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Tell us about the game you're designing, /v/. Here's
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Tell us about the game you're designing, /v/. Here's mine.

>Adventure game, takes place on coastal summer resort town
>you play as a 20 year old NEET who is on vacation with his mom in summer resort town
>you can explore the resort town as well as the motel room you're renting and surrounding beach areas and woods
>the main quest revolves around a murder in the town, and you can choose to track down witnesses, look for clues etc. and try to investigate, or you can just ignore all that
>other things in the game you can do, you can go fishing, play volleyball, do various odd jobs for cash, collect money and buy things
>you can also gamble as a form of making money
>you can interact with characters and form relationships i.e. local hot bikini girls, take them to your motel and bang them
>you can also spy on your mom in the shower or watch her sunbathing in a bikini

I'm still not sure what level of eroge/nudity to include in the game. I want to include the max amount, but that will severely negatively affect marketing potential; although I doubt it will ever reach a completed stage that its marketable in the first place.
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>>331780118
You idiot, you're supposed to make the first post simply "How's your game going?" or some generic shit like that, then slip in your own ideas within the replies afterwards.

no one wants to read all that shit in your OP, even if it is green.
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It's PONG WITH GUNS and a spooky thematic.

There will be a bunch of game modes to play against an AI. There will also be LAN and splitscreen multiplayer eventually.
>>
>>331780118
Pretty much my idea as well, wanna work together?
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>>331780707
In lieu of an invisible wall to prevent players to go too far, I made this spider that eats you once you get too far.
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It's a platformer with stealth elements like hiding.
>>
>>331780789
that's creepy as shit. show footage of it eating you
>>
>>331781028
is the character called fedoraptor
>>
>>331780118
Better have a mom route
>>
>>331781231
No.
His name is Dexter.
>>
>>331780707
>>331780789
These actually looks pretty good. Are you planning to release this?
>>
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Meh OP, but fuck it I've been waiting for another thread like this on /v/ to get more opinions.

Left or right, which looks better?
He's supposed to be a Spy Guy Partner for my PM Fan Game, and I've gotten pretty even responses so far.
>>
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>>331781205
it's not done yet. The setup for triggering the eating event is all there but I want to have a cool dynamic with this guy here (see pic) every time someone scores a point. You're a skeleton fighting for the right to be chosen by death to become its champion while the loser is disposed of.

Say if the game ended 0-3, the losing animation would be different than a game that ends 2-3.

>>331781575
I'm aiming for greenlight. I would like to do early access to get a lot of feedback but it would make PR on here pretty hard.
>>
>>331781635
Right.
>>
>>331781693
just release a small demo fampai
>>
>>331781635
Left is just a Snifit short-changed on the "snout", go right.
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Mine is an open world online survival game with crafting mechanics and permadeath that IS NOT EARLY ACCESS.

Once I release it I'll be rolling on money due to lack of competition.
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>>331781819
I probably will once the basic mode against the AI works. All the much more fun modes would be in the paid version then.

What's fun with early access is that it lowers expectations while allowing players to steer the design process in the right way, which could be invaluable since I'm just an amateur.
>>
>>331780707
Physics look like shit.
>>
Metroidvania where you collect equipable powers that act as your action loadout. Load up on spells, but you're unarmored and less mobile. Load up on armor and weapons, but you're less mobile and have limited range. Load up on things like acrobatic abilities and you're highly mobile, but less powerful. Or mix it up, whatever.

Story is you're trying to bring sunlight back to a kingdom in a perpetual rainfall. Basically Comfy: The Game.
>>
shmup with randomized stages
>>
Do you guys like robot westerns? I've been thinking up a game where you've been betrayed by your bank robbing crew, and go on a path of revenge/getting a new crew together and taking down your backstabbing boss. But it would have a kind of scifi-trigun style. and be sprite-based and you would look liike kanti from FLCL in a western poncho
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>tfw can't wrap my head around C#
>tfw can only into art
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Trying to learn how to sprite and it isn't going very good (pic related) but I'm going to keep trying
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Mine is a 2D action game in which you are tasked with using a Jetpack to deliver packages around a futuristic city, all whilst trying to keep the amount of fatal collisions to a minimum.

It's called "Please Wear A Helmet"! (And I still have a lot to do...)
>>
>>331783513

What's your art like, I can only do the other way around
>>
>>331783513

What is it you're struggling with? Keep in mind it will take time to become proficient.

>>331783704
Keep practicing! My advice for doing sprite art would be not to go "freehand". Take a more methodical approach and plot each pixel individually until you get a bit more comfortable with it.

Also, Id recommend starting on a small scale. Try doing some 32x32's first and work your way up
>>
>>331783704
Look up selective outlining, hue shifting, and don't be afraid to use a lot of contrast in your darks and lights
You aren't pillow shading so you're already off to a way better start than most
>>
>>331783513
Just search around for tutorials, tips, and examples for anything that gives you trouble. I used to only know art and have no programming knowledge but with game engines these days it's easier than ever to get things up and running without extensive programming knowledge.
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>>331780118
your idea sucks and will never be successful, so stop now.

>implying you can program, do art, and music within a year or so
>implying that by the time you finish your game, steam greenlight will even exist
>>
i started off without any idea of what kind of game to write so i went from coding the main character being the dickass merchant that sells stuff in the final dungeon to the heroes to a complete rune factory clone where you rebuild the heroes hometown, except unlike runefactory/recetear/stardew the dungeoneering is going to be a hard ass rougelike (because that will be so much easier to code than a complete arpg)

anybody have any other nonsense ideas for me? i'm terrible at designing gameplay
>>
>>331780118
Sounds like a rip off of Frank's adventure.
>>
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>strategy game
>the overall goal is to survive for as long as possible
>you have to setup up production chains and keep them up so you can evolve your town
>have to defend yourself against an overwhelming force that attacks during full moons
>strategy will have a huge advantage when it comes to combat, massing a single unit will be easily punishable
>ai to trade, do quests for or fight with
>customizable units, specific unit upgrades, changing armor/weapons
>>
>>331783513
if c# is confusing you might want to try a shittier language like haxe that's 10 times as verbose. so it might help you understand some things.
>>
>>331785375
oh also
>you're a farmhand/mayor
>money is hardly important
>lots and lots of alchemy that uses mana (gained from farming/dungeoneering)
>alchemy needs lots and lots of crops/produce
because only farming for gold is such a terrible idea - you'd just farm one crop per season
>>
>>331785375

Let's see some screenshots or motion footage of the demo.
>>
does ANYONE know about the game "what if adventure time as a 3d anime"
>>
I'm making a game in RPG Maker VX Ace. A generic linear "save the world" type adventure with a focus on custom teambuilding.

Right now it's all altered scripts and vanilla sprites, so there's nothing really to show. It'll probably have an Earthbound aesthetic when I'm done because I'm horrible.

In lieu of a skill tree, your weapons & armor will reveal new skills over time and give you bonus points in each appropriate stat.
The equips will raise stats by percentages and offer level-up bonuses.

Every NPC and enemy will be recruitable, but recruited enemies will have permadeath and won't level up or equip items.

I'm studying ruby by taking apart Yanfly scripts and seeing how they work.

This game is going to be for people who like to see numbers go up, but not all the way up to 9999.

This is more or less a proof of concept game. Once I've got a full understanding of ruby I hope go on to make bigger and better.
>>
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Animal Galaxy
3d platformer where you play as different animals with different abilities. This is the most complete world so far. Rabbit Island. inspired by mario 64, space station silicon valley and Banjo. its more about platforming than collectables
>>
>>331781028
Raptor movement looks ripped from Jurassic Park on Mega Drive
>>
>>331785839
Everyone knows about that game.
>>
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Just some shit I've been making in RPG Maker for about a year now.
>>
>>331786531
>3d platformer that's about platforming
you're doing gods work son, keep it up
>>
>>331786531
Looks pretty neat.
I'd be happy to see this finished
>>
>>331786621
have you 100%'d it? Im stuck right now and have no clue what to do. I got all the snails and unlocked the bondage outfit.
>>
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2D RPG where attacks consist of playing different microgames.

You play as an astronaut who's reentry capsule is hit by a freak bolt of lightning and taken into an anomaly in the Bermuda Triangle. You wake up and find yourself on an exile planet called Arret, where different civilizations throw their freaks, misfits and Ne'er-do-wellers using the anomalies located on their planets. Hearing rumors of a machine that controls the anomalies, you set out on this strange planet to find this device to return home. until new game+
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>first person RPG with semi-turn based battle system
>inspired by Taxi Driver movie, but in magic realism setting
>explore the abandoned City streets, inhabited by insomniacs, ghosts, lunatics and losers
>>
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SeaWyrm.

You're mechanized deep sea nightmare that guards a water planet from the filthy human invaders.

I'm a bit uncertain of which direction I should take it in. Fixed everything and linear missions is the easiest to balance but it requires more story and mission design to make it interesting.

Quick and dirty single life roguelike with xp/skill/items and swarming enemies are probably another low-scope option.

Or a Geoscape/x-com large-scale strategic view with mission locations on a globe, which could be used for both a roguelike approach or a mission based approach but requires a large heap of additional code. But could give an equal lot of depth.
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>>331781717
>>331781850
Seems like the consensus is Shy Guy style.

I also got help from a wonderful faggot from /trash/ to help with designing my main villain.
Don't have a name for her yet though. In the past we've had Grodus and Blech, so I feel I should follow the suit of "Gross/Disgusting" being tied to the name, but nothing really comes to mind.
>>
>>331786576
Is that a good thing?
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do you have a video game eyedea yet /v/?
>>
>>331787754
Please don't use gradients like that. If you want to make shadows then make proper shadowed areas. If you want gradients then add them in addition to said shadow areas.
>>
Need help making a side scrolling game. I have very little experience with this whole process and Im trying to get my character shoot projectiles.


Heres the script i have attached to the actual projectile game object.


void Start()
{
GetComponent<Rigidbody2D>().velocity = transform.right * speed;
}


Obviously transform.right isnt correct cause it shoots right even if you're facing left.

Help?
>>
>>331787243
I second this.
>>
>>331788142
I get they're a bit gaudy, but it's just the style of Paper Mario.
EVERYTHING has light gradients to simulate shading. Also, there's this weird highlight rim that goes around inside a lot of the parts for some reason, sometimes being like 4 pixels thick.

Mario's got them pretty clearly in his hat and body, a bit less in his face. The metal enemies like Bullet Bill got it WAY worse though.
>>
>>331788236
Also how do i destroy the projectiles once they leave the camera view?

I tried using a box and quad collider with this script and it still doesn't destroy them

void OnTriggerExit(Collider other)
{
Destroy(other.gameObject);
}
}
>>
>>331788236
Get the transform from the player object
>>
>>331787724
not bad anon
>>
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>>331787867
Yes
No
Maybe
I don't know
Can you repeat the question?
>>
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I'm working on a typing system for my monster capturing and battling game. Essentially it's two stacked RPS systems.

Each monster has two types, one dictating their form, and the other dictating their moveset.

Battles are always 3 on 3. If you out-type your opponent in form, you get an extra 0.5 attack/defense. If the move you attack with also out-types them, you get another 0.5 to attack.

The system is intended to be easier to remember than Pokemon myriad of types, but complicated enough to make planning for battles and building a diverse team still and interesting process.
>>
>>331788780
Uh sorry I dont know what that means. What would I need to change from my original script?
>>
>>331784164
I love overlayed replays, especially on 'die a lot really fast' type games.

Looks nice.
>>
>>331787476
>undertale clone
>>
>>331783513
Best programming book I've read is Head First Java. You might be saying, but I said C#! but Java and C# are really fucking similar, and Head First Java does a really good job with basic Object Oriented Principals. I read Head First C# too, and it is fine, but it isn't as well written from a 'basics of programming' standpoint, and wasn't as fun to read. If you want, read it after, because the whole Head First series is pretty decent.
>>
>>331789227

Thanks! It's a great feature so I definitely wanted to have it in my game, was a little tricky to implement though but a lot of fun at the same time.
>>
>>331780789
Holy shit that's spooky, anon.
>>
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>>331789272
I wouldn't go that far
But yes I am a hack
>>
>>331789089
Your script move the projectile "right" at "speed". You also want to move it "right" at "-speed" ie. left. To determine which should happen you can use the variable for direction in your player object.
>>
>>331787567
Music? Hit me up broski
>>
>>331790664
Post your clyp.it pls
>>
>>331790754
https://nicholasgavan.bandcamp.com

Three vidya soundtracks on there
>>
>>331790430
so if scale x value < 1
transform.right * speed;

else if scale x value > 1
transform.right * -speed;


My issue with programming is the syntax. whats the exact way of getting the x value of the scale?
>>
>>331791039
Not my genres, I need future garage/2step, instrumental hip-hop, this kind of music
>>
>>331780118
it sounds like you actually got the idea to do some of these things irl on your fun mommy and neet summer vacation but knew you were a failiure so you manifested your dreams as a game idea
>>
>>331788236
Vector2.right
>>
>>331780789
this is unity correct?

visually on point
>>
>>331788236
You want the projectile to move transform.forward, and have the player instantiate it facing the direction he's shooting.
>>
honestly, its still in conceptual/in my head territory

i might experiment around with making the basic gameplay soon
>>
>>331785480
sounds fun as fuck anon.
>>
>>331791620
I have the shooting script targeting the prefab for the actual shot and the player for where the shot is spawning.

Do i tweek the transform of the Prefab or is this something to change in the script.

As it is now the prefabs are being shot into the background


public float fireRate;
private float nextFire;
public GameObject shot;
public Transform shotSpawn;

void Update()
{
if (Input.GetButton("Fire1") && Time.time > nextFire)
{
nextFire = Time.time + fireRate;
Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
}
}
>>
>>331789080
Is each type going to have melee/ranged attacks or what? If not, how does Mind attack?
>>
>>331781635
Have the one on the right be the default, while the one on the left is a mask he could put on for a specific move. Probably something involving poison or gas based on his appearance.
>>
>>331786531
How are you modelling the levels?
>>
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It's...pernicious
pootang pootang
"NO IM STILL AVIRGIN!"
>>
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Working on a watercolor shader
>>
>>331793387
Heron is a good bird
>>
>>331780789
that's way too spooky
>>
>>331793387
This looks cool.
>>
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>>331793991
>cool
It's not cool, you pleb.
>>
>>331785480
Man, the more I hear about your game, the more I wanna help with it. It sounds fun as fuck.
Need a musician?
https://soundcloud.com/dr-doomsday/sylvan-march
>>
>>331794106
Wrong emotion anon
>>
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heres a diff level / animal

>>331787243
thanks
>>331787383
thanks. progress is going well so far
>>331793241
its all in UE4. terrain is with landscape editor. meshes are with BSP
>>
>>331780118
Turnbased job based rpg with a battle system that keeps the player involved during battle. Done in monogame trying to get some green light love. https://steamcommunity.com/sharedfiles/filedetails/?id=600081415
>>
>>331780118
Gonna make a xuanhuan game with an alchemist trap protagonist who can't fight
>>
>play as a pally
>end game lucifer

wanna hear the rest of the plot?
>>
>>331797841
i mean lucifer is the last boss
>>
>>331797931
>>331797841
That's not that exciting then.
>>
>>331797978
well sure but what if i told you that there's a secret ending that makes the end game GOD?
>>
>>331798074
damn it i keep forgetting to write BOSS, end game BOSS.
>>
>>331780118
If you can make a better game than illusion, you will have untolds amount of money. Actually everyone would just pirate it
>>
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>>331797841
>>331797931
>>331798074
>>
>>331799212
well fuck you i'm not telling the plot then.You would steal it.
>>
>>331792543

If a creature is air-mind, it will only have mind attacks, which are essentially magic/psychic. Ranged creatures use projectile attacks, and strength have good contact based attacks.

Every monster CAN have basic attacks too, colourless, that have no bonus benefit. These would be like tackle in pokemon. probably should have mentioned that one...
>>
>>331787754
ohhh so that's what the Shyguy thread in /trash/ was about. neat
>>
Me and a friend have been conceptualizing something for a while.
Basically run of the mill turn based RPG with a basic run of the mill plot: the world has kindve gone to shit, so our heroes go on a quest to find the crystals, defeat the overseer (god, whatever we end up calling it) and save the world.
However our plan is to make our story a deconstruction of it. For instance, the quest itself has been done already in the story (i.e. the world has been restored/reset already, multiple times even). So what's the point of the quest? There is no point. If the heroes complete the quest and take the overseers place, another band of heroes will come along in the new world and do it all over again. "Why?" Because there can never be a perfect world, the oversees role is to maintain balance, so sacrifices have to be made for the greater good and something is always gonna be shitty.
Anyway, gameplay wise we were thinking active time battles, but with a party of 8 rather then 4. Basically all character would have offensive roles and defensive, so say a machinist's (or whatever class of character we call it. Basically a person with a mechanized prosthetic) weapon goes on the fritz, a character with mechanic skills can fix that immediately. Characters could also team up on single targets for increased damage or combination attacks, which increase in effectiveness as a characters affinity goes up with another (a la xenoblade chronicles with battling along side and heart to heart style scenarios to help build character and the world itself).
So yeah, shit like that.
>>
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>>331799953
>deconstruction
>>
>>331800050
Yeah, why would I even consider using that word here?
>>
>>331793387
How is this called? Hotline Miami 3: The Dark Descent?
>>
>>331799953
Sooooooo dark souls plot?
Don't worry, mine's with a cycle idea aswell/
>>
>>331799953
That's been done to death now. Try something new.
>>
>>331800268
>idea
Honestly, I have committed the sin of not playing dark souls. The idea was take the oldest story in rpgs, along with some of its tropes and basically try to put a spin on em. Either way it's an idea we both like.
>>
thinking of getting unity but there are two different versions.

what the difference? and why is the professional edition subscription based?

I just want to make a game and make some money wtf.
>>
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>posting ideas in a gamedev thread instead of prototypes

I stole them all and outsourced them to my employees :^)
>>
>>331800742
You can use the free one and even sell games with it until you make a certain amount of annual income, at which point you must purchase a unity license (professional edition) to continue to use the software. Also, if you have multiple members on your team that use Unity, all of them must purchase separate licenses.
>>
>>331800489
as a fan of souls, my game is kinda inspired by souls(and shovel knight/castlevania).
The problem is that it's only an idea so far becuase only recently i got into coding and all i have right now is a mocing circle and platforms/their detection.

Also the souls games aren't even that good, they're praised for being hard and having good lore but in reality, it's just memorizing move sets and the lore is told so vaguely that you have to read everything online. The combat is just attack dodge attack and the level design gets crappy after you beat 1/3rd of the game.(it's even worse in the second game).
Anyway, i'd rather play witcher than dark souls.(but that's probably because i just can't)
>>
>>331791620
Tried doing this but I still have no idea how to reference the direction your talking about.


Instantiate(shot, shotSpawn.position, shotSpawn.rotation);

is how i have it
Again Syntax is my greatest challenge in programming
>>
>>331800489
>Honestly, I have committed the sin of not playing dark souls.
>playing AAA titles
why are you in here?
>>
>>331780118
>Game developer and designer

>Working with three teams on Unity titles
>A VSHUMP
>2D Platformer
>3D Mah Souls

>Teaching myself Unreal
>Fucking hate it
>But that level design and lighting
>>
>>331800985
shotSpawn.rotation is where the magic happens. You can just hardcode a rotation in there based on which direction your player is facing, or if it's a top-down game or something you can just plug in the player's own rotation there and it should do what you want.
>>
>>331800912
>if you have multiple members on your team that use Unity, all of them must purchase separate licenses.
seriously? thats ridiculous.


and how will they know you made any money with it at all?
>>
>>331801139
keyloggers
>>
>>331786531

The animal you're playing as seems microscopic compared to what's around it. It looks fantastic, but maybe increase the animal's size?
>>
>>331801229
please be joking

>getting ready to delete that unity installer.
>>
>>331800872

>Implying any of these ideas are worth anything

Way to waste your employer's time
>>
>>331801325
i don't code in unity, i dislike unity for unclear reasons, and yes, i was joking.(sorry if i scared you :P)
>>
Hey all, looking for a fast input:
Is it cheaper to hire an flash dev or an HTML5 dev? This is about a text adventure game with some no fancy graphics, but simple buttons UI.
>>
>>331801494
>i dislike unity for unclear reasons
such as.

I'm also thinking about getting unreal, though that may not be as good for sidescrollers.
plus they want me to sign up to their website.
>>
>>331801560
dude. text based games are easy to create, just do it yourself.
>>
>>331790176
Reminds me more of warioware myself. and I fucking love that series
>>
>>331801123
Its a game like megaman. the shooting isn't fixed because the player can turn left or right
>>
>>331783221
Robot pirate/westerns are the bomb, family.
>>
>>331801232
good feedback. , ive actually scaled up all the animals after making this webm.
>>
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>>331801627
>>
>>331801627
>unclear reasons
i don't know myself that's why i said unclear.
>plus they want me to sign up to their website.
OH NO, ANYTHING BUT THE SIGNUP!
>>
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>>331780118
What do people think of dungeon keeper, how could we improve it?
>>
>>331780118

Sounds nice OP. I've always wanted to be a NEET.
>>
>>331801697
doesn't seem out of the ordinary, unless I missed something.
>>
>>331801771
There was nothing wrong with dungeon keeper 2, as far as i'm concerned, improve graphics but still keep them dark, think of a new storyline and that is it.
New rooms are always cool, but there's enough of them.
Enough magics aswell.
Maybe a better leveling system?
Champion mobs easier to find out about.(cus you had to build ridiculous things to get them).
MORE IMPS!:P
>>
As far as I can tell there's very little original ideas in here or innovation.
>>
>>331801697
gross
>>
>>331802007
got anything "original" yourself?
>>
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Still waiting for this, but it will never happen.
>>
>>331780118
You're a Teddy Bear fighting nightmares.
Every stage is based on the current nightmare you're facing.
You have some weapons at your disposal.

That's pretty much it.
>>
>>331802007

Fuck of Phil Phish
>>
>>331785480
>supply chain management
sounds autistic enough for me
>>
>>331802267
Suck my dick and choke on it!
>>
>>331802335
>>331802286
>>331802267
Now, let's not get angry, this thread is supposed to be mature.
>>331802206
I'd tap that, idea looks good enough for a shooter.(is it 2d?)
>>
>>331802267
No, YOU're a fuck of.
>>
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>>331802335
>>
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>>331801664
That was the original intention, an RPG and Warioware having an abortion
>>331801976
Unlike Steam, Unity doesn't tell you when it does these data collections, which quite frankly should be optional and told to you you from the start even if they're anonymous.
>>
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Been sick as fuck for a long time, no progress beyond what ive already posted.
>>
>>331802484
oh hey you know about steam stuff, so i have a question.
If your game gets published on steam(throught greenlight), does it earn real money or steam wallet money?
>>
>>331801630
I have the money but not the time. So HTLM5 or flash?
>>
>>331802436
It's a 2D beat-em-up, anon.
Not a shooter.
For now I'm trying to design the levels and try to make them more fun.
Sorry to disappoint you.
>>
>>331802645
stoners love this shit.
I dislike only one thing about this, the grass is too high/the character camera is too low.
Other than that, game looks fun.
Also, why can't you write code while sick?
>>
>>331787754
do you have a blog or something
>>
>>331802651
Real Money, you'll have to fill out a tax form though, which means giving Valve your SSN/TIN.
>>
>>331801675
Im really clueless

I just need to script shooting like how its done in Megaman
>>
>>331802759
You didn't(although when you said teddy with guns, i instantly related it to serious sam)

So it's something like megaman?
>>
>>331802651
Steam money, so you can buy more CS skins. Do you really think people can live off getting money to buy more games instead of getting real money for dev cost and rent?
>>
>>331802956
Yeah.
Except it's more close-combat, so think Megaman Zero instead.
If possible I'd like to implement real time weapon switching for some fun stuff.
>>
>>331803003
nice, always wanted to make my living by reselling skins.
Well time to publish undertale 2.
>>
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>>331802765
Yeah the green grass needs scaled down I agree.

Nothing to code at this point, just need to do level design at the moment to make trailer for greenlight. Been feverish and immobile, but been working too hard and needed a break anyways I guess. Progress soonâ„¢
>>
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>>331802793
Unfortunately no, I don't plan to post anywhere but anonymously on 4chan for the development.

Can't give Nintendo a target to C&D.
>>
>>331803174
nice, mind if i help with some ideas?(preferably on skype?)
>>
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>Unity
>>
>>331803475
you're in every thread like this, what's with you?
>>
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>>331803527
Ignore it dummy
>>
>>331803426
Well I'm not home right now, so maybe later, sure.
I'd rather discuss on Steam though.
>>
>>331803527
I'm not the same guy
>>
unity seems better for 3D pixels stuff but maybe I'll make a 3D sidescroller in unreal instead if that's easier.

so much shit I'm going to have to learn.
>>
>>331801771

See https://opendungeons.github.io/
>>
>>331803857
*2D pixels*
>>
>>331803527
its a meme, you dip
>>
Damn, there's not an ounce of talent in here.
>>
What's the appropiate resolution for sprites in a 2D platformer? Think something like Megaman X
>>
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Instead of handling a bunch of unwieldy, individual projectiles that were far too precise, I replaced the machine gun with an area-of-effect that damages your target if you can keep it in the circle. It only damages your current target to keep you from spamming it indiscriminately

I'd like to have the circle gravitate towards the target if you have a lock, making it a bit easier to aim. No visual feedback yet, either. But so far it's proven much less broken in the hands of the AI than the old gun
>>
>>331803696
i rarely turn on steam nowadays, besides do you even want any help?
>>
it's a puzzle game with moving blocks, I made it like 13 years ago and posted it on a forum that's now dead. now i'm trying to recreate it and have it be more modern, with some smooth animations, maybe even a scoring system...
so far, it's not going very well...
>>
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>>331804017
>>
Is your game 2d or 3d, op?
>>
>>331793746
Needs higher res images or a webm.
>>
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>>331780118
Where can I find good tutorials for sprite art?
>>
>>331799953
This is pretty bad. It's just a bunch of random ideas with obviously no consideration to how it will affect the game and/or story. Having 8 party members make it practically impossible for any decent character development (unless most of them are mute generics). And this many characters certainly wouldn't work with ATB.
>>
A Life is Strange style game (third person exploration with a focus on narrative decision making) set on the East Coast over a one month period that has a larger emphasis on the supernatural and mystery elements
>>
>>331799953
Nigga, make a fucking comic instead of a game if all you have is plot. Save yourself the headache.
>>
>>331791465
a-are you saying it looks good? This would be a first.
>>
>bullet hell topdown Mechwarrior game
>you choose between a Commando, a Hunchback, a Catapult, and an Atlas
>each one has unique perks and flaws in battle, like the Commando has radar jamming so it can't be swarmed by missiles
>your goal is to reunite your old mercenary crew and enter a new golden age of prosperity for your home planet
>you have to travel from planet to planet, finding the old members and fighting their new teams, then challenging them to 1 on 1 duels after which they join you on your dropship
>your robots are customizable to a certain extent: you can change weapons, with choices including lasers, autocannons, dumbfire missiles, lock-target missiles, particle cannons, and gauss rifles


Only reason I haven't completed it is because I'm a perfectionist and it requires a lot of spritework to make it look cool, and don't get me started on what I want the soundtrack to be like. Bullet hell games are easy enough to make, though. It's exciting to see it come together even in just a mechanical form. Game Maker is pretty legit for these kinds of games.
>>
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>>331805635
Please help me.
>>
>>331804292
That depends on what you mean by help.
>>
>>331806334
>and don't get me started on what I want the soundtrack to be like
What are you looking for?
>>
>>331803593
I'm firing up photoshop right now. how bout you keep posting characters?
>>
It's like Bayonetta meets Max Payne meets Tony Hawk's Pro Skater

Hang on, I got a video around here somewhere
>>
>>331804121
Anyone?
>>
>>331805635
the internet
>>
>>331808068
Whatever fits in the resolution, dumbass. There isn't any magic number. X takes up about 1/7 of the screen, so just take your window height and divide by 7 and there you go.
>>
>>331809058
Should I do it with fullscreen in mind and let the engine resize them accordingly then?
>>
>>331807664
I was thinking of doing a retake of the Mechwarrior 2 soundtrack, but in all honesty, I'm not good at doing music stuff. It may just end up BEING the Mechwarrior 2 soundtrack. Who knows. I'm infringing copyrights left and right here anyway.
>>
>>331804282
Maybe have homing projectiles towards whoever's in the circle? Just doesn't seem satisfying without it.
>>
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>>331807981
K, here we go.

I always wish I could show more of the mechanics in a 20 second clip, but this actually captures it fairly well, I think.

Kill stuff, be stylish, score points. Simple stuff, hopefully with a lot of depth though.
>>
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>>331809994
>>331809994
>>331809994
>>
I made a ball roll in unity.

It only took me 11 hours.
>>
>>331809994
Holy shit.
>>
>>331810513
That's what I said!
>>
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>>331807858
Try me bitch boy
>>331810348
you did it you're an official game dev
>>
>>331810348
Better than the people who did nothing. Now go make Kurazy Marble Madness.
>>
>>331810513
Thanks!

I think

There's a playable prototype out right now, actually.
>>
>>331809185
You would usually draw everything for the smallest possible resolution and scale it up. Scaling down isn't really standard, so it may not work with every engine. Plus, it uses more computer resources.
>>
>>331810742
Thanks senpai
>>
>>331809994
Oh hey, it's you.
Haven't seen your game in a while.
How's it going?
>>
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>>331780118
Why would locals tell a NEET tourist anything to do with the investigation?
>>
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>>331809994
That looks like a proper, functioning vidya game, son.
>>
>>331811020
Well, thanks!

First level done except for the boss fight, I've started implementing the next weapons (right now it's Kikaigui, and generic armor-based attacks). As always, lots of mechanics tweaks, some of which are the rarest kind: genuinely original ideas (melee combos can refill your ammo to allow you to skip reloading, discarded magazines can be thrown as grenades), though most are stolen from whatever action games I'm playing, same as always.
>>
>>331804282
CUM HISTORIA
>>
>>331811259
>melee combos can refill your ammo to allow you to skip reloading
Shit nigga, that's good
You can also abandon the concepts of ammo entirely and just run with infinite bullets, but this forces the player to mix it up, which is nice.
>>
Ok so I have a bunch of development tools and shit that I can learn in probably a month or few, I already have the idea story characters (main ones anyway) and so-on, where the fuck do I start. Should I learn unity?
>>
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>>331810550
I accept death
>>
>>331811585
Thats it Anon I'm calling your mom
>>
>>331809558
Yeah, I plan on adding stuff like tracers, muzzle flashes, and explosions on the target. I've been neglecting graphics for the most part
>>
>>331809994
I knew what it was just by reading your description
>>
>>331809994
Multiplayer?
>>
>>331810624
Link to that ?
>>
>>331811456
Infinite ammo makes the gun sort of OP and kills the pacing (though at armor power 8, the player won't deplete his ammo if he does locked-on auto aim shots), but the player DOES have infinite ammo to avoid resource management being an issue, so reloading is sort of the thing.

But again, hold reload to remove the mag, then press shoot to throw it, it grenade-explodes with a size dependent on how much ammo was in it when you did so. Plus there's a timing-based active reload system for enhanced ammo on the mag refill. So skilled players will hopefully find that reloading doesn't totally halt combat momentum if you're playing gun-heavy.

Granted, it's not as good as Nelo (where you can melee through the reload animation) but I thought magic reloading was a good trade-off for allowing the player to periodically use the gun mid-melee without the reload killing the combo.
>>
rate my idea:

the dwarve fortress version of 2D fighting games.
>>
>>331811729
Not at the moment.

Originally it wasn't planned because online is hard, but I MAY have to learn it and set the game up for it anyway to make use of UE4's DemoRec functionality (I want to include Halo-style replays so players can make and share combo videos with a free-moving camera some time down the line) and once I'm there, I'm not sure adding MP would be exceedingly difficult.

Not that I have any idea what multiplayer ML would be like.

>>331811804
https://funmanarmy.itch.io/mayhem-league
>>
>>331780118
>self insert fantasy turned vidya

Never change /v/
>>
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>>331806357
>http://pixeljoint.com/forum/forum_posts.asp?TID=11299
>http://pixelation.org/pixelation/index.php?topic=3467.0
>http://www.kyrieru.com/p/this-first-part-will-cover-many-of.html?zx=61c92990726e0699
>http://2dwillneverdie.com/tutorial/
>http://gas13.ru/v3/tutorials/sywtbapa_almighty_grass_tile.php
now if only I could actually apply those
>>
>>331812171
Thanks buddy!
>>
>>331811909
Nice, nice, I like it.
Maybe make it so throwing the mag has different effects depending on the gun.
Like one would just plain explode, other would create a ball of fire of some sorts that would keep the enemies in the air and so on.
Although this might be too hard to implent for now, so maybe you should focus on making what you have feel good when playing.

Anyway, i've been meaning to ask you what engine are you using.
>>
>>331809994
man, I'm surprised I haven't seen a Tony Hawk-style score counter in a hack and slash until now
this shit looks excellent
>>
>>331812437
Already planned; just as each weapon has its own melee combos and properties, each one is also its own gun, and comes with its own "grenade" (xCal explodes on impact, Rockechet is a fly-by-wire missile, Kikaigui is a proximity mine full of ninja stars, etc).

Each one also has its own special properties for active reload rounds.

Unreal Engine 4, BTW. Since I can't code, and the game is 100% Blueprints.
>>
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>>331793387
>>
i spent 6 months trying to come up with a good game idea and then it finally hit me

games are for kids and id much rather do something more productive with my time

and then reality set in that i spent 6 months doing nothing and have extreme social anxiety and depression and now im stuck in life as well

i might as well just kill myself
>>
>>331812636
Oh, neat then.
>UE4
Fuck, this probably doesn't help me, but thanks anyway.
>>
>>331812171
If you don't mind me asking, how long did it take you to get this far?
>>
>>331812797
What's wrong with UE4, though?

And/or if you're using Unity I may still be able to help you, even if I don't know the specifics of how it works (I gotta imagine they're pretty similar).
>>
>>331809994
My ONLY suggestion is to make the skybox different. The flat, blue texture is a bit bland. Maybe some cool sunset colors, or a cyberpunk city skyline at night?
>>
>>331812923
It'll be 2 years in... May, I think? Or it was in March?

I don't remember exactly. Close to 2 years, not sure which side it lands on.
>>
>>331813057
It's UE4's default skybox, with dynamic cloud layers, and the sky goes red during the boss fight.

I blame the webm.

Also other levels will have different skyboxes. The next level will be a city at night, for instance.
>>
>>331812745
That's not a very good idea.
>>
>>331812171
>Not that I have any idea what multiplayer ML would be like.
Maybe a score time battle like Tony Hawk.
What would be really cool though would be watching the players going full teamwork on the same enemy and pulling a dual cuhrayzee combo.
The first one is probably much easier to implement, since all it does is compare scores.
>>
>>331813091
Damn that's a long time, what did you start with first. I have an Idea for the handhelds and PC (Vita&3DS) so I want to know the best way to start with a micro single-player game in mind.
>>
>>331813210
Do you need a musician?
>>
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>>331813246
>>
>>331812960
Nothing wrong with UE, I just don't know how to implement animation cancelling when you're beating the crap out of an enemy and shit.
>>
>>331813246
why not
>>
>>331812729
looks edgy as shit
I like it!
>>
>>331813326
Actually I have 0 experience programming, modeling, etc... But I went to school for music and audio engineering. It's the only part of the game design process I'm comfortable with.

And even if I wasn't I'm committed to my 1MA status.

>>331813304
I downloaded blender and made the first weapon, and then the player model. Then started animating combos. Then got UE4 (at the time it was still monthly subscription so I wanted to get a few months' modeling work banged out first) and just started hacking together subsystems one at a time.
>>
>>331812729
Cactus?
>>
>>331813461
Well in UE, it uses a system called Montages which are complex multi-anim asset players and which can be configured to bypass the anim state machine.

For me, I just unloaded a shitload of my character movement stuff onto my anim state machine; I make heavy use of state-change notifying events to alter player states and input functions.
>>
>>331813695
I know this might sound really stupid but do they teach you to compose in music school
>>
>>331813724
Of course I couldn't confirm because 4chinz anonymity but someone claiming to be Dennis was in one of these threads posting something similar.
>>
You have 6 days to find a date for the beautiful solar flares that hit your home town every spring. Soft visuals, bit of a faded colour palette.10 romantic choices, 5 females, 5 males. Essentially a walkaround dating sim. At some point it's your little brother's birthday and you're asked to buy him a pet (dog/cat/snake/goldfish). By the 6th day, if any of the romance options have high enough affection to qualify for a date, they will come up a hill with you to watch the flares. Whoever had the second highest affection for you becomes a good friend.

On the night of the solar flares the world ends in hellfire and undead roam the streets. The visuals are thrown into sharp and harsh colours as your first taste of the apocalypse is fending off a walking corpse. Your romantic interest and friend, whoever they are, become your party for the rest of the game. You family is dead, except for the pet your bought your little brother, which has somehow developed supernatural powers. Together you must survive armageddon long enough to figure out what the hell happened.
>>
>>331813917
Not as such but my Music Theory III class was a composition class and I also learned some improv stuff in Jazz Theory II.

I also learned quite a bit about popular music composition in my Production I class (the entire semester was a single project to produce a two-track demo for a local musician) and my Electronic Music I and II, but those aren't really "music school" classes, they were more unique to the audio engineering program.

If you really want to learn music, though, skip school. You'll learn more via online resources and lots of practice, and school is expensive as fuck.
>>
>>331812745
>i spent 6 months trying to come up with a good game idea

It doesn't take that long. I've come up with ideas in a couple of minutes. If you can't think of anything you haven't enough games in the first place.
>>
>>331780118
Sounds like Franks Adventure: Incest Edition.
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