[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
How is your game comming along anon? (why do i have to make these?
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /v/ - Video Games

Thread replies: 230
Thread images: 56
File: engines.png (53 KB, 890x400) Image search: [Google]
engines.png
53 KB, 890x400
How is your game comming along anon?
(why do i have to make these? they should be made by someone who has actually made any progress :( )
>>
File: faec.png (403 KB, 10000x10000) Image search: [Google]
faec.png
403 KB, 10000x10000
>>335741870
FUCK OFF I'M BUSY
>>
I've been neglecting it for months now.
>>
Balancing an RPG is the worst torture known by man.
>>
File: 1446666085269.jpg (25 KB, 480x433) Image search: [Google]
1446666085269.jpg
25 KB, 480x433
I literally started learning to code the other day. I'm gona keep at it, but boy nothing is sticking. So much shit to remember
>>
File: bunlink1.png (238 KB, 540x399) Image search: [Google]
bunlink1.png
238 KB, 540x399
I'm learning how to draw porn... been 2 years
kill me
>>
>>335743050
hey that rabbit is pretty good.
so i guess furry porn is what you're after?
>>
File: flares.webm (344 KB, 922x458) Image search: [Google]
flares.webm
344 KB, 922x458
Made homing missiles and flares that serve as decoys. The closer the flare is to the missile the bigger the chance it will have of countering the missile. Like always it works for multiplayer.

I don't have a particle effect for the flares so imagine there's a bright red object to the right.
>>
>>335742658
i literaly started learning 10 mins ago.
Hope i make it til where i can see progress.
>>
>>335743050
2 years of daily drawing, or just two years since your first real attempt?
>>
>>335743674
considering how much you can get furries to pay for a single commision its probably the best genre to go for
>>
>>335745084
money shouldn't be the main reason you're doing this
>>
File: bunlink2.png (413 KB, 461x767) Image search: [Google]
bunlink2.png
413 KB, 461x767
>>335744347
2 years since sticky
I've been on and off drawing because of life, but sometimes I feel like I should be good by now. but I'm not
>>335743674
animals are easier to draw for me
maybe I should whore myself for furfag art

also spoiled for homo
but my animu looks like this right now
>>
File: ss+(2016-04-27+at+08.47.59).png (21 KB, 532x696) Image search: [Google]
ss+(2016-04-27+at+08.47.59).png
21 KB, 532x696
Had the idea of making some Cryptids into NPC's.
This is the Flatlands Monster, real name Chicory. She acts as the Merchant who sells some of the rare shit you missed in earlier dungeons at a huge markup and you can find her outside of towns.
>>
>>335743840
Good luck to the both of us anon
>>
File: forwardatk.webm (2 MB, 960x540) Image search: [Google]
forwardatk.webm
2 MB, 960x540
I added a heavy attack today.
>>
>>335747485

What is the purpose of that shape to the left of the health and magic(?) bars? Is that going to be another bar itself?
Is there going to be something above it in the empty space, like an equipped item or character portrait?

Because as it is, if it doesn't do anything other than looking fancy, it bugs me how far out from the side it is.

Loving your gameplay, though.
>>
>>335747752
>Is there going to be something above it in the empty space, like an equipped item or character portrait?
Yeah that's exactly the purpose, once I get the new character art done the character's portrait will go in there.
>>
>>335748018

All is good then, thanks.

Also, what's the deal with separating the magic(?) bar into three? Will skills or magic always take one or more thirds from that bar? How do you gain more of it?
>>
File: new one.png (114 KB, 1280x720) Image search: [Google]
new one.png
114 KB, 1280x720
>>335741870

Finished a mockup for the new combat UI for the new native resolution.

Working on finishing animations for the new character models (Doing it with a lot of detached parts is hell on earth but needed for character customization)
>>
>>335748175
You have magic attacks you can use and each require 1/3 of the bar.
You also have a finisher move you can use that requires all 3 bars, I didn't implement it yet though.
You gain more of it by attacking enemies.
>>
>>335745846
A boy is fine too
>>
>>335741870
Youre doing the lords work, anon. Keep it up.

Real life shit today, only had a bit of time to play with a shader and make a few meshes. Anon-bro from here is doing some great ambient music, thanks m9 you da bes.
>>
>>335748543

Neato, just wondering because my project has a similar three-tier system. But so far, instead of one bar divided into three, I have one bar to represent the charging, which leads into three 'pips' that represent your current magic level. Every time the bar charges, you get one pip, and the bar goes back to zero.

But really, I'm only doing that because I already have two bars for health and stamina, so I wanted to mix things up somewhat so they don't all look the same.
>>
>>335748969
I think your bar idea is good too, I've seen a lot of games do that. I did it this way because it's the first idea that came into my mind.
What kind of game are you making anon?
>>
>>335742032
Jesus of Nazareth, that felt like it was about to crash my computer.
>>
>>335749213

An action RPG that has a Punch-Out style.

I'm basically combining Arcade/Super/Smash Punch-Out's KO Meter with NES/Wii Punch-Out's Star Power.

Basically, you fill the meter by landing attacks, and lose it by getting hit. When you fill up the charging meter, you get one Star, up to three. However, like in NES/Wii Punch-Out, if you can land a hit during very precise, special moments, such as when the enemy is taunting, or beating them to the punch on one of their particularly powerful attacks, you'll gain a Star instantly.

Unlike Punch-Out, there isn't just one special move, and they can vary in Star cost.
>>
File: A-OK.png (2 KB, 174x171) Image search: [Google]
A-OK.png
2 KB, 174x171
>>335749774
Darn
>>
>>335749957
That sounds pretty fun and I like the mechanic, got a gameplay video?
>>
>>335750492

Nope, everything I have is extremely early. I'm basically just starting this project. But when I have something, it'll be posted in these threads.
>>
>>335750614
Alright good luck anon.
>>
Made my first animation the other day on blender. Used the skeleton from the unreal manequin. Its shit but its fine. learning how blend animations so my sword attack animation is mixed with the walk animation
>>
File: Malefactory Gun Concepts.jpg (3 MB, 2250x3212) Image search: [Google]
Malefactory Gun Concepts.jpg
3 MB, 2250x3212
Is it possible, in a rougelike based off of gunplay, to escape the dullness of weapons without variation (as seen in enter the gungeon and nuclear throne) by having less weapons, but making each weapon have a distinct dynamic behind it as to make the experience of each gun nearly as in depth as the main mechanics themselves?

If you have any other ideas for weapons / dynamics, just toss them here. I could work with them.
>>
>>335751968
Have you tried DoomRL?
>>
>>335752069
He's making a """roguelike""" as in Binding of Isaac or Spelunky.
>>
>>335752171
Oh, jokes on me then.
>>
File: 1461619146782.png (3 MB, 1920x1080) Image search: [Google]
1461619146782.png
3 MB, 1920x1080
WHY ISN'T THIS THE OP IMAGE
>>
File: SCAN0046.jpg (2 MB, 2064x2872) Image search: [Google]
SCAN0046.jpg
2 MB, 2064x2872
>>335751968
>>335752171
To decrease confusion I might as well post the main mechanics and describe it.

The game is a platforming based bullet hell with rougelike elements. Rooms are predesigned but set up in random sets and orders. Every level has a separate timer which if you fail to meet will have you chased by an invincible minion until you get to the level exit.

Sound good? Also, original post still stands, those questions could use some answering.
>>
>>335752374
>sword of moonlight
What. Is this some "make your king's field game" tool or something? Is it official?
>>
>>335742658
>>335743840
where u guys learning from?
>>
Would there be anything wrong with me making a game that was fairly innocent, starring a QT girl protagonist, and getting it released on Steam, but then like a year later, I anonymously release a "fan" mod, changing the scenario dialogues, and the getting hurt and game over animations, turning the entire game into an "avoid the rape" simulator?

A lot of Steam VN have official H-patches for the all ages versions that they sell on Steam, so I'm guessing it would be fine even if it was "official", right?
>>
>>335752502

you should look into ones of agdg games called something digger king something

it's the exact same shit as you described.
>>
>>335752502
Please stop saying rougelike
>>
How do I get started with a fighting game?

Unity? Unreal? GM?
>>
>>335753101
You have to first discover the answer to that question on your own, by using them to make simpler games.
>>
File: Battle Mockup 5.png (108 KB, 1473x738) Image search: [Google]
Battle Mockup 5.png
108 KB, 1473x738
>>335753101
Learn about State Machines first.
>>
>>335753101
>How do I get started with a fighting game?
Don't do it, do you really think you can animate all that yourself?
>>
>>335753436
If I really believe, I can do it.
>>
>>335752374
you wanna know why it isn't my image?
Because this is now a tradition of some sorts to post an image with engines.
While your image meets the condition, the image i posted is seen here way more, therefore attracts attention faster.
I have nothing against engines i'm not using, mainly because i barely have any coding experience.
>>
>>335753507
Use mugen
>>
>>335745846
that's pretty good
>>
>>335753663
Not mugen, like my own shit
>>
File: cavern kings.png (5 KB, 540x240) Image search: [Google]
cavern kings.png
5 KB, 540x240
>>335752980
Are you talking cavern kings, or something else?

Cavern kings has a different feel, more based off of frantic collection of resources in a spelunky meets nuclear throne style orgy of panic.

Mine is more based off of optimizing actions and working under a timer, and focuses more on upwards movement. Also, while Cavern Kings focuses on separate screens a la nuke throne, mine would focus on Isaac style rooms.
>>
>>335753101
gamemaker is fairly easy, it is what i'm using to make my... let's say platformer, but gamemaker is suited to make pretty much any 2d game.
IF you want a 3D game then i suggest something else.
>>
>>335753779
Why? It already did all the work for you
What do you gain from remaking it yourself?
>>
>>335742220
Play more tabletops Anon
>>
>>335752502
>Rooms are predesigned but set up in random sets and orders
Binding of Isaac and Rogue Legacy do that and it's SHIT

The best way to do procedural generation is to look Path of Exile (https://www.youtube.com/watch?v=GcM9Ynfzll0) or DCSS.

The barebones of the level should be randomly generated, then you fill in empty rooms with prebuilt, but not too complex areas. You then fill in, or "color" the prebuilt areas with different tiles, objects and enemies. Having a massive array of prebuilt areas of differing sizes is important as well. The difference between two prebuilt areas might only be the presence of a door.
>>
>>335748913
looks cool anon
>>
>>335753882
A sense of accomplishment.
>>
>>335753650
fine enough for me, though it always nice to hear of new engines while listing what is missing in the image.
>>
>>335753891

>tabletops are balanced
>tabletops don't need lots of houserules just to make it work and a bit fair
>casters rape everyone 24/7 is balance

come on anon
>>
>>335754052
>tabletop without casters.
Ez life.
that's how any game should be played anyway.
MEDIEVAL WEPS ONLY.
>>
>>335753969
Just use GM then
>>
>>335748913
fucking dank.
although the game seems fun, i don't imagine it's very hard, is it?
>>
>>335742658
>I literally started learning to code the other day
god I hate self taught retards
>>
File: CgXn5QrW8AAANrV.jpg (77 KB, 1024x572) Image search: [Google]
CgXn5QrW8AAANrV.jpg
77 KB, 1024x572
>>335742220
I can only imagine. Balancing a shooter/action game is hard enough.
>>
I got this really great eyedea, I am going to start making it maybe but I want you guys' opinions first. It's a local multiplayer game for any number of people, like you could have 100 people playing if you put it up on a big projector or some shit, or you could just play with five friends. Or you could play alone with any number of AI controller players. The way I'd accomplish all this is by using the magic of the internet to have players use their smartphones as controllers. The game itself is separated into rounds, with each round being a 3-5 minute game that gets voted on (there are a bunch of different games). After each round the worst / a few of the worst players are kicked out, and the winner is the last guy who never gets kicked out a the end of a round. There would also probably be a setting where it assigns points instead and never kicks anyone out so shitty players don't get kicked after like 1 round. The game itself isn't really the hottest shit yeah but I'm into the idea of the phone controllers.
>>
>>335754558
bro you shittin on self learners?
that's what i've been doing my whole, wether it was gaming, studying, or coding.
The internet has so much stuff that you don't really need a real life teacher.
While i do agree it is better to learn from someone in person because you can also ask why this stuff acts the way it does or whatnot i still think that you can learn everything on your own.
>>
File: Malefactory Enemy Concepts.jpg (2 MB, 1597x2182) Image search: [Google]
Malefactory Enemy Concepts.jpg
2 MB, 1597x2182
>>335753936
I considered a method like that which featured randomly generated areas and spawning enemies, but that felt like it would turn into a mess, especially if such a system were implemented with the time limit mechanics.

Would such a method still work in a more linear fashion? Perhaps randomly generating rooms based off of a similar system, and then stringing those random rooms together? How would that effect the balance of enemies. Would I need to limit which enemies can spawn together, or would it be more fun to have crazy combos of enemies? Would it be possible to reuse previous enemies but still keep a sense of theme?

Keep in mind, the game takes place in a factory, and too organic of a look could ruin the aesthetic.
>>
>>335754785
fine, self learning itself isn't bad, but fuck I hate self "taught" "coders" who spew meme shit all over the place and end up getting web dev jobs and call themselves engineers when they don't fucking know anything.
>>
>>335741870
I want to try and make a dungeon crawler but I have no idea how to program, what should I look for?
>>
>>335754779
err, pretty much the only fun thing about this would be playing it at a huge lan party.
But you've said that the games themselves aren't really great so i don't know what you're trying to acomplish here.

To be fair, those WC3 maps that had a lot of mini games were quite fun, if that is what you're going after then it may work.
>>
>>335755016
>But you've said that the games themselves aren't really great so i don't know what you're trying to acomplish here.
Well it could be a lot of fun, I don't know I haven't made it yet.
>>
File: happy babby.jpg (7 KB, 167x186) Image search: [Google]
happy babby.jpg
7 KB, 167x186
>>335754925
someone that can design baby animations and a good dungeon design for the baby to crawl through :^)
>>
>>335754905
my brother is a web developer, i actually said to him:
Web devs aren't really developers.
And he said : Well just because we don't have our own compiler it doesn't mean our can't be great, and it is just as challenging.

Also, what kind of dev calls himself an engineer?What the fuck?
>>
>>335747485
I'm surprised at how cool that looks even though each attack only has like 2-4 animated frames.
>>
Well guys, OP is gonna make something to eat and play a match of League.
Then it's back to work. See you in an hour.
>>
>>335755338
the power of juice and screen shake
>>
>>335755932

Holy shit, I didn't even notice the screen shake until you mentioned it. It fits so well.
>>
>>335755338
Thanks, I hope the effects and gameplay will make up for the animations.
I've got tons of enemies planned so I'm kinda cheaping out on animations. Otherwise it will take me 20 years to finish this game since I'm making it by myself.
>>
File: BugLureShrink.webm (3 MB, 640x480) Image search: [Google]
BugLureShrink.webm
3 MB, 640x480
>>335753946
Thanks.

>>335754435
Im struggling a lot with how hard I should make the platforming and puzzles at the moment. The name Im going with, "Abomination", comes from a UT99 obstacle course map I made over a decade ago that was "one of the hardest ever made", and for that reason it was very hated/loved with great polarity.

I want this to be friendlier and much easier but to what extent im really not sure yet. As of now the level design is pretty easy but I have all the mechanics in place to make it pretty complicated physics based platforming which I think im going to scale up to as the game plays out.

Ill have to put out a demo if Greenlight goes well with some mockup areas to get some feedback on what is most well received.

Heres the shrink mushroom i posted last time. Im thinking ill make the dodging ability activated when small so youll have to do walljump, fast paced air dodging and such in the small areas you enter, and avoiding bugs and such using the same movements but in the outside environments.
>>
>>335745846
Disgusting.
>>
File: 1461783081478.png (145 KB, 700x700) Image search: [Google]
1461783081478.png
145 KB, 700x700
>>335747485
pretty cool anon
is there a demo?
>>
File: 1__2_.gif (2 MB, 200x172) Image search: [Google]
1__2_.gif
2 MB, 200x172
>>335745846
not bad dude
>>
File: 1339169023587.jpg (90 KB, 500x540) Image search: [Google]
1339169023587.jpg
90 KB, 500x540
>>335755168
Will you be my baby programmer?
>>
File: ray score.webm (2 MB, 720x466) Image search: [Google]
ray score.webm
2 MB, 720x466
same old webms but I've been adding things to the phase one of the game where the catacomb explodes after you trigger all the stained glasses
>>
>>335756627
Trapshit and furry are a dangerous combination to be honest famicom.
>>
>>335756702
Thanks, I'm trying my best to get one ready for may 8th.
>>
HOW 2 CODE?

WHERE 2 LEARN?

Please help. I want some good sites.
>>
>>335757578
Pick an engine and learn their tutorials.
>>
can I post my anime game here?
>>
File: 4L_g6lZrZ9L.jpg (26 KB, 352x370) Image search: [Google]
4L_g6lZrZ9L.jpg
26 KB, 352x370
>turn based multiplayer game
>no stars other than the built-in values for the characters you choose
>that means no speed star
How should I determine initial turn order? A coin flip or a very quick minigame?
>>
File: ss+(2016-02-19+at+09.46.07).png (25 KB, 810x729) Image search: [Google]
ss+(2016-02-19+at+09.46.07).png
25 KB, 810x729
>>335758093
no
>>
>>335758558
>>stars
>>star
stats and stat, fuck
>>
There was an expo the past weekend and showed the game there. A lot of people liked it. Will probably release a demo for it in the next few months.
>>
>>335745846
That's not how you draw bulges
>>
>>335758780
hey, I was at a thing the past weekend. What is your game?
>>
>>335758780
What was it like to watch people play your game?
Were they fucking up in places you didn't expect?
>>
>>335759095
It's called Gataela (a victorian-steampunk RPG)

>>335759191
It was was really great. My game's aimed for like- 13+ because of cursing and lots of reading, but I had some 6-10 year olds standing there playing for 40+ minutes. Their parents had to drag them away.

There were also a lot of people who got really excited and asked me to release it faster. Overall it was a really positive experience.
>>
>>335759594
nope, unfamiliar with your game. I was at a different thing with game devs I guess.
>>
>>335741870
Well thank you for making them, OP, just this semblance of community is what drives me to get back to it.
>>
>>335758558

a card draw

which card you get determine your turn
>>
>>335759865
I wouldn't be surprised. There was PAX this past weekend too. It was a small local-ish thing (though 6x more people attended than expected).
>>
>>335759981
no problems, it's only been a few days since i started creating these threads because for some reason, the other anon/s who used to do it, stopped.

I wish i could be a more reasonable person when it comes to learning. But anyway, i'll get to the place where i can be proud of what i've done with my game, not now... which is basically movement and colision.
well i need another match of League, so brb.
>>
>>335761007
man i need some sleep i skipped a few words there, but anyway i'm off to play a match of LoL.
>>
File: Sequence 01_1.webm (3 MB, 1920x1080) Image search: [Google]
Sequence 01_1.webm
3 MB, 1920x1080
I use a script to detect and draw my item to the mouse. This script is used in a Draw GUI event. Yet when I move with a view, the item doesn't stay relative to the view.

What the hell am I doing wrong.
>>
>>335762101

make sure the item is on the right layer (with no parallax) when being dragged
>>
>>335762101
It's probably being shifted over the exact view length.

You probably have to set the object's parent to the mouse so it's position is always relative to it as a global element.
>>
>>335762307

This makes absolutely no sense to me.
>>
>>335745846
not bad, but uh

those are some dangly balls
>>
>>335762101
The Draw GUI draws to a canvas that is 1:1 with the screen port. It's completely independent of room and view coordinates.

If you draw at 0,0 on the GUI, it will stay in the top left corner of the screen, regardless of the view coordinates.

It looks correct in the first part of the webm, because the room coordinates and the gui coordinates just so happen to match up.
>>
If you aren't using C++ with SDL you're lazy and not actually coding
>>
>>335745846
Oh, this is bunny link from ALTTP. I see.
thats kinda hot
>>
I would start if i knew which was better for a 2D platformer. Please help, I've been putting this off for about 4 months
>>
File: 008142.jpg (29 KB, 419x248) Image search: [Google]
008142.jpg
29 KB, 419x248
do you have that vidyo game eyedea /v/?
>>
File: Untitled.png (145 KB, 2210x920) Image search: [Google]
Untitled.png
145 KB, 2210x920
>>335763703
yes you stupid fucking cyclops now I'm working on character backstories.
>>
>>335763571
1. Find the list of 2D game engines on wikipedia
2. Figure out which ones meet your needs (i.e. open source, languages, platforms, etc.)
3. Try to make quick prototypes (very minimal effort, can be done in ~<48 hours) with a character jumping on platforms
4. Pick the one that works best
>>
>>335763982
Thanks
>>
>>>/vg/
>>
File: TwinAxeIdle.gif (10 KB, 160x160) Image search: [Google]
TwinAxeIdle.gif
10 KB, 160x160
Tried making an idle animation.
Now it looks like the character's perpetually rubbing one out.
>>
>>335763703
whoever posts these, thanks, you make my day every time.(well not you but the responses are hilarious)
>>
File: 9789345.jpg (27 KB, 419x248) Image search: [Google]
9789345.jpg
27 KB, 419x248
>>335764751
is that your video game eyedea?
>>
>>335764656
fucking hell that's some good keks.
try moving his right elbow a bit further to the right(of the screen/east/whatever)
>>
Not working on any project right now but might start in a couple of months. What are some good projects to learn and improve programming skills?
>>
>>335764842
no, my video game EYEdea is a multiplayer roguelike with mining n bosses n crafting n shit.
>>
>>335764972
Do a gamejam for a small simple thing
>>
>>335765056
have no idea how i'm gonna learn to make random generated maps.
>>
>>335765137
Gamasutra has a good article about procedural room generation. I don't have a link but try to find it.
>>
>>335764656
>>335764965
by the way, that's some nice animating, are you far in the development of your game?
>>
>>335764656
now you're just asking for someone to post Lust Penis
>>
>>335765124
Sounds good, I'm a bit of an asocial autist though. I'll give it a try anyway.
>>
>>335746191
Utterly terrifying creature and you've made her a merchant? What's your premise?
>>
>>335765534
HEY.
His game his characters.
whatever floats his boat man.
>>
>>335763703
alright you anime cyclops

Here's an eyedea I am going to work on over the summer.

>first person dungeon crawler
>online multiplayer
>each person (max 4 people in a game, maybe more?) explores the dungeon independently and has separate inventories and stats and whatnot, the only thing shared between all players is the dungeon map (auto-mapped as you explore)
>certain doors will only allow a certain number of players to be in an area at a time, or will require a certain number of players to be there to open permanently
>if someone is fighting a monster and needs assistance, another player can run to that position and join the fight to help kill the monster
>game is balanced so that teamwork is required, but still encourage competition between players to get more gold/better stuff/higher level than each other

thoughts?
>>
>>335765398
You don't /need/ to participate in game jams with people. People just tend to. I believe there's one this weekend though.
>>
>>335764751
reddit as fuck
people who "xD i'm anon but i avatarfag so people know me" are cancerous
>>
>>335752585
100% official, but relatively unsupported after release. Engine has some issues but it's King's Field~
>>
File: 1383761578009.gif (80 KB, 200x200) Image search: [Google]
1383761578009.gif
80 KB, 200x200
Been trying to practice my drawing but holy fuck my art is bad. I have a lot of ideas and am learning coding while I practice art as well. I made a little shitty space shooter that looks like shit just to test so for now I've at least got a really bare base. Once my art gets better I'd like to actually transition into working on a full game, but probably won't be for a bit. One question I have, I intend to tell story in the game through the use of a mix of cutscenes and in game comms. The cutscenes will only be between chapters so it won't directly interrupt gameplay, along with basically just being for things that are happening presently while in game comms are more for exposition, and some current happenings. so I guess my question is how do you all feel about cutscenes and how they will be implemented? Are they okay if the gameplay is really tight and palys well?
>>
>>335765586
I'd say focus either on competition or on teamwork.
Because now it seems like i would want to run alone and jew the items for myself, but if i get in trouble(because apparently it's a hard game), ppl might not come because i jewd their items and i'd be fucked over and ultimately the only viable option is to go together.
Well that's atleast my thoughts.
And i really like 3d dungeon crawlers( I fucking loved Ziggurat)
>>
File: TwinAxeIdle.png (2 KB, 160x160) Image search: [Google]
TwinAxeIdle.png
2 KB, 160x160
>>335764965
Like this, you mean?

>>335765245
Not far. I'm basically throwing stuff together while learning to use Gamemaker.
>>
>>335765806
i wanna say that a story with subtitles and audio is really nice, because you can keep shooting and listen to all the crap.
>>
>>335765945
yes like that, along with the whole arm below.
I'm really new to gamemaker aswell but i suck at art and i would rather code, are you gonna make a platformer? Maybe we could work together you know? focus on the parts we don't find repeling.
>>
File: Someone fund this RIGHT NOW.jpg (83 KB, 1434x670) Image search: [Google]
Someone fund this RIGHT NOW.jpg
83 KB, 1434x670
>>335763703
Was playing Chocobo's Dungeon when I came across this. I was thinking about swapping the chocobo out for a succubus and having different attacks and magic and whatnot be gained by wearing different colored/styled panties.
>>
>>335765914
>I'd say focus either on competition or on teamwork.
Having played a lot of 4 player games, my opinion is that they're most fun when you need to work together, but also have incentive to try to work against each other at the same time. Like in LoZ:FSA, all four players have to work together to complete puzzles. But at the same time, you're ranked at the end of each stage by gems collected. So while working together to solve puzzles, you're also looking for opportunities to get gems and kill each other to steal them.

So with clever balancing I think players can be doing their own thing and working together an equal amount
>>
>>335766189
Frankly I'd rather be working on code too. I like drawing, but the animation part is driving me nuts.
>>
>>335766498
ah, well was worth a shot lol.
>>
File: l_52.png (312 KB, 499x399) Image search: [Google]
l_52.png
312 KB, 499x399
>>335765534
She just likes playing practical jokes my man. Its comedy gold to scare the shit out of hillbillies in the woods at night.

Holes in Time/Space send people/ayys/whatever (Fictional characters like her can manifest if a nutjob who firmly believes they're real gets sucked up) to a version of Earth that's Hollowed out and Inverse (Oceans are land and vice versa) and are left to their own devices. You play as an amnesiac Astronaut who travels through a Cobbled together country in search of the McGuffin that'll maybe send you back to regular Earth

New Game+ is completely different storywise.
>>
how's my topology?
>>
tl;dr working on design

Motivation has been really low lately so I'm letting myself work on whatever I want rather than what I should be working on.

The game is changing from scenario-based hand crafted content into more procedural. I want there to be five pillars, each a concept that impacts you but you can negate if you put the effort into completing it. For example money is a limited resource that you can do many things with, but you're always limited by, but if you put the effort into dominating the financial system you can have as much money as you need.

The other pillars are-
Laws, breaking the law is easier than doing things the 'right 'way, but will be bad for you in the long term by building up heat. But you can put effort into stuffing opinion polls, compromising lawmakers, or vote fraud in order to get laws passed or suppress them according to what you want. For example how much identification is needed to transfer money.

Identity, you have to constantly remember and work to cover your tracks, but if you put in the effort to erase your identity from the government files, you can stop worrying about it and act more aggressively.

Guns, you can control the police with fake 911 calls and having drugs mailed to peoples houses and arrainge a tip, or in later levels you can infiltrate their servers and issue arrest warrants, or hack police/military drones and control them directly.

I guess the last pillar will be your 'status' as a hacker, in that if you work hard enough on your visibility you can get other hackers to work for your syndicate (or whatever the term will be) and you can outsource your minor objectives to your workers.
>>
>>335745846
That is beyond bulge. That is a full on horse cock tucked away in there.
>>
>>335766925
head too big.
>>
>>335766189
Dear god, I somehow made it worse. I think I'll just leave well enough alone for now.
>>
>>335769429
show it please
i wanna see if it looks like he's jerking a long shlong.
>>
>>335769713
Sorry, already reverted to the previous version. Let's just say they acquired some fatty under-arm jiggling.
>>
File: Sequence 01_2.webm (3 MB, 1280x720) Image search: [Google]
Sequence 01_2.webm
3 MB, 1280x720
>>335762101
>>335762397
>>335762612

I am using window_view_mouse_get to measure the X&Y in the view, but my problem is that it doesn't work. It is the same as mouse_X .
>>
>>335741870
Finally figured out how to address the shit battle system so that it doesn't chase away players. But I leave the country for two months soon so I'm not going anywhere with it outside of problem solving on paper.
>>
>>335770009
Just post the damn Draw GUI code so we can see where you fucked op so bad.
>>
>>335770307
You wont enjoy this, http://pastebin.com/wCNEwCjq
>>
>>335770831
fuck :(
i just started coding and this looks fucking scary, well my game doesn't need drag/drop or mouse at all desu but it still scares me.
>>
File: BoxArt_Text.png (715 KB, 1370x600) Image search: [Google]
BoxArt_Text.png
715 KB, 1370x600
Made a new logo for my puzzle game and I'm going to add to the work in progress press kit. I like making these even while the game is in development. It's inspired by old N64 box-arts.
>>
>>335771125

Don't let it scare you, this is for a complete bullshit diablo like slot based inventory, which is confusing as fuck. Normal ones are fine. Keep at it.
>>
>>335771249

Did any other N64 games besides mario 64 have an art like that?
>>
>>335771249

damn you are good at arts

I pretty envious
>>
>>335771125
Don't be scared. This code is not very organized, and it's hard to read.

>>335770831
You can do things to rule problems out. Are the coordinates you're displaying on screen for view[0] or view_current? Can you pick up the heart in a screen different to the 0,0 one? Does the issue happen with the x axis only, or does it happen when you go up/down screens?
>>
>>335770009
Try using display_mouse_get_x(); instead of view.
>>
>>335771249
Oh hello there, so you changed your ground to black/pink instead of pink/white?
cus the last time i played your game it was pink/white and it was pretty hard to look at.
>>
>>335771889
it's not that it's hard to read, it's just that i don't know any of the functions/punctuation so it's all comming at me at once and it's hard to image i'll have to know most of these.
>>
>>335766925
ayy
>>
File: Anti piracy measures.png (19 KB, 853x837) Image search: [Google]
Anti piracy measures.png
19 KB, 853x837
bump
>>
>>335772058
Created issues with collision detection on removing the item from the inventory.

I fixed the issue by creating an object to follow the view at 0,0. So when in the next room over I simply take away the objects.x from the mouse cords t make, mouse_x-obj_cameraControl.x,
>>
>>335773263
Yeah, I was playing around with the mouse input functions and it seems like the one I gave you gets the coordinates based on the entire screen, not just the game window. Not what you'd want.
>>
File: Untitled3.png (13 KB, 1001x778) Image search: [Google]
Untitled3.png
13 KB, 1001x778
Pls don't die
>>
>>335773263
Oh, just found the function that might be what you're looking for.

window_mouse_get_x();
>>
So i guess gamemaker is the best choice for us lone devs right?
cus pretty much everyone in this thread seems to be using it.
(don't make me regret my choice!)
>>
>>335776274
Good for 2D. Learn GML. Yes.

If only in terms of quickly coming out with a game, at least.
>>
>>335776274
Unreal for 3D
>>
>>335741870
Is porn and/or VNs acceptable in these threads?
>>
How can you learn to make good animations?
>>
>>335741870
There's a general in /vg/ and you really shouldn't post these since 90% of morons thinking they want to make games don't have the drive or chops to do so.
>>
>>335777783
Just upload pornography to an image-hosting site or board then link to it.
>>
>>335742658
You just have to practice using it. I would advise starting a project and using resources. Grab a data structures book as well. Once you get that core stuff down, it's a breeze.
>>
File: Sad.jpg (64 KB, 439x654) Image search: [Google]
Sad.jpg
64 KB, 439x654
>tfw want to make games
>I'm too stupid

I should probably just use game maker but the thought of being so unoptomized makes me want to vomit.
>>
>>335778812
>implying you need to worry about engine performance when you can't code for shit
>>
>>335778995
This
>>
>>335778812
If you can't spell optimized you probably aren't a very good judge of it. Game Maker's fine as long as you don't do something ridiculous like full 3D.
>>
>>335778812

>implying those games don't run like shit because you are using toasters for gaming

i will be the first to say gamemaker got extra overhead for scripting but it run fine.
>>
>>335778812
Multimedia/Clickteam Fusion is relative toaster friendly, provided you don't go absolutely nuts and have 500+ Active Objects on scene. The downside is that the program has a lot of weaknesses inherited from the Klik & Play days (like weak controller support unless you use an extension or it's broken built-in platformer physics).

>>335779150
Game Maker is an unoptimized mess on par with (or worse than) Flash, even something as simple-looking as Mario Kingdom Fusion runs like ass and it's probably why Undertale is locked at 30fps.
>>
File: 48531.jpg (82 KB, 680x680) Image search: [Google]
48531.jpg
82 KB, 680x680
>>335777937
>/vg/
Kek, no fucking thanks m8. Fuck off
>>
>>335780204
Not all generals are autistic circlejerks like /utg/ or /ksg/. Some of them are even more spiteful, bitter, and full of shitposting than /v/ itself.
>>
>>335752374
>no Knytt Stories
worthless
>>
>>335780409
>autistic circlejerks
>shitposting

And thats why /vg/ is shit. These threads are much better because there is actually moderation, which is hilarious considering its /v/.
>>
>>335779560
>Fusion
Some of my absolute favorite games are made in it and so I kind of want to give it a go, but the interface feels absolutely incomprehensible to me and, the last time I tried, I couldn't find any sort of organized documentation. How do people get all the information they need to make games in it?
>>
>>335780786
I got my MMF knowledge through years of picking through the source "code" of some games and tutorials. Try and find Zeb (one of the demo games made Clickteam) and take it apart to see how it works. The help file is also sort of helpful.
>>
Worked on the foliage shader more, its going to be part of an environmental puzzle.
>>
>>335781283
put something in the sky
>>
File: Sky.jpg (89 KB, 1024x768) Image search: [Google]
Sky.jpg
89 KB, 1024x768
>>335781636
Theres a placeholder/mockup sky so far that I made with nebulae. Im going to make one proper that fits perspectives at some point.
>>
>>335779560
M8, Gamemaker's fine, you really don't know what you're talking about

Games like Undertale and Hyper Light Drifter are 30 FPS because the devs didn't want or care to change it
>>
>>335782143
to be fair you really don't need more than 40 fps for a 2d game.
>>
>>335782493
Nah, it's pure laziness on their part.

Changing default FPS in Game Maker is a process of going to the room and changing Room Speed from 30 to 60. Takes... 2 seconds. Maybe 3.

That said I'm not sensitive to framerate in the fucking slightest and think this whole movement of "unacceptable framerates" is a joke having seen Goldeneye and Perfect Dark become mainstays.
>>
>>335782795
yep, mines at 60, but i'm wondering if i should keep it at that, my pc is pretty shit and while i get no lags/drops i still would like it if my game could be played on a toaster.
>>
>>335782880
Game maker games run on everything. If it was RPG maker or the like, then you'd have cause to get worried.

As long as you're not rendering massive backgrounds (ie, not splitting them up so the game doesn't have to render the whole thing at once) there's nothing to worry about.
>>
>>335782943
i should be fine, this game is gonna be played in different rooms, with loading screens after each of them.
>>
>>335766925
It's ayyy right
>>
>>335782143
Is it possible that Undertale runs at 30 fps because the programmer doesn't know how to code properly or something?
>>
File: 1460248843507.jpg (429 KB, 1280x720) Image search: [Google]
1460248843507.jpg
429 KB, 1280x720
>>335741870

Just started learning how to program in C++ two weeks ago.

I made a program that calculates the prices of bundles of apples today. I feel a genius.

Game soon, got so many ideas. Can't wait giving up as soon as I start making an actual game.
>>
File: 1438699378361.jpg (93 KB, 426x266) Image search: [Google]
1438699378361.jpg
93 KB, 426x266
>>335748180

looks like a schoolyard brawl.
>>
File: image.jpg (66 KB, 960x540) Image search: [Google]
image.jpg
66 KB, 960x540
Updating textures one object at a time
>>
File: outfits.jpg (131 KB, 950x936) Image search: [Google]
outfits.jpg
131 KB, 950x936
What equipment slots should I have, really?

I'm thinking I might drop pants (lol), bracers, and belt. And yes that is just the Diablo 3 paper doll layout.
>>
File: 1395815782049.gif (896 KB, 500x750) Image search: [Google]
1395815782049.gif
896 KB, 500x750
>Trying to learn game dev
>PC is dying and crashes running Unity
>no money to upgrade

My game is dead before it had a chance to live.
>>
>>335785504

Is that updated because it is sexy as fuck.
>>
>>335786230
dont give up man!
start learning C++/C# while you find the money for another pc.

C# in a nutshell is a really good book, but i dunno if its ok for beginners.
>>
File: 4L_SrNvrRFz.png (396 KB, 540x540) Image search: [Google]
4L_SrNvrRFz.png
396 KB, 540x540
bump my man
>>
>>335786080
From top to bottom..

Head
Necklace
Shoulders
Chestpiece
Belt
2 slots for rings
2 hand slots
Pants
Shoes
>>
File: image.jpg (38 KB, 100x100) Image search: [Google]
image.jpg
38 KB, 100x100
I fixed my load game. I'm retarded and was auto saving at the start of the main menu. All good now.
>>
bump because I'm about to post progress and I'm almost done
>>
What is the performance gain I can have by using C++/C# and SFML instead of Gamemaker for a 2D game? Is it worth it?


Also, does everything render 2D games and sprites as textures and triangles now? Is there any renderer built optimized for sprite drawing, or are all the graphics cards made for only 3D stuff now.
Is there a renderer that would run faster if I used less colors in the sprites and drawings?
>>
File: luvvieDucksV021005.gif (3 MB, 440x235) Image search: [Google]
luvvieDucksV021005.gif
3 MB, 440x235
Done alot of work on it this week although there isn't much aesthetically different.

At the moment I'm looking at saving the ducks progress as it gets older.
Then probably adding a tree or low-poly scenery.

https://www.youtube.com/watch?v=gIY5iwjICk0
>>
>>335791119
so a duck pet simulator?

looks pretty neat anon
>>
>>335792297
ty.
It will end up as a pet simulator or like one of those old tamogochi toys.

I wanted to keep the game simple as the whole thing is a test to see if I can make, rigged and control a 3D model from Blender to Unity.
>>
File: Sequence 01_2.webm (447 KB, 1280x720) Image search: [Google]
Sequence 01_2.webm
447 KB, 1280x720
I animated this dude, It only took forever, respect to people who are actually good at this.
>>
>>335791119
fucking hell dude, this is so cringy.
nonetheless, it's way better than mine, so good job!
>>
>>335792960
You're doing it, bruv.

And yeah, animation is a soul-sucking timesink.
>>
>>335771249
Why won't you respond to my email ;_;
>>
File: tibia-4.jpg (34 KB, 382x300) Image search: [Google]
tibia-4.jpg
34 KB, 382x300
>>335741870
How could i go about making a game with the graphics and kinda the gameplay of Tibia?

I am thinking of doing some sort of Ultima game as a project.
>>
>>335795910
1. Pick an engine
2. Make the game

You're going to have to be more specific about what you're asking.

Use Game Maker if you have no idea about coding. Unity if you're good at coding (or just use GM anyway since it's easier). Tibia is apparently an MMORPG - if you're planning on making one of those - good luck pal... you're going to need it.

Graphics - either you know how to make them yourself, you're willing to put in months of effort learning or you pay someone else to make 'em.
>>
File: 32a.webm (3 MB, 1012x762) Image search: [Google]
32a.webm
3 MB, 1012x762
Made another microgame, this time for the Cursor's "inspect" move (that identifies enemies, adding them to your monster log and revealing their stats). Haven't had much time to dev, so this is only about an hour's work and needs polish.

I'm planning to make it so each (incorrect) tile also has a prize value associated with it. So if you're really quick you can match all the tiles to get bonus points at the same time as identifying the enemy. Sort of a risk vs reward situation.
>>
>>335791114
If you're just trying to complete a game, performance on a 2D won't make a fucking difference. Computers are much too powerful now for it to make a big difference.
If you're looking for a mobile deploy, it might make a little difference but probably not.
>>
File: Happier Rabbit.png (58 KB, 317x657) Image search: [Google]
Happier Rabbit.png
58 KB, 317x657
>>335741870
More Work on the rabbit. The body is pretty much done. Joints took forever.
Hands and feet next.

Does modeling always take this long, or will I get faster? Took me almost 6 hours to make this simple body.
>>
Remember: practice
https://m.youtube.com/watch?v=C2SmlcWch2w
>>
>>335747485
Looks good anon what program are you making this in?
Thread replies: 230
Thread images: 56

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.