty sexy anon.
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>>323954381
>>323954182
>Do it on rocket launch
The problem with this is that I want the "map" always to be straight.
Meaning that going upwards is always going north instead of east.
So if I were to rotate with the ship and then back, it would look really weird.
I'll try it out anyway, for you guys.
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>>323954819
That's some really nice progress, it looks good.
>>
>>323954808
Are you good at art? Miyamato started as an artist and literally became Nintendo's idea guy. I mean he is literally ideas guy, except he's employed.
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>>323954780
I have dabbled around in both and just end up running into a brick wall.
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>>323954356
Does he pop out of something/someone inconspicuous?
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>>323954851
>>323953610
Quoted the wrong post.
>>323954381
thanks.
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>>323954819

And here's one of my reworked animations. Again, Jetpack is missing from this image, but this is supposed to be "Flying".

And here is the old version for comparison:
(https://i.imgur.com/3NGqQMe.gif)
>>
>>323944557
Completely custom engine > sfml or something GLUT-like, in addition to your own engine, including fbx conversion > unreal engine\frostbite\cryengine > unity > gamemaker/construct > rpg maker
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My coder and I decided we just couldn't work together, so now I'm just making random free art for people to use.

I'd like to get back to making a game, but I might just learn to code something basic myself.
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>>323954989
>Are you good at art?

I wish and that's another strike against me. Most programmers are looking for artist.
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>>323954959
Thanks man, it's really nice to hear that from someone who doesn't HAVE to be nice!
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>>323954819
>Before or after
What was he thinks
>Wrong order
Oh. Looks really good then. A huge improvement.
>>323955021
Really like how his shoe laces change. Very well done
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>>323954780
Not to be that guy, but strawmanning is hardly helping the argument RPG Maker and Game Maker are the dreamweavers of the vidya dev world. WYSIWYG editors if for plebs, and if you ever want to make a protfolio to get into game-art/dev/pub/design they won't help but be a hinderence.

No one has ever asked to see more of the website I made in dreamweaver when I was 14, nor have I asked to see the shitty flash animation people have on their CVs
>>
I keep starting and stopping.

One of my big issues is I know how to code, but without art it always looks like "Blocks the game" which is insanely deterring. I always feel like I'm not making progress because I can't see it besides my debug systems to verify code is doing as it should.

Been working on and off on a D&D game. Less "Inspired by D&D mechanics" and more "Tons of different way to interact with objects that isn't really scripted" It would be cool to have a generated locked door thats made of wood that I can smash or burn cuz its wooden, but the sound/smoke may alert monsters/enemies from so far away. A player interacting with the world isn't that hard, but I haven't yet found a way to write a meaningful AI to do alot of dynamic behavior.
>>
>>323955229
Haha, thanks! I really should just mirror the image. I was being lazy though and just screencapped direct from Pyxel Edit (Software I'm using) rather than exporting them properly.
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>>323955124
How good are you with sound? Sound definitely plays a much lesser role in game development but I mean sound guys are still needed at companies. Story writers to.
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actually got around to starting this thing
buddy cops + portraits
changed tooth cop's attire around this time
>>
>>323954780
there's plenty wrong with them. But you can still make somewhat decent games with gamemaker. But lol, defending RPG maker as if you can make a decent commercial game with it. At that point you'd already have people hired to use/make something immeasurably better.
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>>323955350
Do you think the creator of dwarf fortress gave a shit about art or thought gameplay > plebery.

Could always create a shit game but be able to expose enough APIs to be able to build a 2D game out of informat provided.

Always start small.
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>>323955492
>How good are you with sound?

I used to work in a professional music studio and have some experience doing sfx for small budget films.

Unfortunately that was a long time ago.
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>>323955120
thanks , and sorry about what happened
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>>323955514
Personally not really my aesthetic (I know that sounds faggy) however it's certainly creative, and I'd say well done. I just don't really like the look of it.
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>>323955748
thanks comrade, i can understand.
just curious, do you mean the portrait style or the game sprites / tiles?
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>>323955021
that's really fluid, good work
>>323955007
yeah. it starts off looking like a normal person, then his big extendo-neck shoots out of his mouth and all the tentacles and shit burst out of its main torso, and im hoping to surprise players.
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>>323955926
They're just a bit creepy and I scare easily
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>>323955562
I like dwarf fort, but only with mods that let me actually understand wtf is going on. D&D is great cuz its a "semi complex" game but really is simple in the way its played because the ref just moderates shit to make it work. Making that digital ref is hard, and AI. But yeah, thats why I use blocks and really bright colors to represent shit.
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>>323950386
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>>323956048
if it's any comfort, they're goofs and mostly incompetent at being cops.
i also kind of take that as a compliment, i try to make things a subtle kinda creepy but nothing in your face.
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>>323954953
>>323954381
>>323954182
This is what it looks like. I personally think it's shit
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>>323955514
I think the resolution that the two in-game guys at suits your art style quite well, but when you enlarge them into the "higher res" versions, the jaggies make it look a little rough.

I do quite like the borderless one though. That could be an interesting choice to go with. IMO, it looks the best of all of them because it feels as though it has it's own "style".
>>
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fucking around with shaders, i think i did something wrong
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>>323956497
Well for what it's worth you probably have the most of a "game" of anyone here.
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>>323956473
it's an older sprite, but it's definitely something i still like to look back on, considering i'm not the best at spriting to begin with. i'll likely use it as his in-battle sprite.
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>>323955708
Ahh, that's cool. It was long and complicated. I wanted a 'simple' game and he wanted a sprawling, procedurally generated world with an AI driven ecosystem... all before he'd really coded the simple part. Couldn't win.
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>>323956497
what were you trying to do? Looks pretty hotline miamiesque
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>>323955350
Another issue I have with my "game" is that with D&D, you just say " i wanna do this this and this" but that becomes insanely complicated when you realize your player only has a keyboard or controller. Typing means i have to parse and accurately deduce what bad spellers/retard grammars are saying. I could do a expanding menu BUT then its slow and weildy. Without VR, I dunno if this will really be feasible as a game.
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>>323954942
ty anon :D
They're in, working fine save for one tiny bug that makes the breech of break open shotguns spin when you go to the modification bench. It's bredy funny, really.
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>>323956750
>the fucking bee
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>>323956446
try adding some damping to the camera rotation
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>>323956990
He's BEEn waiting for you.
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>>323956909
Is that MADNESS?
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>>323956497
I recommend adding more variance to the camera shake. It's kinda nauseating the way it is right now.
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Working on automatically generating navigation maps for enemies because I'm too lazy to build them all by hand. It's going.
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>>323956750
sounds like something I want
but I don't know shit about coding
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>>323956750
>>323955120
These are very nice, are you really giving them away?
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>>323957152
The best
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>How's that game development going, anon?
I'm stuck.

Now that I have most of my mechanisms working I need to add content. I've been forcing myself to learn 3D modeling but I feel like I'm burning out myself doing something I initially hate with a passion to begin with.
>>
Anybody need an idea guy who can also whip up a soundtrack,story and gameplay elements?

please respond
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>>323956909
FUCKING MADNESS!!!! YOU'RE DOING GODS WORK ANON. THAT SHIT LOOKS SLICK.
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>>323957297
>too lazy
nah man, automating manual work is A+
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>>323955120
I'm sorry but that butter knife looks like a Dildo.
>>
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>>323957318
The simple thing or the ambitious one? Because plan something basic first! You can ALWAYS add more.

>>323957349
I have a Patreon page which I update twice a month with some new creatures/assets/whatever. So yes, they are free to use for everyone, but there is a tip jar if people feel inclined to help me out.

>>323957359
The BEEst?
>>
Reminder if you're making an isometric action/RPG or 2D platformer with pixel graphics you are literally the cancer shitting up the market.
>>
>>323957717
i really like your style anon. i just wish i could program to work on my idea.
>>
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>all these positive comments about early concepts or gameplay

T-This isn't the /v/ I know !
>>
>>323957717
the ambitious , but I know , I'll start simple then I'll get to my bullshit "dream"
>>
>>323956446
Can I stay updated with this game somehow? Do you have a page or some shit to follow?
>>
>>323958081
I felt having a devlog was somehow demotivating. I'm trying out posting it in these kind of threads, and I like it so far.

I will probably make a devlog eventually, but till then just check out these threads and I might have something new.
>>
I dunno how to code, draw, or model. So really I don't have a game.

I have some music tho. Really really simple stuff though.

http://picosong.com/EKw8/

http://picosong.com/EKwt/
>>
any of you dudes working on a first person 3d game?

I don't have any experience programming but i'm going to learn. I want to make a Deus Exish title set in early 90s new mexico with fps/rpg/puzzle elements.

I'm thinking about just modding the dx engine and making a huge mod since i want to attain that old school UE feel. I have to learn somewhere.
>>
>>323958324
Alright, keep up the work though anon, it really is looking good
>>
>>323957837
That's ok. You don't have to buy it if you don't want to.
>>
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Sure, here's my schlock.
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>>323958379
sup anon, i'm basically in the same position but i do indeed have a few pages written for a game idea and story. Want to team up? The more the merrier if we approach a programmer/artist with 2 people as opposed to 1
>>
>>323958379
Nice LISA soundfont
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>>323958379
This sounds great, what do you use to make it?
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>>323958080
Whoa whoa whoa. Your dream isn't bullshit. Every game ever started with an idea. Just attack it in the right order and you'll make the process much easier, y'know? You can do it!
>>
How do I even tackle this. I always wanted to make a game but I don't even know where to start learning code. I'm 19 going on 20 in Uni, did a brief stint in Java and Visual Basic in high school junior and senior year, but we never did anything more complex than making various classes and shit. Can /v/ recommend a good starter language? I heard C++ was the industry standard, should I learn that?
>>
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>>323958624
>>
>>323958673
Well, I won't get anywhere just with myself, naturally. So I suppose.
>>323958689
For which one? Either way, I've never played LISA. The first is just basic things from FL Studio 8, and the second is samples used in the Sonic Franchise.
>>323958694
FL Studio 8.
>>
>>323958396
please respond bros
>>
>>323956909
>>323957205
>>323957554
You know, I was looking at the Memoriam section of Newgrounds and the first two oldest members were psychos. It was pretty creepy because I remember watching their stuff in high school.
>>
Rhythm RPG

Imagine a regular RPG but instead of menu-based combat it's a rhythm game like Theatrhythm
>>
>>323958698

I agree, and one thing to remember is that unlike most of the games we actually play nowadays, crafting games isn't a process that gets you instant gratification.

It takes a long time, and you have to go through some shit to do it, but persevere and you will get there in the end.

I was at university for 4 years, and then working in the industry for 2 years before I finally got my shit together and felt confident enough in my abilities to start my own project (Though I should stress that anyone can start earlier. If you don't have the confidence right now, just use the process as a learning experience to hone your skills.)

Don't be afraid of criticism, be realistic in your expectations, but above all never give up.
>>
>>323959086
Bro, seriously, you are another drop in the bucket of people saying they want to learn. Also your post didn't really ask for anything other than if they were working on an FPS.
>>
>>323959181
Mother 3 sort've worked like that, didn't it?

Except, leaning more towards Menus.
>>
>no coding skill
>no artistic talent
>just a guy with some ideas and no idea whether or not they're practical or interesting or fun.
>>
>>323959317
>Also your post didn't really ask for anything other than if they were working on an FPS.

that was my only question.
>>
>>323959394
I hate your type.
>>
>>323959181
didn't Before the Echo (formerly Sequence) do that?
>>
>>323959463
I hate my type too, would be nice to have some talent
>>
>>323944705
I'd play that anon
>>
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>>323959394
Tell us one of your ideas, anon.
>>
>>323959584
Gotta practice bro. Even 'born naturals' need practice.
>>
>>323959584
Sometimes you have to work towards it. Idea guys want everything just handed to them. Fix it.
>>
>>323959394
You can literally get a job as a Game Designer if you just learn how to format your ideas in to a design brief. I suggest you look up some examples, try writing one and pitching it somewhere you feel confident in receiving some critique about it. Try to avoid writing "Its like Minecraft but with Amiibo support" - explain everything like you're explaining it to a board of directors who haven't played these things before.
>>
>>323959662
It's like Minecraft but with Dark Souls gameplay.
>>
>>323958772
Go grab a copy of Gamemaker, Unity or Unreal and follow some tutorials on the web and on youtube.

Use these to start your programming journey, but be aware that there is so much more outside of these engines that you should eventually end up learning.

Go join some game development communities, don't be afraid to ask questions (even if they seem stupid) and keep your expectations realistic.

Try making Breakout as your first game. This will introduce you to:

Graphics
Player Input
Gameplay Logic (Collision detection + respons)
Gameplay loop (Lives + gameover)
Levels (Different level patterns)

Once you've done that, make something a little bigger. Expand upon what you've built by emulating games that already exist until you're confident enough to take on an idea of your own conception.

It's never too late to start, you just have to make sure that you do eventually take the first step.
>>
>Guy on my steam "Friend" list says he wants to work on a game
>Hey anon lets collaborate on one
>Nah i'm too busy finishing up my game
>Send me a demo
>It's a shit pixel platformer

o-okay
>>
>>323958929
Do you have any more music to share? I cant listen to enough of those two tracks
>>
>>323959806
The poor little idea boy can't piggy back off a actual indie game dev's hard work? Aw so sad for you.
>>
>>323959914
>poor little idea boy can't piggy back off a actual indie game dev's hard work?

I know how to program. I was just asking him to collaborate.
>>
>>323959394
Go and learn one of those skills. You don't need talent for either, just patience and discipline.
>>
>>323958929
>The first is just basic things from FL Studio 8
Whats the voice sounding instrument?
>>
>>323959584
Ideas are the 'sex' of game development. It's how it starts and everyone wants to do it and just be done with it, letting all their 'awesome ideas' to be handled by someone else.

You gotta carry and raise that baby, anon. It's gonna take up your life, it's going to make you resent it, but in the end it's worth while, and you'll look back at idea men like the plebeian class they are. Just practice, work and grind. If it were easy then it wouldn't be awesome.
>>
>>323957508
>goes unnoticed even in my blog
No but seriously what am I doing wrong here?
>>
>>323960507
Tell me what your game is about anon. I do like that you're shooting for a 3d game instead of taking the easy way out and making yet another 2d pixel shit.
>>
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>>323959394
I'm sure whatever team you point out everyone is full of ideas

You need to learn something anon
>>
>>323960507
Not being clear about what you want.
>>
>>323960507
It's too bland to look at. If you add some color and graphics people will probably start taking notice.
>>
>>323959842
Well if you insist.

http://picosong.com/EKFc/

http://picosong.com/EKFb/

http://picosong.com/EKFU/

>>323960306
Opening the Sytrus menu, you can select one called 'Gargling,' I believe.
>>
>>323957508
modeling just sucks, anon. Not as much as texturing and uvmapping though.

Just get a soda, put on some groovy tunes and power through it. It's how I get through, and my asset library is swollen with junk. Most of it IS junk, too, gotta liven up that stage and if I won't do it, nobody will...
>>
>>323958919
>>323958624
here's a demo too, why not stick just to webpms

https://mega.nz/#!GBkTFDQb!8bndBP4rvjUIqTqMCxU3YEyxiiKTj9yw31hY8p-_LGk
>>
>>323961031
>Dolphin porn
>>
Alright fuck it. I'm using rpgmaker, i know you'll all probably laugh at me but it's the easiest thing for somebody like me that has 0 modelling skills and no experience in coding.

If it's any good i'll upload it for free in about 2-3 years.
>>
>>323960507
I'm heading to bed, so we won't be able to have an actual discussion, but you should know that nobody has an easy ride the whole way through development.

There are bits we all enjoy, and there are bits we all hate. It comes with the trade. From what I've seen in your webm, your animation and modelling doesn't look awful, just a bit basic. Getting good takes time and practice, and you shouldn't be afraid of that.

Try making a plan. Set yourself a small, achievable goal for the week, and just make sure that you're always working towards something. Maybe take this weekend to figure out how you're going to put your various systems into an actual game scenario?

Anyway, have faith in yourself. You've already started which is far more than most other people, so it would be a shame to give up now.

As much as I may get shitposted, if you want to talk some more about this, hit me up with a message on reddit. /u/HandsomeCharles

Good night, and good luck!
>>
I'm making a new indie walking simulator with Python

Will you guys contribute to my kickstarter?
>>
>>323961252
add bread and goats
>>
How do start making things in unity
>>
>>323960652
>Tell me what your game is about anon.
Well It's a rune-factory game more focused on dungeon exploration, crafting and farming. I have a perfect view of what I want to do with the battles, adding elements -mana-like- and probably a system that relies on gauge to avoid spamming. But everything I just said is already integrated actually.

>>323960698
>>323960771
>It's too bland to look at.
Guess that's it.

>>323960807
>>323961221
Frankly this whole art thing is a pain. But I guess it can't be helped and I really need to learn that too.. pfff.

Anyway thanks, I guess that the next stage is just to get good at modeling and make my own assets or give up in the process.
>>
Welp, I'm giving it a shot, more like a hobby.

>pixel shit

Yeah, I know.
>>
what do i use to make models? blender? i want to make a ps1 looking low poly model, does anyone know polygon restrictions and how big the textures have to be?
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>>323961252
>>323961360
>>
>>323961582
gl to whatever you end up doing anon
>>
>>323961556
Why do you want to use Unity?

Not hating, just wondering.
Is your question "How do I start making things in Unity?" or "How do I start making games?"
>>
>>323961628
look up 'tutor4u' on youtube, their blender tutorials taught me more about blender than college did.
>>
>>323960793
these all sound really good, nice work. especially Haybale Haven
>>
>>323961031
also give me ideas to put in, I'll put anything you like
like killing muslims or other minorities
>>
where the fuck do I even start? I mean do I start with coding, and if so what language? Do I start with animation and rendering? Both? Neither? I just don't even know what to freakin' do or how to start doing it and I just know whatever I do is going to end up some spritey hipster-looking garbage
>>
>>323944557

literally unity
you can ignore the built in stuff and just write your own scripts for everything, but unity still handles the back end of how to render models and stuff to the screen
>>
>>323961629
gave me a chuckle
>>
I'm trying to make minesweeper in JS and its fuckin my brain up, I'm hopeless
>>
>>323961985
Thank you. I still feel I'm at that point where I'm constantly learning, but it's nice to be able to get to a point where it's not just random plinking and plunking of instruments. Or just placing new instruments over MIDI's and calling it a Remix.

Even though sometimes, Remaking songs like that really sounds nice, IMO.

http://picosong.com/EKyA/
>>
>>323962098
Start with programming in Java or Python to get a basic grasp, then move onto C++. Sprites are fine, as long as you put effort into them.
>>
Currently I'm working on a mobile game that fucks with your phone. Its been interesting learning what I am allowed to get away with. For example I have the villain of the game call you and leave you threats using the actual phone application. You'll also get push notifications like "I'm killing him right now. You could have prevented this" Also planning to have the game intentionally crash and replace all of your apps with corrupted versions although I think that one might be beyond my abilities and permissions.
>>
>>323961597
Looks nice. Try adding some more variation to the tiles though, and make the pots more distinct as they kinda blend together.

There's still plenty of people out there that like Pixels, don't worry!
>>
>>323961597
Try to improve the arm movement instead of simple moving back and forth. I like the weird ghost.
>>
>>323962550
Thanks! And yeah, would you recommend more details or cracks or something?

>>323962624
Yeah, the weird ghost is pretty rad. Also, I should probably do that because it looks sloppy as fuck.
>>
Did you remember to make sure the 2D elements of your game scale correctly with different resolutions and aspect ratios, anon?
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>feelio when I want to post but people will steal my idea
>>
>>323962546
Will the "victims" be names plucked from your Facebook friends list?
>>
>>323962904
Cracks, or runes and patterns and stuff. Take a look at Fez, theres some nice designs on the terrain there.
>>
>>323963056
I have always worried about this but have no idea how to implement proper scaling.

I know for funky resolutions I can just throw in black bars along the top/sides. But how do I make a 2x2 sprite into a 7x7 sprite without it being distorted?
>>
>>323963091
This. I want to parse ideas but I don't need someone taking my idea and then making a mint
>>
>>323963162

Oh shit that's a great idea, thank you.

I was also thinking about turning up the ringer and changing the ringtone to something spooky. Maybe that might be too mean though. In any case I'm not even sure if that's possible.
>>
>>323962312
Do you have a page anywhere that you upload all your music to?
>>
>>323963404
I have a soundcloud. Not sure how people might go over it here though.

Having a female Sonic OC as your posting name for said site is mostly the cause.
>>
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>>323944705
Honestly this is one of the few games I've seen that actually interest me.
>>
>>323961582
Well you need to create and map textures to your models but that's a bitch to learn. Either commission or solicit for a modeler and animator that can texture as well and you'll be good. Since you are still working on your game though, you can stick with placeholders.
>>
>>323963603
Thanks anon, I hope I can retain your interest throughout the development.
>>
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>>323963572
Found it anyway, keep up the good work
>>
>>323963825
Well I guess it's more now just a 'If the OC really bothers you that much don't go there' warning now.
>>
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Some of my vector artists went MIA. It's hard doing all the artwork by yourself.
>>
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I've been trying to recreate Persona 4's combat system in Python.

I have only been trying to learn code for a very short amount of time, p-please be gentle.

http://pastebin.com/azEJzVa7
>>
>>323963335
>how do I make a 2x2 sprite into a 7x7 sprite without it being distorted?
You can't. With those sizes you will always get distortion.
In more realistic situations you will have sprites big enough that when resized, whether through nearest neightbour algorithms (really should be the preferred choice) or bilinear/cubic ones, won't have noticeable distortion.

However, in general, the only way you can upscale a sprite without creating duplicated pixels is to integer scale.
>>
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>>323963672
Well actually I've been trying to learn for the past days to make some sort of low-poly or mecha style for an easy way out, but I got stuck on texturing which is what I'm starting to learn right now.

What got me was the whole shadowing/occlusion thing, I just can't get my head around it for now.
>>
>>323964230
I don't know P4 so I can't judge the maths and algorithms in there. But tell me, why do you print the player's health in the crit chance calculation function?
>>
how do I capture a video of my game and make a webm out of it?
>>
I kind of want to make a game that's essentially a fighting game using a Dark Souls/Bloodborne style combat system (weapon-based, stamina, dodge rolling, shields, limited magic, etc.) except instead of choosing loadouts/builds there would be multiple preset characters (i.e. a sword and board guy, a big axe guy, a magician guy) with their own strengths and weaknesses. I see the PvP communities for these games and there's almost always some complaint that comes purely because of the RPG elements, so I want to try and make a game where the core gameplay is there, but there isn't as much variance or host/invader advantage. Also probably remove some mechanics (backstabs, encumberment, etc.)

Thoughts?
>>
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>>323963335
>>323964268
There's a pretty decent article about dealing with sprites, including upscaling them properly, here http://www.fortressofdoors.com/doing-an-hd-remake-the-right-way-ffvi-edition/

>>323964605
The crit stuff doesn't really work at the moment, I just kind of co-opted an existing function cause I happened to also need to know the player health when I did a critread.
>>
>>323964601
I recommend posting in an appropriate thread on /3/ then.
>>
>>323958624
also my mail if anyone's interested in doing sprite work, b-move schlock preferred
>>
ive always wanted to make a game entirely in c++ and ive tried too, its just so fucking hard and tedious to make anything more than a text rougelike

what game engines could i use to make a checkers-like 2d game? i dont mind learning a language for it (no gamemaker please)
>>
>>323964230
Looks good, but it doesn't look like the crit is rolling properly.

In C++ you'd do something like

crit_roll = rand() % 100 + 1; //Rolls a random number between 1 and 100
if (Player.luck > crit_roll) crit = 1;
>>
>>323944705
This fucking awesome
>>
>>323964684
point allocation anon.

Everyone gets e.g. 100 points, weapons cost 15, good weps 20, etc. It allows more build varience and can be easily balanced by adjusting cost.

You can have different tiers too - What can people scrape together with 20 points? How OP can they be in a 200 point fight?

Have a premade mode too though, since its basically no extra work from the above idea.
>>
>>323964951
UE4. Just don't use blueprints for complex shit, C++ is better for practically everything more complicated than trigger volumes.

>>323965016
Yeah, the crit stuff doesn't work at all right now. I also need to re-seed it somehow, cause it does the first crit, then uses the same value for every subsequent crit, meaning if it crits initially, every attack afterwards will be a crit too.

I was thinking of doing a random seed with the system time as the seed?
>>
consider pic related

i'd like this function to work with 2 transforms, 2 vector3s, one vector 3 one transform, one transform one vector3

instead of writing all those overloads out by hand, is there a way to specify that the first parameter can be either a transform or a vector and the second parameter can also be either a vector or a transform? please send help
>>
>>323950005
Christ, it reminds of that "Birdeye" indie game. Interesting gimmick, but fucking horrible after 3 minutes.
>>
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>>323965202
forgot the picture
>>
>>323964951
I'm using SFML, it's pretty easy.
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