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How's that game going /v/? You are developing a game right?
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How's that game going /v/?
You are developing a game right?
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>>324341079
>unity
No thanks I'd rather learn a real engine.
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>>324341079
>You are developing a game right?
Fuck you, I work at my own pace
>>
I've been using unity for the past year. I'm a competent programmer and have a fairly good understanding of how to use scripts for most things instead of relying on unity's built in shit
The more I look at unreal engine 4 the more I want to switch over to it for my new project, but I don't know if this is just a 'grass is greener' situation

For anyone who's used both unity and unreal, which one do you think is better? Is unreal more competent on a technical side to unity? How similar are they to each other - does unreal use a similar component script system to unity for objects, or is it an entirely different way to think about how objects work?

I'm looking at making a 3D platformer, and comparing even just the tutorials available for unreal compared to unity, unreal seems to be capable of so much more
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>>324343956
>For anyone who's used both unity and unreal, which one do you think is better?
I used them both for very basic, intro level stuff. The major differences would be that Unity uses both C# and a version of JavaScript for programming while Unreal uses C++. Both engines build so much on top of these languages that you barely need to learn the languages themselves, just the libraries the engines come with.

Unreal also comes with a "visual programming language" which they call Blueprints. You can use this to entirely replace actually typing out programs if you wish, and for basic stuff I found it to be easier actually.

Honestly, both are enough to build a game. The advanced details and workflow of both of them don't matter to the average developer. They both offer a way to make a 3D game using slightly different methods.
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>>324341079
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>>324343956
I haven't used Unity enough but I think Unreal is easier to get into and start messing around straight out of the box.
Neither one is "best" so it's up to you.
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Using Construct 2
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>spend hours working out the mechanics of and then implementing a mana shield buff for my RPG
>get it working then realize i completely forgot to account for one feature i wanted to put in
>would have to either re-write everything or let it through without

I mean it works as is but it's just not perfect like what I wanted
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Did you remember to properly comment all your code so you won't get lost in it if you check it after a while?
>>
>>324346085
just fucking rewrite it
make your game the way you envisioned it
nobody wants to buy a half-ass POS game
>>
>>324346085
Rewrite it, it will take you half the time.
>>
Could I get in trouble for just taking Unreal Tournament 4 as a base point to make my game off of?

Even if I end up changing most things about it entirely, and only using it for a simple shooter base that will make the starting up easier?
>>
>>324346335
What engine are you using?
>>
Tfw making a game in rpg maker
tfw it all feels off
I dont know anything about game design. I want to show it to people but im ashamed i even made it really. and yknow i wouldnt know where to show it
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chrisatmas themed ski game that tries to be atmospheric but also has little "quests" to do akin to what you'd find in super mario 64/sunshine.

https://www.youtube.com/watch?v=3ktzBR9IWu4
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>>324346217
Code that needs comments is bad code, anon.
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>>324346217
>Did you remember to properly comment all your code so you won't get lost in it if you check it after a while?
Learned that a long time ago
>"I don't need to comment this, it's obvious."
Nope. Not 6 months later when you finally open the file again. I leave whole paragraphs in my code

Pic related. 8 lines of code 31+ lines of comments. Right at the beginning of the file. The rest of the code is relatively the same...I'm not forgetting shit.
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I want to make a game, but i dont want to code, I like it how in RPG maker VX you can do things. Its simple but its so effective. So no im not making a game because i hardly know english and i dont want another language
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>>324346574
It's not like I can write good code though.
>>324346528
If it feels off to you, you should rework it and try to understand what's the problem. You're being so vague about it there's nothing else I can tell you.
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>>324346984
It just feels a bit fast. It doesnt quite look right. I replayed it with a fresh mind recently and it just feels strange, Again, you need to see/play it to understand.
>>
I have ideas.

Im an ideas guy.
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>>324346816
>I want to make a game, but i dont want to code
Unreal Engine 4 offers "blueprints", a visual coding language. You basically string together logical nodes and the game will execute them at runtime. No coding experience needed really, and you could technically code entire AAA games like this.

Now you just gotta be able to make sound and art.
>>
>>324347136
Give me an idea
>>
>>324347260
That actually looks like something i could do, And im sure theres freeware models for stuff, And the same with sound
Im out of excuses
Shhhhhhhhhhhhhhhhhhhhhhhi
>>
how can i get fl studio? i can't afford the full version and i wouldnt be able to save my stuff in the demo- i just want to make some sweet muzak
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>>324346802
>not really sure about this try stuff...

Explains a lot.
>>
>>324347270
> mirrors edge-ish parkour system
> teleporting
> big open levels, kinda like dishonored but bigger


Took me like, 10 seconds to come up with that bby
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>>324346572
That looks nice. You don't have me sold on the gameplay though. SM64 worked because the stars to find were in small contained levels designed exactly for that purpose. Your design instead seems to be more open field.
>>324346802
Well, that's a bit overboard for me, but it's nice that you're thorough.
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>>324346217
I wish I did
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>>324347136
Wew
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>>324347565
>X but with Y
>Its like X, but bigger!
Are you actually a fucking retard or what
>>
anyone down for a casual collab? I can code maybe
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>>324347547
>Explains a lot.
I still know what I meant lol. The "try {}" block was added at the beginning when I wasn't sure the .xml file would be read properly. It does read properly and I intended on making an in-game .xml file generator should users want to make their own maps. Theoretically, these generated .xml maps would never fail and a try{} block is unnecessary, but I guess it's best practice. My only issue is that it covers most of the initial code.

>>324347626
>it's nice that you're thorough.
When you're like me and only work on your projects every few months when you have the time, you need thorough documentation
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>>324347868
> 20 secons idea anon

chuck us one of your ideas mate
>>
>>324348031
I'm not an idea guy, I can actually code faget
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>>324346816
>I want to make a game, but i dont want to code
>>
>>324341079
I sure am, but since I'm an incredibly anal perfectionist it probably won't be done till 2030.,
>>
>>324348212
Are you saying try unity? Thats what i did, went in, tried really hard, Went
"Woah, this is just.. Thats a lot of code."
And i still tried it, and then got way overwelmed because i was understanding nothing
I made a ball move, and that was it.
>>
Why are you so mad man?

I wanna be your friend, whats going on with you that you gotta be so negative.
>>
>>324347565
>Mirrors Edge, but with blink ability like in Dishonored
Yeah that's a gimmick, not a game. You better have some Star Wars level shit tucked into your back pocket. An idea you can give to actual competent directors to make shit happen.
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>>324341079
I've just started working on the trading menu and the first town that the player will be able to do something with. I've also started a blog for anyone that wants to follow the project more closely, https://projectstrategyblog.wordpress.com/
>>
Grahpics are very temporary (and really mismatched).
I was getting frustrated because I could not reproduce properly the movement system from pokemon until I realized that I don't really have to, in fact I don't even want to do pokemon battles.

It'll be more fun, rewarding and original to do something that fits the current limitations rather than just waste time and get bored as I usually do
>>
>same exact thread
>every day
This is the literal reason /vg/ was created.

The very reason.
>>
>>324346816

Playmaker is a plugin for Unity that operates similarly to Unreal's blueprints, but you have to buy it from the Asset store if you aim to use it for a commercial game. I have a very positive experience with Playmaker, so I personally recommend looking into it.
>>
>>324348579
have you even checked /agdg/?
This thread is way better
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>>324348590
Define commercial, I dont want to sell it for anything, I just want to make something and let people play it.
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>>324348691
this thread was better when it was created once a week. its been shit since it started being created once a day.
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>>324348415
>"Woah, this is just.. Thats a lot of code."
>i was understanding nothing
This is too bad. Coding isn't too hard. Maybe I lucked out by happening to learn it young, but it's just a way of writing instructions for a computer.
>do this
>check if this
>if it is do someListOfInstructionsFollows
>if it isn't do this
>while this is true
>do this
>from this unit, until this unit
>do this
>someListOfInstructionsFollows
>blah
>blah
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>>324348691
>better
I really don't care about it being better.

It's the same thread, day after day. That's a general, that belongs in /vg/.
>>
>>324348898
Its just a lot of things to remember. It gets really frustrating real fast when something stops making sense.
>>
>>324349016
>It's the same thread, day after day

>filename thread
>now that the dust has settled
>friday night
>game thread
>>
>>324347626
I do want it to be relaxing while also having some stuff to do. The video was last week when absolutely nothing was in the game besides terrain and the tiny village
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>>324348693

I'm saying you can pirate it if you don't have any plans to make money off of it in any way.
>>
>>324349543
So i CAN pirate playmaker AND assets and stuff, even music as long as i earn nothing from it?
>>
>>324349148
It's hard when you're starting out because there's so many little details to remember, but after working with it long enough and immersing yourself in the logic behind how everything is designed, it all falls into place. When you hit that point, planning, documentation, and especially learning major design patterns will help you keep everything together
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>>324349656

This is all morally wrong of course, but you won't get sued or anything as long as it is free. Same reason why ROM hacks and fan-games are generally allowed to exist.
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>>324349372
Just commenting about what I'm seeing. If you know you already have plans for things that work don't worry about it.
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>>324346217

That is not commenting properly
You should only add comments in areas where the programming logic isn't self explanatory and, were you to return to the code 6+ months later, you would forget how it worked were there not comments there

You do not need to comment self explanatory code like basic maths
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>>324349909
Thanks anon, u da best!
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>>324348898
Coding itself isn't too bad, but the fact that if you make one-seemingly reasonable desicion one time it can fuck you over six months down the line is very frustrating. Why even start if it could very easily be for nothing?
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>>324350074
I added nothing that I didn't feel I would actually need. I know by experience what kinds of comments I want in my code, and since I'm commenting it only for myself, I consider it commented properly.
We all have our styles. Following common conventions has a point only if we're working in a team.
>>
>>324350074
To expand on this. Your comments should explain why you wrote the code the way you did instead of what the code is doing. Usually it's pretty easy to tell what the code is doing, but difficult to understand why you wrote a particular method the way you did.
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Prototyping weapons now. This grenade launcher can shoot a ball grenade. They will only destruct once you release the trigger. You can also push the nades around the map with your character. my initial idea is to have a secondary function which shoots another grenade, and if they exploded next to each other, it's a more powerful explosion.

video https://www.youtube.com/watch?v=fZzMxNS660Y
>>
>>324341079
I'm trying to make a point and click adventure with a friend about a magical girl, her older sister with strange powers, and their mother, a psychic, and the artificial island they live on with an orbital elevator on it.

I want to work in the various powers they have into the game play, and I want it to have a kind of interesting story

But I'm wondering how much I should bother, because the fact that it's going to about them avoiding being tied up, or escaping, so I'm wondering if I should be bothering putting that much thought into it from the start.
>>
>>324350664
oh and ill be replacing the trees asap, i know they are shit
>>
I've never used any kind of music making software, but I'm going to have to for my game at some point.

If I just pirate something and put it in a game, there's no way anyone can figure out what program I used, and get back at me, right?
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>>324350412
>but the fact that if you make one-seemingly reasonable desicion one time it can fuck you over six months down the line is very frustrating
This is why comments exist. You absolutely will not understand your own code 6 months after it has been written. I have learned that the hard way. It is not difficult to say "This function accepts an Item object and returns it's Attack value in the form of an Int Array".

If you're talking about figuring out there's a better way to program your code 6 months later, welcome to legacy coding. There are entire jobs built around ensuring old, outdated code still functions the way it was intended to in the modern world. Your old, outdated code can still work as a functional game if you just roll with it.

The perfect program only exists as that one file you wrote a while back when you were first learning. It is elegant and beautiful, but that isn't how all programs are written. Your current project is a mess but it will work if you make it work. That is all that matters.
>>
i have an idea for a game i want to work on but i am trying to learn the unity engine first. would use unreal if it could run on my shitty laptop. looking for an anon to ask questions and hold my hand if that's ok.
>>
>>324350664
>trees
Heh, wouldn't have known they were if you hadn't said so.
I like the look of the ball.
>>
>>324351142
Don't expect hand holding from me that's lewd but if you have questions shoot them.
Most of the things you need to know can either be found in normal tutorials, or by googling "[unity/C#/C++] <whatever you want to do>".
>>
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It's coming along well. Finished the path tool for the level editor, and I implemented it in game. Along with a way to weld entities together. Will show level editor in next post.
>>
>>324351094
I already comment obsessively as a result of taking some classes in school that required it. That's not the problem. The problem is solving Problem A with code x, and six months later when solving Problem B you need to use code y, but surprise, code x and y are completely incompatible, but code x ties directly into Z, but you need code y for n and m to work, and so on. That nightmare scenario that is everyday life to real coders, I guess.
>>
how hard is it to make fast paced action games with unity?

is it even possible i hear unity is shitty, it can't even do turn based rpgs right
>>
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>>324351349
The path tool only took about two days to do. And it was really worth it.
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>finally got the base sprite down for a potential american mcgee's alice themed h-game

Even if animating's going to fucking kill me, I'm happy I finally made a version I was happy with.
>>
>>324351349
>>324351493
What's the path tool?
>>
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>unity
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>>324346514
Anyone?
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>>324351779
There it is.
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>>324351419
>That nightmare scenario that is everyday life to real coders, I guess.
It is. Welcome to the party. Modern programming is mixing two unrelated libraries with a hack that you'll tie into another library with another hack.

It's constantly mixing prewritten libraries together with your own shitty hack code to fix a problem that only came about because you were mixing prewitten libraries together with your own shitty hack code.

Gone are the days where you solve a problem from scratch. As Carl Sagan has wisely said: If you want to bake an apple pie from scratch, you must fist invent the universe.
>>
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>>324351774
The red dots connected by white lines. I have an image explaining it somewhere...
Shit I ran into a bug at the end of this gif
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>>324351142

is it okay if I put my hand on your leg instead?
>>
>>324351481
Don't blame the engine.
Blame the user.

visit
>https://unity3d.com/showcase/gallery
>>
>>324351349

What engine are you using for that?
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>>324352159
>>324351774
>>
>>324351870
I don't even understand what you're asking. Is UT4 open source? If it is and you're not planning to sell your product you should be fine. Regardless, check the license.
>>
>>324346514
No, they don't care. They get 5 percent after 50k though.
>>
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>>324351504
>starting to draw out concepts for scenes
>can't find any good size references for the ruins
>enemy model rips are nowhere to be found so i'd have to rip them from the game to get a proper size reference

Well shit
>>
>>324352448
speaking of which,
what's stopping me of subscribing to unreal one month before releasing the game so they don't get a share to my game's profit?
>>
>>324348524
Just think of your game as a ogre; add layers as you progress. Try to make it a compilation of simple things that come together to make a complex masterpiece in the end.
>>
>>324352159
Oh, I get it. You can drag any of those points and the path will stay closed, right?
>>
>>324352584
that's what I'm going to do, maybe this time I can make... something
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>>324352317
Well I am planning to sell it because f2p shooters have shit community, have a really cheap price, but not free.
And I think UT4 is open source.

>>324352448
Alright, starting off as a UT4 mod and gradually changing things and adding stuff until it's something entirely different sounds a lot easier than making a game from complete scratch.
>>
>>324348898
Writing your code is easy, but can be tedious. What the issue is when you have to go learn someone else's library that is poorly documented and implement that because if oyu don't you start from scratch.
>>
>>324341581
>that hobbyist bait.

>>324345497
My god blueprint is offensive to look at. I get that not having to use C++ is easier for some people, but I'm not sure why you wouldn't want to just learn how to actually write code.

>>324345716
Unreal is better for large projects.
Unity is better for smaller scale (read: mobile) development.

>>324346217
Please don't ever suggest that uncommented code gets used. I mean I know it does, but that knowledge makes it harder to sleep at night.
See>>324346802 He understands

>>324348492
Those look like some straight Banished assets there.
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>>324352273
MonoGame. It only handles input, rendering, and sound. It's a pain in the ass. It's basically making your own engine.
>>324352598
Yeah.
>>
>>324352571
The fact that your game was already made on their engine?
>>
>>324352683
Writing your own stuff isn't bad. I mean, use the stl but once you write a single math library, you can just re-use it for everything. One quaternion class is as good as another.
>>
>>324352765
yea.

Let's say i'm working in a team and don't need the "Pro" function of the engine.
And i took maybe 1~2 years to develop the game.
Then i buy/subscribe the engine for ONE user, then proceed to release the game.

Can they still charge me that 5% or not?
>>
>>324352762

I've used that one before, I ditched it after I realised it has near nonexistent skinned model support
Does that mean you manually wrote the cloth physics?
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Here is mine. Programmed in Javascript, jQuery, HTML5 using canvas. Graphics are temporary, GIF makes it look kind of shitty, but it is 60FPS smooth in real time. Don't really know what I am going to do with it yet, I have mainly just been building up an engine. Planning to add a coin collection mechanic next. Character animation was easy enough, IDK why so many indie games have shit animation in that regard.
>>
>>324352762
Neat, that's a good tool to have if you're going to try several different level designs.
>>
>>324352725
>My god blueprint is offensive to look at.
It takes some getting used to, especially if you're familiar with coding. You sort of have to find the "main node" and then work backwards to figure out how values are being passed into it and what actions it then triggers.

>I get that not having to use C++ is easier for some people, but I'm not sure why you wouldn't want to just learn how to actually write code.
Unreal has this interesting thing that allows you to mix C++ and Blueprints, stating that people who know code and those who don't can collaborate easily. C++ functions can be written in a way that allows Blueprints to overwrite and/or extend them. The example they give in the documentation is a function that creates some text that counts down from 3 (by default) and when 0 is reached the function (CounterTrigger) or something is called. By default this code changes the counter to display "GO!"

Using Blueprints you can extend and modify this function by changing what number it initially counts down from, as well as what occurs when CounterTrigger is called. You can overwrite this entire function with a blue print to instead show the text "START!" and have an object spawn.
>>
>>324353337
>IDK why so many indie games have shit animation in that regard.

Because it actually requires some effort to draw a sprite with enough frames to be fluid in 60fps
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>>324350945
right.
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>>324353189
Its texturing is enough for me. I don't really plan on using multiple UVs for one model.
http://gamedevelopment.tutsplus.com/tutorials/simulate-tearable-cloth-and-ragdolls-with-simple-verlet-integration--gamedev-519 IS the tutorial I used for the physics.
>>324353351
Yeah, there's a lot I can do with it. Since I have cloth physics I'm going to see about creating a rope with the path tool, and welding entities to it. It should be easy.
>>
>>324352725
You think I stole assets from Banished?
>>
>>324353595

I did like monogame/XNA a lot, if you're sticking to a purely 2D game then it's a very solid engine that gives you a significant amount of control (especially since you basically inherently need to know how to master it, right down to choosing when which draw calls happen)
>>
>tfw your ideas guy 'game designer' who watches extra credits like his bible has different ideas to you and doesn't understand that you need roadblocks in a partially nonlinear game with linear narrative
>>
>>324355806
Better then when I, a "code guy who can't art" teamed up with an "art guy who can't code" to help each other out.

He decided it'd be fair to swap code snippets for art snippets which were way too skewed to his benefit. I would work days coding a feature he'd want for his game only to get a few pieces of concept art for my game. In the end I helped him complete his game and then he just suddenly lost contact with me after sending me a handful of art resources.
>>
>>324356221

That sounds more like the two of you were making two separate games
which, if you weren't, that project was doomed from the start
>>
>>324356221
Rule #1 of any creative endeavor is to never trust an artist.
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>want to learn game dev
>Want to learn to draw
>wasted my whole childhood not pursuing any talents.
>Trying to find the time to nurture two separate skills while working my dead and job and going to uni part time.

How do I hold on to motivation? Everything seems to pointless.
>>
>>324358332
>How do I hold on to motivation? Everything seems to pointless.
Hmmm. No idea. Maybe kill yourself? dono lol.
>>
>>324358332
You really need to love it, Anon. You need to love creating things. It only comes down to that. Without passion, even if you did get a head start, it wouldn't make a difference. Because you would have just quit then as well.

Isn't there something you really REALLY want to make? You probably won't ever make that thing, but you can still get pretty close. There's something I really want to make. Everyday that I practice and gamedev I get closer. And it's worth it.
>>
>>324358332
>wasted my whole childhood
The only thing you need to pursue during childhood is fun.
>>
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6DOF AI is scary
>>
Actually i am making a game for a college project.
We had to remake a vintage game, I chose castlevania.
After 150 hours of work it could propably pass for a shitty online flash game.
>>
Wait why are there 2 of these threads? Am I supposed to shill in both?
>>
>>324360646
I guess somebody wanted to make some sort of point against the guy who complained about general threads going on /vg/

or something
>>
>>324360726
That's a great way to get both threads deleted though.
>>
>>324361532
maybe that was his whole plan all along
>>
>>324360726

Whoever posted the other thread is a fag who doesn't know how to check the catalog, this thread was made first
>>
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>500+ games you haven't played
>another thread

stop asking you faget
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>>324362780
What.
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Not really a game but I do need to get back into it.

omelette du fromage
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>>324364583

the jaggy shadows are killing me anon
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>>324364976
rip
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>>324364976
It's the viewport in Max. In Unity it's only slightly less horrific.
>>
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spent the day trying to make a decent looking day/night cycle
some of the grass is clipping into walls and junk but i can sort that out later
>>
>>324365418

It looks pretty, however if I may offer one suggestion I feel like the night time color palette should be much less saturated (especially compared to how it looks in pure light)
>>
>>324365132

the building design is rather pretty, it reminds me of ponyville but green instead of brown and pink
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>>324365572
You don't like moonlight? Fuck you
>>
>>324365645

Moonlight is pretty, it's just not a deep saturated blue
it's a deep desaturated purple/blue
>>
>>324365727

note how the pale orange color of the ground becomes a saturated orange midway between shifting from day to night and then back again, the saturation of the night ground doesn't match the naturally pale color of the ground in daylight
>>
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>>324365624
It's the store from the Dofus cartoon. Friend of mine was making a Joris model, so I was thinking of some kind walking sim, simular to that Adventure Time one of Marceline.
>>
>>324365727
In RL everything turns grey when it gets dark. Or blue.
That isn't as pretty as using a good dark saturated color.
Games can be prettier and more artistic than RL.

>Moonlight night in the far mountains, and everything is covered in solid snow
>That feeling when skiing so late in the evening
>>
What about actionscript for a beginner who has knowledge about Java? Just want to create a 2d game
>>
>>324366095
>That isn't as pretty as using a good dark saturated color.
You have much to learn about color theory

Saturation is not inherently better, there is a time and a place for everything and it is a skill to understand how to properly use color to create an intended tone/atmosphere. Saturated colors have connotations of being bold and energetic and while I don't know your game I'd hazard a guess and say that may not be what you're intending night mode to be. Desaturated colors are much calmer and more traditionally reflect moods associated with night time

>>324366361
Flash is dead for all intents and purposes, you're about 10 years too late on bothering to learn actionscript

If you know java (assuming you don't mean javascript) you're better off learning C#, there is a significant amount of overlap between them and c# is used for unity
>>
>>324365572
i tried saturation at one point but it makes the game really boring to look at
>>
>>324366524
Please learn about pretty colors. Color theory has several applications, the most obvious one is making palettes for objects.
Color theory for night/day transitions don't have to mimick IRL, it only have to make sense. The only issue is that during transition there could be objects that has bad tones for a few frames, or objects with unclear borders due bad object design.
>>
Following some tutorials I bought in that $10 Udemy sale. Bretty neat.
>>
>>324366525

If the art looks boring it's not necessarily because of the saturation but the lack of variety in colors or a lack of colors that relate well to each other

http://colorschemedesigner.com/csd-3.5/
Play around with this until you find something you like, remember it's good to vary the brightness/darkness and saturation of the different colors in the palette to create more visually interesting contrast between them
>>
>>324346574
Shitpost
>>
>>324366653

Did you just decide to ignore my entire post where I explained the psychological connotations of color saturations and didn't once mention anything about reflecting real life

I'll bite though, explain to me how saturated colors are inherently pretty as opposed to a balanced contrast range of specific colors that together convey the intended tone of a scene
>>
>>324366524
>Flash is dead for all intents and purposes, you're about 10 years too late on bothering to learn actionscript

Wasn't it just renamed to 'Animate' and remains the exact same?

Besides, I haven't seen any contenders for flash, with it's vectors.
>>
>>324367004
No.
>>
>>324367041
Yes, it's the exact same.
>>
>>324367004

What kind of game are you planning on making? It's more than likely that vector graphics aren't actually a necessity (and 3D models is effectively a 3D version of vector shapes in a twisted way of thinking)
>>
>>324366868
>explain to me how saturated colors are inherently pretty
They aren't. Use of color should depend on use.

>>324365418
Is actually a pretty good example. That night cycle can not be used as a extended gameplay enviroment with no modifications.
Its a 10/10 if its used for transition to the next day, as a animation.

But if it where the sole enviroment for the night, as a area to explore, there would need to be a way to contrast it, to keep it pretty.
Unless the goal is to have a very dark night area in 1 color.
>>
>>324367412
yeah, i'll probably have to find some sort of interesting light sources at night, torches and glowbugs etc
>>
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>>324341079
Did the guy who make this ever post his devblog?

https://clyp.it/fsgyv1bz

The game itself had this red bunny thing as the protagonist and the genre was side scrolling shooter if I recall correctly.
>>
>>324367716
Better idea:
If you have no light sources, enemies are invisible but have shiny saturnated eyes and shiny saturned weapons/claws/teeth
That and glowbugs.
Torches are cool, but its better to force the players to experience some cool fear first.
>>
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>>324341079
>How's that game going /v/?
>You are developing a game right?

I quit, because it was more annoying than fun, and in the end its not like I'll make money from it. Why bother if I isnt enjoyable.
>>
>>324347260
Are you putting controls on a character with out a player controller? I know the examples do it too but ever thing I've read up on has said to use a controller bp. Do you have a reason for doing that? I'm trying to make a 3rd person character switch to a over head commander style cam but I'm an artist following tuts so i have no idea how to get the possession to work properly.
>>
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>>324341079
Going well, i fixed a bug i thought was something to do with the networking but it was actually an error with the camera follow script i think, fucking hope its fixed at least

question, how do i go about trademarking my games name, ive heard buying a domain name is enough but not too sure, anyone done this before?
>>
>>324368680
You can put a tm on anything.
>>
>>324368747
yea but dont you have to pay a bunch of shit for it? was looking up and it was like 450 dollars to trademark a name on some sites
>>
I took half a year off from working on my game to focus on school.
I just started to get back into it, and fixed that bug that I was thinking about for 6 months. Feels good
>>
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>>324341079
I really want to make a small tier MMO where the art is made in fucking paint but the real selling point would be content and gameplay. 3 months for first accounts free then $3/mo afterwards. I want the game to have so much fucking content that it will take players years to discovery it all. You start off as simple nomads, poorly drawn of course. Work your way from sticks to swords. Eventually near the end game you have the ability to mutate or enhance yourself with cybernetics. Thus a war will spark between the fast evolving bioforms vs fast advancing cyborgs. All server side, no client side.

Sadly I don't know how to program.
>>
>>324341079
Going great! My friend, who studied "game design" at college, keeps making excuses for why he can't work on our game.

So now I'm moving on without him. Making a 2D platformer in order to learn Unity. While it's frustrating at times, it's still a lot of fun.
>>
>>324345980
I messed around with this when I used to have my Wii U dev kit. It's alright. I like it better than game maker.
>>
>>324370301
Why not just use a minimalistic pixel art style? Would take the same amount of time and at least look better than paint
>>
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>>324343202
Thats some good triangle work anon.
>>
Anyone have experience with an easy way of creating 3d models over a pre-rendered background?
>>
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just words in a box at this point.
hoping to have it finished by the end of the year
>>
>>324367743
pls respond.
>>
Going somewhat well.

Some people here will kill me but I am basically just doing a puzzle and dragon clone for PC in Java with libgdx.
>>
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>>324341079
tfw an artist and can't code for shit .... looks like my game isn't doing well..
>>
>>324352571
the sub fee is gone, it's free to download and use, but if you make over 3k quarterly from a game, you have to pay 5% gross
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