You working on your game this weekend, anon?
>>331991379
No, my glasses broke so I can't see shit.
I'm still deciding whether a motherly young religious anthro female cat with cleric powers would be a feasible party member in a world where most felines are thieves or con artists
>>331991379
Would you make a 2.5D game where it's overhead but has height factors (look at Pokemon) in Unity 2D or 3D?
>>331991379
Yes goddamnit I'm going to finish up my homework right the fuck now before going to work and tomorrow before work I WILL work on my gameor animating pornand some more on monday cause I'll probably be outside on sunday.
fuck you it's my business
speaking of business, i really want to secure my studio's name despite the game being nowhere near finished just because it sounds really cool to me
is the wilhelm scream copyrighted? i want to use it in my game.
>>331992832
same anon, I had an idea but apparently it's already the name of an animation studio
>>331991379
hopefully gonna do a lot of C# learning and conceptualising stuff, if anyone could give me honest feedback on this it'd be great, don't hold back - if there's anything that's ridiculously awful, do say so
https://docs.google.com/document/d/1CKJ9rVFXw43hKD6tBpBzdtMzDte8tmEnbd6mb_XMbxs/edit
>>331991379
Game development is boring. I moved on to writing fixes for existing games Durante-style. Injecting code is fun.
>>331993056
It is but its never been defended
And fuck you for even thinking about putting that shit in your game
Does anyone know how to make lights not add to each other, but "merge", instead?
Ask me anything about game design. I'm taking a break from my game at the moment to eat.
>>331992832
Copyrighting a business name is extremely easy to do. Go to this website and follow the procedure.
www.uspto.gov
Copyrighting other things typically are more challenging and usually require you speak with a lawyer.
>>331993056
According archive.org, its in the public domain. You can get most things in the public domain on this site.
https://archive.org/details/WilhelmScreamSample
>>331993816
Are you trying to do cel shading? Use cycle render and learn how to make proper shaders. Learning lighting in blender is also not really necessary for game design since the shaders depends on your game engine. (in other words, being able to achieve cell shading in blender doesn't mean you'll be able to achieve cell shading in unity).
>>331994210
how do I write/design good characters
>>331994882
A very loaded question. I really don't see how anyone can be incapable of making good characters (unless they end up making mary sues of course). I mean, you're exposed to characters literally every day of your life, assuming that every day you've done at least one of the following: seen an episode of a show, played a video game, read a book. If at ever one point while consuming media you've thought about how you enjoy a character, you're capable of designing a good character -- or at least a character that appeals to you.
Consider characters you like, think about why you like those characters, what makes them interesting to you. Or think of characters you despise and what aspects of that character's personality causes you to hate them.
Now this question can have a lot of meanings. If you mean how to design a character appearance-wise, think about how the character's personality would translate to a physical appearance. A good exercise for concept art is to draw your character or whatever you're drawing in under five minutes and then repeat the process over and over again but with different themes, like maybe one appearance with the scarf and the next time without it.
As with being exposed to characters, being exposed to writing will improve your ability to write.
>>331995763
I just can't do it, everything I do comes out too cheesy and I can't hit the midway between cool and realistic. I heard that a good character always knows what they want, and they should be written with their goals in mind, but when I come down to it, it's difficult to really write them towards that goal.
In terms of design, I'm completely helpless, even worse than writing. I have a cool vision in my head but then when I actually draw it, it just looks bad, if I try to add too much it just becomes overclustered and stupid looking, but too little and there's nothing to distinguish them as an unique character.
Should I finish coding the sprite renderer for my own engine or keep playing with pool ball physics in Unity
rate my oc
>>331996309
You're capable of writing a good character because you're capable of realizing what makes a character bad. Try doing this exercise: make an intentionally awful character.
Avoid listening to "advice" like "a good character knows what they want." No stories outside of fairy tales and primetime tv dramas follow conventions. Hell, the best English quotes are typically those which shit all over grammatical conventions.
>>331996939
I'll try do that right now and post it here, and see how it goes.
I really do believe in that quote though, I feel if a character has drive, they feel more attached to the storyline and their interactions with other characters are more meaningful.
I started learning whole unity thing some days ago. Got few ideas for games, but now I'm playing with basic things like movement,ui, interaction, to have some knowledge and scripts when I choose what to do.
>>331994882
I you have to ask you won't anyway.
Concentrate on something else.
>>331993314
Take drawing classes first, because nothing about it is really good in general. Start with propertions, I guess
>>331996676
4.5/CONSOLE
Is that neverwinter nights engine?
>>331993314
>>331997973
>start with proportions
no, start with lines, then basic shapes, then knowing how to rotate those basic shapes
I got a week free time and I did fucktons of tutorials and actually began to get somewhere. But then I didnt find time anymore and my skills began to detoriate instantly and when I get back to it finally at some point, I have to relearn everything. Fuck my life.
>>331998264
aurora, yeah
>>331991379
Probably not that much. I'm busy all tomorrow and Sunday is easter. I'll probably put in 4 hours and maybe plan out level 3.
>>331997973
>>331998290
I was considering doing that but then I realised it was kinda a waste if the game is in pixel art anyway.
Trued using Godot then I realized I'm bad at c++
Mistakes have been made
>>331998697
what is that abomination
>>331998880
Its a Venus Fly Trap that some rapscallions have glued googly eyes to
>>331998642
>he thinks pixel art doesn't require actual skills
if you're making pixelshit just fuck off
>>331998972
Stop with the hostility anon, I'm trying to say that stuff like proportions and light sources matter little when all characters are 64x64 in size. Pixel art is its own category which regular drawing skills don't apply to.
>>331996939
>>331997340
I tried
getting close to gameplay and AI being where i want them
then i gotta start shitting out characters and levels
Got content with GUI design, or at least its better than what I wanted it to look initially
Gonna finally make the tiles myself instead of using the pokemon ones
>tfw your game is greenlit
feels good man
>>331996676
Remember to add "refuse to help" options
>>331999361
What's involved with getting a game greenlit these days?
I'm getting the alpha streamed by a relatively big site soon so if I had a greenlight up and available by then that'd be ideal.
Does it still cost $150? Cause if so prepare your keyboard's "LMFAO can't afford $150?" buttons.
>>331999872
It's $100 and all I did was submit the game to Greenlight and let organic traffic flow with one post on a genre specific
I had it in less than a week. Make sure your icon doesn't suck.
>>332000320
thanks
No i take the weekends off to watch movies and actually play video games.
Are you making a cute game agdg? I sure hope so!
>>331994210
I can already write shaders.
The problem seems to be unity's lighting system. It looks like a shader does its work per light, and then unity combines it all and renders it.
I want to change the way that information is combined, so it's no additive.
Aren't there any games that do this?
>>332001124
Doom 3
I'm making a tutorial series that teaches you how to create games with LÖVE
https://www.youtube.com/watch?v=TUPbSJ5wF0k
I've made shitty Java games before, but I wanna start work on an SMT/Pokemon style monster battler where you can fuse/eat monsters.
Hand drawn art, if possible
>>331998697
Godot uses some Python-like language. You only touch the C++ if you want to touch the engine itself.
>>332001520
Are you sure? It's hard for me to tell, since Doom3's lighting is not cartoony, but this screenshots seem to show lights blending with each other
>>332002654
It was one of the biggest novelties and part of the Geforce 3 and Geforce marketing campaign.
>>332000895
I can't draw for shit so no
>>332000578
kek
>>331994210
>https://archive.org/details/WilhelmScreamSample
>The Wilhelm scream is a stock sound effect first used in 1951 for the film Distant Drums ... the scream is heard when a soldier named Pvt. Wilhelm gets shot in the leg by an arrow.
>>332000578
i've had this nightmare
Hit a bit of a snag then I kinda forgot about it since I started playing vidya instead of making it.
I should get working on it again, if I can bother learning more.
>>331991379
Will if I get a chance, Got 8 hour shifts next few days and 3 walk cycles to make for a class, will try to get some progress done though, will probabl work on my guard enemy with pic related as the basis
>>331992668
give her a great rock bottom story that made her change her ways to help kitties that were in her old predicament
I'll think about it and then do nothing.
>>332002226
I've read that Godot's not the best for c++ but I'd rather use it and waste some time rather than learning a single use language like GDScript
>>332004615
Same desu senpai
>>332001124
Oh sorry, I looked at your pic and thought it was blender.
>>332005865
Using C++ for Godot is completely unnecessary and only makes it harder for yourself. And programming languages are near universal. If you know one, you can very easily learn another. You're only wasting time NOT learning it and making excuses instead.
>>332005865
Have you even done anything?
>>332007060
I've downloaded Godot
>>332007143
You have taken the first step.
Now make the second and do the tutorial for a hello world game.
Then rest and let your new knowledge settle.
I made a menu for the game
but no game
back from vacation so i can start working on this piece of shit again. trees successfully bill boarded.
When it comes to a turn based game with button inputs like paper Mario or attack the light, would it be annoying for you to do button inputs for up to 5 or 4 characters in a single turn?
>>332010565
yes, but if it's earned (for example, if it's only on a hard boss) than it's okay.
Yesterdays progress, working on deferred lighting now
>>332000895
this isn't agdg you /vg/ina
>>332010565
Not really, because I would assume with that many on my side, battles would go much quicker and take less overall turns.
Yeah working on it now!
>>332000241
>less than a week
is Reddit literally all it takes? Mine's been in purgatory there for over a year now.
>>332012349
is a game about pokemon ?
>>332007461
I did it. I did it and I did it.
Also is GDScript Proprietary or is it under the same license as the Engine
Daily: 'Is anyone using Stencyl in here?' post.
>>332012486
Not really. Just using Mewtwo. He breaks free from a facility where he was being experimented on and kills everybody with telekinesis.
>>332010565
Barkley Shut up and Jam Gaiden had a 4 man party and it never got annoying.
>>332012521
If the engine is open source and free, safe guess would be that the scripting language used to script how things in the game that uses that language will work is.
>>332012695
I'm not sure how Nintendo will feel about you using their characters.
>>331991379
Fresh OC, been testing and breaking Follow AI all day. The other sub is the main antagonist for the zone.
Still struggling with quality on my weebums, using Webm for bakas, anyone have a good bit rate to force for 30s of 720p footage?
>>332012775
I figured as much, I was just asking cause I read on Game from scratch that it was proprietary and it didn't seem right
They might have meant that its Proprietary in the sense that Godot made it themselves but I wanted to double check
>>332012848
Just a placeholder until i come up with an actual character.
>>332001676
God Bless. I tried LOVE a couple years ago but gave up because it was just so damn undocumented.
>>332013046
Well it was made for use in games that use their engine.
>>332012913
Nice graphics. nice looking characters.
The gameplay looks a little confusing to me.
I'm sure if your mechanics are good you've got something solid here.
>>332012913
looks neat
the compass is awesome. definitely get the speed UI out of the center screen and offset the camera a little more though
>>332013051
paint it green and call it Newtwo
>>332012913
Try 950 Kb/s then go up and down depending on the final size in MB.
3MB = 3072 KB
>>332013843
this.
All of the things I thought would be super easy to make are actually really difficult and all the things I thought would be super difficult to make are really easy.
>>332014219
The point of learning techniques is to train to do difficult things with ease.
t. Miyamoto Musashi of /v/
>>332012093
Is this unity senpai? How can we use vulkan on UE4 yet?
>>332013504
>>332013712
We're trying to figure out how to have a unified way of getting the ship out of the way of the middle of the screen across all playable subs when combat is happening.
I'm open for suggestions.
>>332014035
Trying with this one
>>332014219
Same for me.
Just implemented raycast targeting, something critical I've been putting off for a month because I thought it was going to be the most difficult thing I've done. But it's completed it in a few hours after waking up and I'm totally happy with it.
But getting an AI to jump in Unreal 4 was ridiculously complicated. Not even "jump from here to here" or "jump over thing," just "jump" like: "go into the air."
>>332015140
i'd suggest moving your camera above the ship so that it's looking down on the ship.
see pic related.
>>332015140
I get the 'circle' thing you're going for with the speed and health in the middle, but the speed element being the full boat throttle will text is just too big for it. I'd remove the text and make the whole thing leaner, or just put it into a corner.
And it looks like you already have the camera offset a bit in the X direction, it just needs a little more of that and maybe some +Z.
>>332015573
I was hesitant to move the camera up, as a previous iteration of the game( 2 years ago) we kept banging into shit on the bottom of the ship due to the view angle, but its a good suggestion i think we'll revisit it and nerf the damage from scraping instead.
So in this footage we are sailing around pinging with sonar, its a much more open zone than the first one in the game, and i thnk we are hitting an interesting challenge with the openness. We dont want to completely crowd it with events like a theme park, but we also dont want it to feel empty at any time.
Anyone got open world input?
>>332016032
>>332016152
Your feedback is very encouraging us to move the cam more to the side, back and up. I think after staring at it for a long time we just got used to it.
>>332016152
please tell me there's giant spooky sea monsters
just post a blurry screenshot of pinging one
>>332016340
Gimme 5 min
>>332015025
No, it's just Vulkan. You can download the headers and libraries from LunarG
Gonna start working on a Ratchet and Clank type game, of course not quite as... Complex. But I'm hyped for the release of the game on PS4.
>>332004592
Yeah, she needs a story. I was planning on making her an orphan. Her father is a crimelord and her mother is one of his slaves (she was raped by him) and she didn't want her to live the same life, so she left her in a church.
>>331999316
>implying
Knowing proportions and light sources is absolutely needed in pixel-art, especially if your characters are going to be drawn in a 64x64 frame. If it was smaller, then you'd have some leeway (something like 8x16 or something), but even then, knowing those two topics helps you a bunch. Plus, making small sprites is hard to do, especially with proportions. Something to remember is that back when 3D wasn't that big of a thing in games, they had actual artists working on sprites.
Don't make pixel-shit anon, make pixel-art.
thoughts on the MC's mom?
>>332019358
is that a leek or a wrench
>>332019358
Legs like a midget
>>332019489
wrench
>>332019493
good point. I'm new to this so that'll help me get proportion right.
>>332019358
Protip, flip your canvas. You might see something off.
ok help me out here guys.
i love programming in C++
i am thinking of making a simple card game, using it as an excuse to get accustomed to using an engine.
i fiddled around with gamemaker for a couple of days and RPGMaker for like months, but that was atleast 2 years ago.
so what engine should i take up right now if i want to?
what are the pros and cons of each,
i can handle learning a new language for the engine i choose.
>>332020987
if you want to program everything in C++ then SDL or SFML
>>332021258
i want something that eases the design of the game.
i can handle any programming that may come when i want to work on the mechanics or whatever.
but i have no experience with handling 3d models, lighting and so on.
I'm looking for an engine that would provide me the tools, and make the graphical end of the game be really easy to handle.
i'd wanted to use godot, but i heard their 3d engine is a bit bad compared to others, and i know that they are improving it at a big rate.
as well as the problem with unreal engine not being able to handle too many object because of some algorithm decisions, that i have no idea whether they could be changed or not.
and well i want to use an engine that would teach me the basics of handling engines since i'm pretty sure the main things i learn in one could apply in others with just a small rework. incase i have to handle something on one in the future.
>>332021995
love2d
>only know java
Any game engines that use it?
>>332022961
just use something that uses c# since its basically the same thing
Is there any way to increase the editor text in Godot? It's too small.
>>331991379
will start working on hitstun freeze frames
Stripped the animations to focus on getting my controller scripts to work. The main mechanic is taking control of enemies.
Whenever it shoots off the 'absorption beam' the main player prefab is destroyed, and if it doesn't hit an enemy a new one is generated.
Trying to fix the problem where the camera won't follow the new instances of the player or enemy when they're being controlled.
Concept for an enemy. He throws dynamite out of his head.
>>332024795
holy SHIT
made 2 maps today, fully coded
My hands are shakin, but I'm still coding.
https://www.youtube.com/watch?v=FNmbHkNFZ5Y
Drew/animated some sprites for my silly courtroom game.
http://imgur.com/a/jvg1j
>>332024910
Good or bad?
>>332026276
Very good.
>>332025661
God dammit dude I want to make the MSpaint shitshow game here
>Haven't worked on my game for almost two weeks now
>Wonder if I'll ever figure out how to solve the roadblock that's in my way
>Focusing my time on parting out cars instead
There's just too much I want to do and not enough me to do it.
>Thread dedicated to the nice genre I'm making a game in pops up while I'm at work
>Post a brief overview of my game while on break, some people seem interested
>Get off and check the thread, it's still up
>When I get home it's dead
Goddammit I actually wanted to discuss some of the mechanics in it with people who might know enough to give me advice and shit.
>>332025661
also what do you use to animate gifs
>>332027031
>>332028204
Aseprite
>>332027989
What kinda game, anon. I like talking mechanics.
Honestly I thought these threads would have a bit more of that, and game development theory. Like talking about what things people like in games, or what we want to see.
>>332028278
Neat, I'll give this a go if this plugin for paint.net I just downloaded is pure shit
>>332028452
SRPG
And yeah theres very little discussion of how the games will actually play in these threads. The /vg/ one is somehow 1000 times worse though. It might as well just be /g/ lite.
>>332023515
Nice Falcon down air.
what is your video game concept /v/?
>>332028614
Was there a specific area of your mechanics you felt like asking around about?
>>332029468
/tg/ here. I would like to recreate one specific system in turn based game. But since I am shit and can't do it, it will remain just a wish.
>>332029805
I wanted to run a few things like what most of the active abilities would be like, how to handle crutch characters for poor players while keeping them balanced on harder difficulties without having to change their stats too much, status conditions, stuff like that.
>>332030102
Well, you can run them by me, we're almost to the point in time where these threads die off, and we're barely past 100, so dont worry about being a bother. Maybe more than 1 person will chime in on your ideas.
>>332029468
YOU ONE EYED MONSTER YOU ASK THIS SAME QUESTION EVERY THREAD
IS THIS HOW YOU NOURISH YOURSELF
>>332030274
Ok, so my game has this system where characters can learn these skill trees that are independent of classes.What would your opinion be on ones that were designed to be cheesed. Basically mediocre on characters who get them natively or who it would make sense to give them to but insanely powerful on units who it might not immediate make sense on or when combined with another skill tree?
>>332030649
Well, designing something to be immediately cheese isn't the best way to word it, but making you think a bit on what skills you give to who would definitely be a good thing. You'd have to give some examples of settings and skill types for me to know more what you mean, though.
>>332029468
Start using a tripcode pls
Help me /v/, I'm stuck between 2 ideas I'd like to emulate for my own game.
>Megaman X get boss's power mechanic for completing stage
>Kirby's copy mechanic and give enemies unique abilities
Wat do?
>>332032228
Megaman, it gives more incentive to finish level and more excitement to beat a boss. Give the player feeling of building an arsenal.
>>332032228
>Kirby's copy mechanic and give enemies unique abilities
That would be more tedious to implement by several orders of magnitude, and in the end your game would probably be dismissed as a kirby clone by retards
>>332029468
SRPG that's like a combination of FE/XCOM and FF Tactics, using a friend's space opera setting
I think I can create something decent here, it's not SRPG's aren't _too_ complicated to code, right?
>>332033229
>it's not SRPG's aren't _too_ complicated to code, right?
I'm interested in finding this out as well.
>>331993816
As the other anon said, you need to learn "how to shader".
It was hard for me, but tutorials and time will make it.
>>332032940
>>332032228
>tfw making a Kirby spiritual successor and hit a roadblock.
At least I can still design art?
Yes actually, I am working on a game with unity this weekend.
I worked the whole week withGameMaker tutorials, are those actually good to start a thing or should I download a book for that?
>>331991379
Probably not anon, trying to learn how to draw while my computer is in the shop, and then also trying to learn to play piano in order to learn how to compose music better
Since it's also spring break, after I get my computer back, trying to learn how to program as well
I'm gonna do it /v/, I'm gonna stop being a nodev and actually make something, maybe even something worthwhile
>>332034145
>learning all that shit at once
Enjoy you're burn out
POST DEV MUSIC
>>332033865
watch shaun js
or the other guy that copied him and released books, but them (pdf) or torrent, depends on how much you want to put in and give back etc
>>332012690
I'd never heard about it until you asked it a day or two ago.
My guess is not.
>>332034271
How else would I learn anon? It's only an 1-2 hours a day each during vacation time, I figure now would be a good time to get started, and practice each day otherwise, but in lighter amounts. I know I'm delusional, but why not aim for the stars?
>>331992668
Make her a nun
>>332012913
Holy fuck, glad this is still alive if it's the same sub game that had way less going on but had that awesome looking ping mechanic
>anyone have a good bit rate to force for 30s of 720p footage?
roughly 820k. A simple calculation for bitrate is 24576/[length of footage in seconds]. You can go down a deep rabbit hole if you read the webm spec and ffmpeg docs for better quality. 2 pass encoding helps, the big things to investigate are constrained VBR and CRF
>>331994882
Write people. Read up on psychology. Read up on group communication. They'll give you some baselines on how2human so you can write people.
One man army here. Ask me anything about game design.
>>332035230
When you reach those points in the code where you really don't know if there's a fix, where do you turn?
>>332035230
Ok. Why didnt you post youre game?
Trying to think of an introduction for my game still.
Thinking at almost 1 AM isn't helping me come up with ideas either.
Should I use GameMaker or Unity 2D for my turn based RPG game?
>>332035674
What is ur game anyway?
>>332035683
Godot. Seriously.
>>332035731
Its a 2D platformer.
I have nothing code for it yet, but I have the art style in mind and I am trying to write at least the background of the story.
>>332035442
Seek help online. If this is becoming too common for you, I recommend downloading a brainstorming application to either plan out your code before or organize your code in an alternate program. I use XMind 6, but I think there may be better apps out there. XMind feels like it was built more for businesses rather than organizing programming.
I'm against this idea, but it works for some: "its not a bug, its a feature." If you're seriously incapable of fixing the program and finding someone to help you, incorporate it into your game somehow.
Also, one can simply make it so the program never EVER gets to the conditions which cause an error. This can be done through game design.
>>332035472
In the case I say something blatantly wrong, I don't want that associated with my game. I said I'm a one man army, that includes PR.
>>332035683
I'm using Unity 2D simply because I like the Unity interface and coding in C#, but Unity 2D is really annoying to use. GameMaker is simple, but too simple for my taste, the GML programming language is probably the worst programming language ever, and I hate the interface. Unity can get cluttered, but I feel like the GameMaker interface begins cluttered.
>>332035764
No console support so can't. I have enough money to get devkits for my next game so either GMS or Unity2D.
>>332035442
There is always a fix
>>332036258
Then go Unity. GMS is a joke.
>>332016152
Holy fucking shit this game looks awesome! FTL + steampunk + underwater = ruined panties
>>332036346
Care to explain why?
>>332036258
Godot supports a few consoles and you could always modify the engine to run on the ones that it doesn't
>>332036607
Shitty workflowif you're an actual competent programmer
>>332036751
Jokes on you I'm complete trash.
>>332036796
Do you have any intention of being decent? Do you have any intention of making a complex game within your lifetime?
If yes, learn a bit of programming and apply yourself. If not, stop attention whoring.
I'm trying to think of what I should have the aliens in my space game be, but I lack creativity. What should the aliens be in this space game?
>>332036940
I'm not the guy you replied to initially, I just like using game maker and was wondering if there was something that specifically made it joke worthy to you. I'm planning on having a fun time, hope you are, too.
I know this isn't tech support, but would anyone be willing to help me with a Unity issue? I've scoured the forums and documentation and can't find an answer to my problem.
>>332037087
I don't think GMS is inherently shit, it's just that there are massively superior alternatives (mostly UE4 and Unity) that require some minimal effort to get into. The time you spend learning the required skills to properly get up to speed with those engines will be saved down the road.
>>332037269
Could you name some of the things that make them massively superior?
>>332012458
is it shit?
>>332037030
Deep sea creatures always work
humanized bulky animal races. Pigs, beetles, sharks, whatever!
Slimes
Robotic or cyborgial races. Try not to have them too human
grey aliens
in fact, add a whole shitload of cryptids
animal people
modern art shape people
symbol/circle/sigil/rune based lifeforms
rock or plant based life
standard "cartoon alien kid show vibe" dealios
cute fuzzy race, think tribbles but with other shit tacked on
spider race
race of sentient stars
psionic squids
brains in jars
really spindly guys
humanoids made of gears
worm race, with ships that look like worms to boot
proud warrior race
smart race with togas and shit
animate suits of armor
fire people
energy beings
"angelic" beings
"demonic" beings
just go nuts! I know I did.
>>332014219
Like what?Just wait until you start playing games and thinking about the mechanics that have to be working underneath them.
Could anyone answer me some questions?
I wanna start coding but i think i'll start with a 2D game(looks way easier).
However, i have some questions regarding the 3D.
Do engines like unity and unreal come with lighting, physics and so on?(can you model in the engine aswell?)
Is it hard to code hit detection(say, if a particular part of a sword hits something)
I had something more but i forgot.
Mostly trying to get the hang of parallax mapping for RPG maker mv.
>>332041292
>I wanna start coding but i think i'll start with a 2D game(looks way easier).
good idea
>Do engines like unity and unreal come with lighting, physics and so on?(can you model in the engine aswell?)
Of course, that's the point of the engine. Unreal is a bit better than Unity for lighting and physics but they both have systems in place for that, or if you want you can write your own.
Alright anons, I want some criticism for my game idea. Currently just sorting out what I want (just need to work on one or two more aspects of combat), but I want some feedback on it before I go all in.
2D DD/DMC with a slash of MH. Get tasks via talking to people in town, and then set off to a dungeon or something to do them. Major focus on fighting monsters and generally exploring the world/dungeons. Not too sure about weapons, but I'm thinking of some system where you can craft, or find, gems, and allow the player to swap enchantments on their sword by sheathing, changing weapons, and then using a mana charge (which can be restored via potions or something) to change it up.
Anyone interested in something like this?
>>332045139
Shit, not changing weapons, changing gems.
>>332045139
It sounds pretty been-done-before. All that I mean by that is that it would need a lot of polish or some kind of unique mechanic or feature to do well. It would be a large undertaking for a first project if you wanted it done well.
>>332045139
I like the idea of sheathing and getting a new enchantment
(your character could have a gazillion sheaths all over his body for each different gem, could look VERY cool, you can have the idea ^^)
Could be like witcher, where you have to find the right gem before you can advance a particular dungeon.
>>331993510
Tell me more.
>>332045763
>^^
You need to stop that, and all emoticons.
>>332045924
i won't, that emoticon makes me smug.
So, I wanna make a 2.5D sidescrolling Metroid clone witha surprise space horror twist by the end. Being autistic like we all are, I have most of it planned out in my head. I understand this would be a very long, 5+ year endeavor, but I would be willing to do it for the final product.
Would it be too difficult of a first project to undertake, and should I just start with something smaller and simpler for my first game? Like, some 2D rpg or something in Gamemaker.
>>332030101
It's going to turn out shit, because of how limiting games can be.
Learn semantic coding and hope that eventually there will be an AI engine cable to doing what you want.
Otherwise you'll help developing the semantic web.
Looking for a good 2d engine. I tried working in unreal 4 with paper 2d but boy is that not worth it.
Defold got released recently, that any good? How about html5?
>>332046083
Then people will be less inclined to post here at all. You are disrespecting etiquette that has been in place since this site was made.
If you want to display an emotion, use pictures. Thats why this is an imageboard. Ive seen a lot of shit let slide in the past 8 years but this is a constant. Emoticons are for children. I was being kind by not just telling you to fuck off, and even nicer by explaining this.
>>332045668
I've done a few simple projects before. Granted, they weren't that great and more or less were things I made out of boredom, but they were projects either way.
But yeah, that's the main thing that kind of worries me - the game I'm planning on making has been done before. I'm not really sure what mechanic or feature to put in it to make it unique either, and the only decent thing I've come up with is having the elemental-switch thing for combat (which could be extended to puzzles).
>>332045763
Alright. Kind of want to avoid the whole JRPG-character design thing, but thanks for the feedback. That was kind of the plan though, have a gem in each dungeon and then have a few puzzles related to that element in each dungeon to encourage backtracking and exploration.
>>332037451
Not that guy but what keeps me away from game maker is learning it's wack ass scripting language. I already know programming languages, maybe if you didn't know how to code that would be easier, but if you know how to code it doesn't seem worth it.
>>332046648
Yea i dislike the JRPG style aswell, that's why mine's gonna be like a shovel knight. But when i said sheaths, i mean like old shcool knight sheaths, metal things, they look cool, in my head anyway.
>>332046527
okay, let's talk images.
>>332043028
Also, is the late middle ages a good setting? It derives from the traditional early middle ages setting by introducing things like the arquebus and cannons. Thought I'm not too positive how to incorporate gunpowder into a turn based battle system and make it distinct from crossbows and bows
>>332046871
Well played though.
>>332046526
HTML 5 is a markup language.
It has literally nothing that would qualify it as a programming one. So essentially you'd be learning javascript.
Greenfoot is neat, but very limiting. It's also backwards as fuck due to being tied to a single IDE called BlueJ.
>So you want to adjust something related to your hitbox?
>too bad, use smaller picture instead
There's LOVE, but it's undocumented as fuck, so buckle the fuck up and start looking for an IDE that lets you read the library as if it was actual code.
You can always use a 3D engine and just disregard one axis.
If you're insisting on using HTML, then get another language like JS, PHP, Python or I don't know, what ever webdev language you choose to help you out, since HTML is static.
>>332047012
thank you, i'm not usually an ass, but i really like this emoticon, like i've said, it makes me smug.
>>332047017
I don't know why I said html. It's between unity 2d, defold, and godot but I don't really know much between them.
>>331992668
Japanese animation is so shit.
>>332045763
>>332046871
>emoticons
>>>/reddit/
>>332047176
You can always write your own using SFML, OGL, SDL and even DirectX
worked a bit on this boss today. the behavior is pretty simple, but it's the first one so that should be fine.
How the fuck do I make an RPG entertaining, aside from action commands and rhythm commands? I kinda like the idea of a bullet hell to evade attacks, a-la Undertale, but I'm sure it could be improved upon. Also, how would I implement more party members to this?
Working on it, in.... flash.
>>332047408MULTIPLAYER BULLET DODGINGWITH COLLIDING HITBOXES INBETWEEN PARTY MEMBERS
>>332047505
FUND IT.
>>332047505
You really need to delete this and do it yourself. This could be done on small scale and literally make you millions riding Undertale + Party game autism bucks pandering.
If I wasnt working on my magnum opus I would steal this.
>>332047294
Honestly, why bother. AAA companies spend millions on engines, what really would I get from writing my own? It might be neat I guess.
>>332047505
no multiplayer, single player.
Though that's a good idea.
>>332047684
i don't think people in this thread are here for the ideas, they're usually here becuase they wanna share/ask and they already have something they are working/want to be working on.
I'm not sure if this looks better or worse, but it sure did get really hard to look at after tweaking around for a few hours.
>>332047379
Those bullets are awfully big compared to the character, why not size them to be closer to the hit box?
>>332046110
Far too difficult, go with a number of small projects to acquaint yourself with the system of your choice and to understand what is within your current level of skill to accomplish.Then again, take my advice with a grain of salt, as my dream game is a horribly complicated JRPG.
>>332048193
The bullets are pretty much placeholders right now. I'll make them fairer/prettier in a bit.
>>332047684
Eh.
I'm not interested in making RPG-SHMUP hybrid so I'm just throwing it out.
Besides I already have to make wrapfield minesweeper.
>>332047379
Looking pretty good. Nice to see how it's panning out, considering it's dev time.
I've incorporated a priority system, this is mostly just to avoid characters fighting workers or buildings and targetting other units that can attack first. The second reason is that you don't directly command your units, you simply tell them were to move and they do their thing on their own. And that's why I've been thinking about allowing the player to modify the priority system for each unit. This would be done both inside the game and outside the game.
>>332048602
Thanks, Anon. There's a lot I can do to make it look better. It's slowly getting there.
>>331999345
Looking good anon.
Just need to get this shit playable
Guys, what about a game where you can combine magic elements?
>>332049154
Sounds about right.
>>332047730
Because you'd become better at OOP.
Will you be adopting some devilish form of Anti-Piracy?
>>332047294
AAA companies spend millions on 3D engines, they usually don't give two shits about 2D.
>>332049536
I thought it'd be funny if the ingame options scrambled themselves on start up if the game detected it was pirated some how.
That or make the window sporadically move around the desktop.
>>332049441
So quest 64 but finished? I'd love it.
Working on commissions, ye.
>>332049536
I'm thinking I'll probably just force a softlock at the final boss
>>332046110
You won't learn how to make a platformer by making an rpg.
Make a short, basic platformer and see how it goes. Maybe distribute it for free to get some feedback. You can build your proper game off of the code you've already written, altering and adding to it depending on what you've learned.
>>332025661
These make me nostalgic for some reason.
Making a persona like game is the worst thing I have ever decided to do.
At least it's fun I guess
>>332047379
Fix those damn hitboxes/fire sprites. That would be infuriating to play.
>>332051065
That flinging the mag out looks stupid as hell. It should just drop away by gravity
>>332053170
Gotta make things interesting somehow, even at the sake of realism.
>>332053170
The guy only knows how to make stupid gun animations
>>332053302
>P90TR instead of good ol shitty small red dot one
REEEEEE
>>332053308
So stupid that I get paid $20-$30 an hour to do something I love.
>>332053418
Client's models mang, I just animate.
I made some hats - please use 'em (if you want)!
>>332053480
what do you model in?
>>332012093
>Deferred lighting
y tho?
How long would it take to learn how to make a 2d platformer from scratch if i know nothing about coding,art,music.
>>332053962
I don't model.
>>332054829
Each of those things probably takes at least a year to become a novice at.
Once you've learned all of those things, another 3-4+ years to make the game if you're doing it all yourself.
Setting up some basics on a survival horror game I might end up making.
Fixed cameras are a lot more fun than I thought they would be, and designing levels with them in mind would make for some good practice.
But now I'm more concerned about making a proper point-and-click style interface.
>>332046110
very difficult, I tried making a simple metroid clone and never finished it past basic movement