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how's your game going, /v/?
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Thread replies: 255
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how's your game going, /v/?
>>
It doesn't
>>
>>336591818
why?
>>
>>336591949
I only know how to program and cannot do assets at all.
>>
>>336592284
>opengameart
>indieteamup
there are no excuses m8
>>
Are there any platforming engine guides for retards
Mine is absolutely fucked
>>
>>336592760
You need to elaborate on that, platforming is a broad topic. 2D/3D?

Are you using any framework? Show what you got so far.
>>
Guys, I want to copy an MMO and make it singleplayer. From 1 to 10, how impossible this task is? Should I even start?
>>
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Is anyone here making their own engine?
>>
>>336594651

Is it powered by explosions?
>>
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I'm ahead of my school project and teacher was gone so I just spent all day playing Dropsy.
>>
I want to take Deus Ex's mechanics and mishmash it with a top down twin stick type thing

what's the best way of doing that?
>>
Been stalled for months. Came to the realization that it's only going to shine with really strong character visuals, and I can't model organics well enough to make it work.
So I'm brushing up on anatomy and illustration, before I jump back into it.
>>
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How do I make the gameplay really tight and hectic?

Should I make the ball behave more PONG-like in that it never really stops/its velocity stais equal but you just help changing it's trajectory? Right now it's just a regular ball that bounces a lot, so you can shoot it just enough so it stops dead or shoot it many times to make it go at its max speed.

Otherwise, I think working on the sound effects and visuals could help move towards that feeling.

Give me juice ideas.
>>
>>336592585
Thank you for posting this resource, friendo.
>>
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I'm learning how to draw still

never ever
>>
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Development's completely fucked because I'm awful at making concepts and actually sticking to a consistent design.

that and my coding skills may as well not exist but i can at least work on that
>>
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>>336596528
I'm learning how to draw, as well.
>>
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It's alright.
>>
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Does Unity had builded online gaming or you have to code it all by yourself?
>>
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>get some motivation to work on my game
>remember I have three finals to study for
And I know when the finals are over, my motivation will be too
>>
>>336596528
needs more loomis
>>
>>336597161
My friend that is shit with computers managed to make online game in half an hour
>>
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>>336590164
Refining the game mechanics on paper at the moment before I get to coding, base placeholder assets are mostly complete. Deciding on an MC really got me going.
>>
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How do I reach more people to increase my followers on social media? I'd like to crowdfund relatively soon, but I'm not confident in my reach. I do have a demo available (wait for AGDG's demo day soon).
>>
>>336597669
Say you're a girl.
>>
>>336590164
Why game maker studio is red crossed in this pic?
>>
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Idea guy here

cube world but with a competent dev team that releases updates every month instead of every three years

also there are 4 different worlds/realms each with unique biomes enemies etc based on the 4 classical elements. Some realms would be more difficult to survive in (scarcer resources, tougher environments and enemies etc)

each would contain all of the necessities to survive (food, materials to craft tools and such) and then would branch off into their own unique theme. you would be able to start out in whichever realm you please. travel between the realms is seamless. you can travel from one realm to any other as long as you have access to the portal to that realm in the realm you are currently in.

each realm has a final boss that would need to be defeated, and you can fight them in any order. once all are defeated the final realm is unlocked along where the final boss of the game resides.
>>
>>336597870

it's the duplo of game engines. but hey, if you can make a good product in it then be my guest, I just don't see the point of torturing yourself with inefficient tools when developing.
>>
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>>336599543
>cube world
>>
>>336599881
honestly I just want a good 3D roguelite with some features of a sandbox game (making houses etc)

never really liked the voxel art style
>>
>>336599985
Polygons nigga
cubes a shit
>>
>>336593906
10. Maybe you'll finish gameplay, but you will never copy whole world and all quests alone. If it has cutscenes - just forget about it.
>>
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Just finished the new demo for demo day.
What changed:

>15 new levels (45 total)
>New progression system
>The boost is a bit more powerful now
>>
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>>336600114

and thats why I said I didn't like it

I would love a low poly kind of art though. still using the vibrant colors that cube-world uses though, one of the only things the game does right.
>>
>>336597669
post on reddit
>>
>>336590164
Slow.
>>
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We're making a King's Field/Yume Nikki-like game with soulslike combat system with stamina, dashing and shit
>>
currently working on items
>inventory
>equipping
>database
>>
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That feel when my dream is to make single player micro wow without faggotry game
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>Supposed to be coming up with poses for actions and tweening animations
>Play around with the face sprites instead
>Don't even have the positioning on them right

Have a bump.
>>
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my game's going okay. i painted some clouds, threw em on some quads, made them face the player and move at different speeds. surprisingly effective.


>>336601851
>King's Field/Yume Nikki-like
now that sounds like my kind of game, my good man!
>>
Obligatory Dev Discord Post
https://discord.gg/0wjqct9qJ3KPCi2H
>>
>>336590164
I gave up programming is to complicated,my art hasn't improve in 3 years in all in all i just don't give a fuck I'll probably an hero in the next week
>>
>>336605840
what have you been doing to improve your art?
>>
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Came up with a new idea before even starting to dev my old one

Fuck me. Fuck you. Fuck hell chess.
>>
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It's alright, I hope.
https://mrfoois.itch.io/theterribleclaw
>>
>>336597669

Update regularly on Tumblr or post on dev forums like Ribbit or Tigsource. Connections also matter a lot obviously, so give free copies to someone that you think might actually check out your game.
>>
Gonna talk to my artist friend later today to talk to him about the game and show him what I've programmed so far. I'm a little tired of looking at fire emblem if portrait placeholders, so it be nice to actually use the character's players will be battling and bonding with. As well as romancing them
>>
>>336606186
i hate that, that always happens to me. why can't i just keep my interest in the old idea? i mean, when i first came up with it, it was exciting, so it's got to have some value. but it's so hard to feel it.
>>
>>336606270
the camera needs some lag time, the way the camera always moves is disorienting

for instance the player should be able to turn around in the same place without the camera moving, or with it just moving slowly
>>
>>336590164
what the hell is duality
>>
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Just workin' on adapting human-scale enemy combat mechanics to big ol' giganto-bosses.

Made a much more adaptable perfect-dodge-window system, got the damage-taking subsystem to support named weak points with optional reaction variations (here supports Big Jim toppling when he takes knee damage).
>>
>>336607170
basically unity but 2D only. If you know your way around unity you'll pick up on duality fast, and it's open source.
>>
>>336607403
How is it compared to Gamemaker?
>>
>>336605941
copying from real life and other drawing,and try to draw from I head using my own techniques
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Too much bloom?
>>
>>336590164
>gamemaker studio
DELETE THIS
>>
>>336594651
That's the stupidest thing to do ever especially if you never made a game.
>>
>>336607403
the editor UI is almost identical to unity and it follows the same concepts followed by a healthy take on OOP. everything's written in C# so compared to gamemaker it's eh, better if you ask me but gamemaker most definitely have a bigger community. the documentation is very easy solid though.
>>
>>336607837
>>336607478
ah fucking hell, responded to myself. here.
>>
>>336607594
yes, add more shadow
>>
>>336607227
Looks really cool. Not a fan of the HUD's splatter effect. And the sky seems to clash with the rest of the style. Lastly, the white outline glow might look better if it fades away instead of just turning off. These are all subjective of course
>>
>>336607620
isn't the cross enough?
>>
>>336607594
If you didn't name it as such, I'd have assumed it was just fog.

It looks foggy.

If that's what you're going for, though, then well done.
>>
How do I into netcode
I have a simple system working that only reads and sends inputs but it desyncs like every 3 seconds
>>
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Is making mods a good entry point for making games? I have too much on my plate right now to start such a big one-man project.

I was thinking about making a Gunsliger Girl mod for Doorkickers, since for some reason there isn't one already.
>>
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>Unity
>>
>>336608868
>Is making mods a good entry point for making games?
absolutely, a great entry point actually
>>
>>336608757
don't handle things on the client, ever. client should send a request "can i open this door" and server responds "yes, you can" & "player_name is opening this door now just so you all know"
>>
>>336607227
Digging that sense of scale
>>
>>336608612
>Looks really cool.
Thanks!
>Not a fan of the HUD's splatter effect.
It makes more sense in context. Every enemy sprays oil like blood and leaves behind oil splatters when damaged, so the "splatter" on the HUDs would be like blood in any other action game.
>And the sky seems to clash with the rest of the style.
The sky goes red just for the boss fight. The rest of the time, it's a normal blue daytime sky.
>Lastly, the white outline glow might look better if it fades away instead of just turning off.
It does fade but I can pull it slower/smoother, that's a good note
>These are all subjective of course
Yeah but nobody plays games for their objective qualities. I'm not adverse to subjective criticism, "subjective" describes 90% of all design choices.
>>
I missed CROWNS stream today and I'm kinda curious how is it going
>>
>>336607227
The boss falling ought to be a bit slower, and since your floor is kinda clear, the clipping is really obvious. A lot of smoke effects while he's crashing would distract from that, at least.
>>
>>336607227
Animation for the boss looks really stiff, doesn't flow at all
>>
>>336609115
Thanks so much, I'm really trying to capture that.

Bayonetta (really, Platinum in general) are fans of gargantuan enemies, but they do the fights as cinematic set-pieces with far-back camera shots and limited framing of the fights, and it always kills the scale for me.

I really wanted to achieve that Shadow of the Colossus effect where because the camera maintains YOUR scale, giant enemies really feel like walking level geometry.

And of course, the enemy is highly climbable; in fact, blowing out his knees to attack his head will wind up being the slowest way to kill him.

better to grind up his sword when it hits the ground, or quarter-pipe dash off his toes and then wall kick up his legs
>>
>>336608986
Nice. I was postponing that until I retired early, but I'll start tinkering.

If somebody could tell me that I'm a failure, that I'll never make it, and that I shouldn't have been born, that would help me with motivation.

Thanks in advance.
>>
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>>336590164
I've been busy but I can start working on it again in a few days. Really wanting to get back to it because I keep thinking of things to change/add. Drives me nuts sometimes.
>>
>>336590164
I made a stupid little VR UI demo for a class and need to get some feedback. Would anyone like to mess with it and provide some feedback?

Demo: infohost.nmt.edu/~khardy/VR_UI_Prototype_TeamCrockpotCrew/protype.html

Feedback survey (super short): https://docs.google.com/forms/d/1FcGdPUyDMBALXIdkIehBS5N7gOvBKbxkXhxdlGL8-0U/viewform
>>
>>336609403
As I see it in context I think you're right, especially because the head-bounces seem to stop too abruptly for something with that much momentum. Good note, thanks.

>>336609358
Yeah, the clipping IS obvious. I've been re-tweaking the anims but I also kind of want to just GO with it; the floor is a force field that, moments before the fight, rises up through the level and clips through all geometry. I've been considering some seriously intense particle effects at points of penetration to make it look like this guy is just SO heavy, he's literally penetrating the force field and shoving it apart.
>>
>>336609902
The sword also stops way too abruptly when he pulls it back. So far it looks good, but it's important for animations to look smooth because it helps a ton in making gameplay feel smooth
>>
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Been working all day on it.
>>
>>336609556
Fuck off faggot, make your dreams come true.
>>
>>336611175
This. I need this. Thank you.
>>
>>336611647
Why are you still here and not working on your mod already?
>>
>>336610249
Another excellent note. I'm doing some tweaks which will add this weight, and also slowing down both the anims (to make them slightly slower overall) and WAY easing out the blend times (they don't need to be sharp on an enemy that takes so long to do anything) to help maintain some fluidity.
>>
>>336611835
You're completely right. I'll just check the thread before going to sleep.

See you.
>>
>>336594651
yes, vulkan and c++
>>
So, I assume using states is a must if you're working on game maker right?
>>
>>336600507
Looks neat, fuck textures
>>
>>336601851
>King's Field/Yume Nikki-like game
What does this even mean? That's like me saying I'm making a SMB3/God Hand-like game
>>
>>336612720
probably a first person, surreal, exploration-focused action rpg
>>
>>336612720
King's Field level design with Yume Nikki world exploration, where random shit happens, and you have to use different items on different objects in different areas to participate in different events.

Looking for effects without guide in Yume Nikki was quite an expirience that I really liked.
>>
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>>336590164
>not posting the full picture
Come on now, after all that anon's work?
>>
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i've been experimenting with some gameplay stuff.
like having to shoot enemy's limbs in a particular sequence to kill them. and you proceed through the level by buying doors with money you earn from killing enemies. just trying different stuff out to see if i end up with something interesting.
>>
>>336613639
m8, I'll save it until next time. I didn't even find the other picture so I had to paint something together.
>>
What do you guys use to develop Android games?
>>
>>336613639
>tfw started to gamedev in Neverwinter Nights Aurora Toolset
>>
>>336613860
A bullet to the head
>mobile
>>
>>336613739
I think this is smart as fuck.

Put "armor" of some sort on the enemies, and you have to shoot it in clasps. Shoot one, a piece falls off revealing the next clasp, and a sequence of 3 or 4 opens the enemy up to armorless damage which kills them MUCH faster.
>>
>>336613951
Why not mobile?
>>
>>336613816
I guess you're forgiven. Based anon just wanted so desperately for everyone to be happy.
You should still cross out Game Maker though.
>>
>>336614025
thanks. that's actually exactly what i was planning to do. it's hard to see in the webm, but the crosshair turns pink when you go over the next correct limb in the sequence. but that isn't intuitive enough on its own, so i was thinking of using armor pieces in that way
>>
>>336613639
>scratch
>assembly
If someone in the history of modern games has ever made a 3D engine in assembly I would very much like to see it.
>>
>>336592760
Here's a trick I learned with Gamemaker, maybe it works elsewhere. Rather than do...
>x+=walk_speed
do
>repeat (walk_speed) {x+=1}
And obvs do the collision checks and stuff.
>>
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>>336613739
Looks nice. Have you played Killer7? You may find interesting ideas in this game, it's a first pirson art shooter game.
>>
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well! just waiting for map guy to finish the next forest map.

meanwhile I:

>made blood better
>drew the next boss(a fire-eating tree)
>fully coded in a minigame and NPC that grant you resistance to status ailments.

https://www.youtube.com/watch?v=FNmbHkNFZ5Y
>>
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>>336614324
...I'm tempted to steal this for my game, actually. Not as a mandatory/taught part of the core gameplay experience (as with yours) but as a sort of bonus for skilled players to take down larger enemies.

Maybe a sequence of lit points; if you shoot the right one, the light goes out, but if you shoot the wrong one, all the lights come back on. Like the chests in SM64, you can slowly learn the "debug" sequence to disengage the enemy and induce a stunned state.

IDK, it seems like a clever way to reward accurate shots beyond the conventional headshot rewards, and I've built my game out of stolen clever stuff.

I'd do it for sure if I didn't worry there was a decent chance people would think I *thought* of it, and I don't want to be getting originality points for something that isn't mine. Most of what I've "stolen" is an obvious nod to more popular games.

>>336611864
>>336610249
Some quick-and-dirty updates to fix the critiques. Still a long way to go but I hope this is a step in the right direction.
>>
>>336615017
yo anon, where did you learn to code?

your game looks hella sweet, must've been hard working on it. how long have you been at it?
>>
>>336613739
Have you seen the regenerators in RE4? Or played Killer7? You might get some ideas from that.
>>
>>336614787
RCT and RCT2 are Kinda 3D. They don't use models, but they support a full range of perspectives.
>>
>>336615564
>support a full range of perspectives
They support 4 identical orthographic angles.
>>
>>336615286
I just passed the two year mark from when I first opened Blender and started making the first model, I want to say. I think it was March of 2014?

I didn't learn to code, I have no idea how to code, I've never coded anything. Game is 100% Blueprints in UE4.
>>
unity? unreal? you are all like a small child.
real men use PYTHON 3.2 and hard code the graphics in with lines and slashes.
if you use unreal or unity, here are some helpful links:
samaritans.org
reddit.com
>>
>>336615650
what the fuck? all blueprints?

holy hell, how did you DO that? im a little confused when it comes to blueprints in ureal.
>>
>>336615972
Blueprints are just flowchart representations of C++ function calls as I understand it.
>>
>>336615650
Do you ever plan on learning to code, blueprint anon?
>>
>>336615838
python, lol. i bet your teacher told you all about how LISP was the greatest language too.
>>
>>336615972
Anon blueprints is the same as programming, just visual.
>>
>>336616069
Not particularly. Code annoys me.

It's not the logic of it (blueprints require a really thorough knowledge of code CONCEPTS and logic), just the syntax.

I
{HaveNo (idea,what)
bTheFuck,
..elseTHIS (is,supposed)}
//ToMean

At least flowcharts have a representation that harkens back to wires and pins, which as a audio___ engineer I have a semi-decent grasp of.
>>
>>336616393
>>336616131
>>336616060
guess im dumber than a bag of hammers
>>
>>336616393
Game maker tutorials can help. It's a simple language that you can then basically use for stuff like UE4. Speaking of can you use any language in UE4 or is it something specific like how GM is Delphi?
>>
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>>336613639
but thats wrong you retard
>>
>>336617093
UE4 is C++ iirc.
>>
>>336616393
Something like

If {
(Player_health -= 0)
Instance_destroy (player)
}
some shit like that literally kills you once your health is at 0 with like 4 lines of code. Not saying this is a correct format but coding can be fun
>>
>>336617093
UE4 is either:
-their own version of C++
-blueprints: literally a visual version of their c++
-real C++
>>
>>336616393
The basics are pretty simple.

>OP=fag
this sets the variable "OP" equal to the value of the variable "fag"

>if OP=fag
>{shitpost=1}
this means that if the values of the "OP" and "fag" variables are equal to one another, then the variable "shitpost" is set to equal 1.
>>
>>336617654
Shouldn't that be if (OP == fag)? Otherwise it's just another assignment.
>>
>>336617570
That shit is ugly.

In UE4, I've got a green player health blob, and it feeds a green wire to a less-or-equal statement with 0 as the other argument, and then a red wire boolean output. I feed that to a branch node, and an execution path hits that branch, going through the "true" output if the enemy needs to die and the "false" path otherwise.

Yeah, your way is more concise, but it also looks like shit to my eyes. Staring at it while debuggin would just piss me off
>>
>>336617817
Not him but some languages like GML allow using '=' for comparison
>>
game?
>>
>>336617654
>>336617817
Fuck, you're right. I've been using Gamemaker, it doesn't require you to do that.
>>
>>336618096
Oh, alright then.
>>
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I want to make an Ultima-like RPG. Very simple of course, I'm but one man, and I'm fully aware of the scope issues that come with RPG development, which is why I'm keeping it small. It would also be a hobby thing, so completely free (in both senses of the word).

I just want to gauge how many people would be interested in this kind of game.
>>
Still recovering from concussion; still can't program; progress dead. RIP Project. RIP dream. RIP career. This is my life now.
>>
>>336618390
Concussion from what?
>>
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what do you guys do with your game projects?

publish to steam? android marketplace? burn the bodies and start again?
>>
>>336617345
You're still missing my super special snowflake engine Panda3D.
>>
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>>336618390
Don't give up anon. I believe in you to make the best TF game in the future whenever you get around to it.
>>
>>336617570
Make functional variables so you don't have to rely on a loops statement

> int _health;
> int health {
>> get{
>>> return _health;
>> }
>> set{
>>> _health = value;
>>> if (_health < 1) {
>>>> Die();
>>> }
>> }
> }
>>
>>336618503
If by some miracle I get far enough to publish it, put it on itch.io
>>
>>336618453
From falling out of heaven because that game looks like it was made by an angel. :3
>>
>>336618692
Not really, no.
>>
>>336614859
Looks like and old flash game I used to play as a kid/teen, can't remember what it was called. This isn't bad, just an observation.
>>
>>336618046
that shit is ugly because it's wrong (in any language I've ever used).

C# / C++ / C / PHP example:
if(playerHealth <= 0) {

//destroy the player object here
}

Lua example:
if playerHealth <= 0 then

--Do your destroy logic here

end
>>
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>>336618453
From slamming my fuckin' head a couple times in an airplane that had a really rough landing. Didn't think I did any damage but then the intense nausea set in.

>>336618618
>An anon remembers my TF game goal
All hope lost anon. Unless it just takes more time. But I totally want to make a TF game, it's my fucking dream to give tfbros the game they deserve so they don't have to play old versions of CoC endlessly.

Pretty sure I just need more time, but i'm also sure this project is dead because of it. I guess I need to learn how to draw unless I'm going to make a text-based TF game. Would a text or ascii based TF game bring in the patreon bucks?
>>
>>336619182
Wow, that's rough. Where was this?
>>
>>336618964
I'll hire a colorist to get rid of the flash style.

Also, you're probably thinking of Ronin: Spirit of the Sword. it inspired my game.
>>
>>336619040
Is that supposed to be less ugly?

Because it still looks like someone sat on a keyboard.
>>
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>>336619040
> <= 0
>Not just < 1

Literally why? It's not like his health is a float.
>>
Poor. Trying to hash out a background I like.
>>
>>336618630
This smells, you shouldn't be calling methods like that from a property.

An exception would be if you have a write-once property and you need to throw and exception from the setter(that's OK in some scenarios).

When someone sets a property, they would never expect the object to call a method "Die" that may do a number of things, including deleting the actual object, that just doesn't make any sense.

rule of thumb: If the property performes any extensive logic, refactor it into a method.

Good use of a setter:

set { val = clamp(value, 0, maxValue); }
>>
Hi, I'm a wannabe game dev who has only ever programmed arduino

what's a good way to make a first game?

Should I make some indie pixelshit RPG?

or Should I try to make an uninspired roguelike?
>>
Can I create classes in Game Maker Studio? If not how am I supposed to implement the more complex stuff?
>>
>>336619365
What if his health is less than 1 but greater than 0?
>>
>>336619182
In my opinion, art in TF centered games is a bad idea (due to all the possible combinations), unless you just want to have a monster sprite drawn facing the player when in turn based combat. If the writing is good enough and the gameplay is actually a bit fun (unlike pretty much every TF game), you will probably do fine. I was going to make a TF game myself but it always ended up with:

>Start programming
>Get a really good idea
>End up masturbating
>Stop programming

Endlessly looping on it self, so nothing ever got done. In the end I decided to make a normal game.
>>
>>336617398
>>336617609
How similar is c++ to shit like GML I wanna learn to make a basic 2d platformers but after knowing the format and shit could I just jump into unreal and code in a similar manner. I'm still pretty new to this shit but have made some very basic games.
>>
>>336619658
>what's a good way to make a first game?
Probably LÖVE but only because its structure reminds me of Arduino (setup and loop)

As for what you should make: whatever the fuck you want. If you only try to make what others want you to, you'll end up making nothing.
>>
>>336619658

Do whatever the fuck you want. I'm doing a puzzle FPS but I wouldn't tell others they should do the same. I just wanted to make one.
>>
>>336619817
Not a float
>>
>>336619854
Your general understanding of logic and some syntax will carry over but C++ is a beast of its own, you won't learn it in a week
>>
>>336619365
Because I count from 0 and not 1.
>>
>>336619658
Your first game should not be either a an RPG or a roguelike. Start by making simple things like Pong, Pac-man, and platformers. Don't worry about graphics, you need to learn first.

>>336619758
What are classes?
>>
>>336620074
>you won't learn it in a week
You won't learn it in your lifetime. Just learn as much as you need to start working on it then learn the rest as you go.
>>
>>336619836
I wear a cage 24/7 so that won't be a problem for me. I'm kind of torn on ideas, though. In a few weeks I'm sure I'll be able to program again or I'll kill myself so I should start planning now. At first I was thinking of adapting my roguelike shit to a TF game (get to the bottom floor, but with TF effects instead of gear) but that would probably be pretty boring. But without roguelikes or turn-based gameplay it's difficult to make an ascii-based game, so I might need to think on it a little.

My other idea was to make it sort of like a simulator game, where you run a little item shop and the items and customers can TF you.
>>
>>336620178
>You won't learn it in your lifetime.
>he needs a lifetime
>not being a skeleton
Fucking casuals
>>
>>336620125
>What are classes?
As in Java/Python classes
>>
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>>336620256
YOU WON'T LEARN IT IN YOUR DEATHTIME EITHER!
>>
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>>336620209
>I wear a cage 24/7 so that won't be a problem for me.
Y-you what?
>>
>>336619854
I like GM because you have your player object. The you can create seperate scripts like player moment and player attack, player power up ect, then just call those scripts into the player to make the code look much more clean. Inside the player object you have create and step events so you can easily set variables in one spot and then call your scripts in the step event then just alter depending on the situation. It's keeping it clean for me so far, I don't know how other game engines let you keep track of all that stuff. I'm sure it's similar
>>
>>336620673
He's a bear dev
>>
>>336620673
anon please don't let that be the focus of your reply, I'm lookin for REAL feedback.
>>
>>336617345
>There's an even bigger one.
Damn, I AM retarded. Thanks anon.
>>
>>336620209
My idea was making it a dungeon crawler like Etrian Odyssey except you are only one person, probably recruit NPCs or something, and there would be trap tiles, cursed equipment, unidentified potions, equipment restrictions, skill checks, equipment weight (all to be modified based on various factors and TFs), those kind of things. I also wanted some things like making your own potions, but if you are bad at making potions, the potion can have unexpected side effects. I was going to use this as a first project to learn programming, but I have no self control over my masturbation habits.
>>
>>336619836
Oh so it's like:
>for (progress_percent=0; progress_percent=100; progress_percent+=1)
>{if masturbate=true {progress_percent+=-1}}
>>
>>336620783
That's a real backwards way of doing it though. That's not how it's done in any popular language for a reason.

If you could create classes and instantiate them in GML you could make a player class that contains all player related data and this class also has a Move() method

you create(instantiate the player) like player = new Player()
player.speed = 10;
player.penisSize = 100;

if(input)
player.Move();

this is obviously a very rigid example and doesn't explain all the powers of classes, inheritance, etc, but it shows that classes acts as containers for reusable code and you can put many classes in the same file where as in GML, a file can be treated as a function(which is fucking weird from a design perspective).<

a class can also have a constructor where you execute code only once(when the object is constructed).
>>
Hey you guys around 2000 my dad got some kind of game developing program and I was too much of a stupid to put much effort into and too much of a little shit to appreciate that he did it for me, so I played the sample game it came with, which like a poor man's Final Fantasy, and I think the plot involved giants? Does that default game ring a bell for anyone? I'm curious what program it was.
>>
>>336615392
>>336614813
yeah, i've played some killer7 and some re4. i know that precision shooting and weakpoints is big in them, i'll try to go through them and look at how they design that stuff
>>
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>>336621695
Nah I think it was more like:

desire_to_program = 1;
time_to_sleep = 32400;
//////////////////////////

if !masturbate{
progress += 1;
}
else{
desire_to_program -= 1;
}

if desire_to_program <= 0{
go_to_sleep = true;
new_day = true;
masturbate = false;
}

if new_day{
time_to_sleep -= 1;
}

if new_day
&& time_to_sleep <= 0{
desire_to_program = irandom(1, 3);
new_day = false;
go_to_sleep = false;
time_to_sleep = 32400;
}

This code is silly.
>>
Does anyone know how I could implement a bit of lag on a 2D top-down camera? I mean lag as in "camera moves a bit behind the object it's following"
>>
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man making a game is hard

i have never put so much effort into anything in my life

ive learned so much, but there is so much more to learn its as if i will never know enough
>>
>>336623234
>9gag watermark
the suicide booth's outside bro
>>
Give me a horror game idea
>>
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>>336623126
Like this?
Just calculate the distance between the camera and its target, and then move the camera based on a velocity and delta time just like you would any other entity. Bonus smoothness if you change the velocity based on distance to give it that slightly rubber-bandy effect.
>>
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Fuck I can't get a good walk down. It doesn't help that Paper Mario's walk was just two frames on loop covered by a lot of dust
>>
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Reposting last progress; Trying to get the deck system working
>>
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Fine actualy. i added the dodge and a manual defense button and dashes


also made some new stages

AND I FINALY INTO WEBMS
>>
>>336623661
Use tweens nigga your character looks like it was practically designed for this.
>>
>>336623671
where did you learn to make sprites?
>>
>>336623671
jesus christ have an outline or don't
>>
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>>336623661
the size of the sprite is changing a little. i'm a little surprised you don't use tweens/semi-3d animation like the other anon said. but i guess you're going for straight up paper mario.
honestly it probably would look fine if you speed it up, fix the size-changing thing, and get it working in game. that kind of simple animation + actual player controlled character movement just works surprisingly well.
webm related for neat 2.5d character animation. not exactly what you're going for though.
>>
Fuck I need to work on it, just been playing videogames these past couple days.

>>336624972
He's obviously emulating the partially cropped sprites that regularly featured in GBA games, nigggaaaaaaa
>>
>>336624883
Sprites-Inc circa 2005

>>336624972
What do you mean
>>
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working on career mode haha
>>
Does anyone know how I could make an object slide instead of moving instantly in duality?
>>
>>336626463
show your code. either way, my guess is that you're just trying to move its position directly and so you'd probably want to multiply it by deltatime. in Duality it's Time.TimeMult;

transform.position += speed * Time.TimeMult;

else you're saying "move these many units per frame" instead of "per second"
>>
>>336627046
That worked, thanks
>>
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>>336625031
That looks good as fuck.
>>
>>336627330
keep in mind that if you're fiddling with physics(a rigidbody for instance) you don't want to move a position directly, but rather, apply a force to the rigidbody.

when you set positions directly, you're forcing that object to that position and THEN collision says "hey, wait a minute, you can't be here" and bumps you back.
>>
>>336625031
I normally really dislike skeletal animation but you did it really well, great work.
>>
>>336627468
>>336627746
not mine, it's a great little game called knock-knock
>>
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>>336618610
Think again motherfucker
>>
>>336628907
Good job
>>
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>>336628907
>Mspaint and Paint.net
>No Gimp2
>No GraphicsGale
>No Hyrule Magic
>No Quest

No anon give it up. There is no way you can win.
>>
>>336623671
porn of robot girl when
>>
>>336596309
>Should I make the ball behave more PONG-like in that it never really stops/its velocity stais equal but you just help changing it's trajectory?
Yes, do it.
>>
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Soonâ„¢
>>
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Hi guys.

I made my first practice model.

Do I now go into unreal and use their rigging tool stuff to design a skeleton for animation?
>>
>>336621920
no idea, but if he bought it, it was probably one of the rpgmaker line
>>
I just learned how to make a 3d table with floors and walls

how far am I to decent 3d
>>
>>336630629
lewd
>>
>>336628907
Where is Blitz3D?

That's what that scp game was made with.
>>
How do I conserve momentum from a dash into a jump?
>>
>>336623234
do more, learn less
>>
>>336590164
pretty cool op, thanks for asking

the games gameplay is pretty good, but it feels a bit empty. and im not getting diminishing returns on what i add.. i think i need to expand the premise a bit and add new features. but the game was only meant to be simple, so im struggling to think of what it needs

i guess i should just play it more, and try to feel it out
>>
>>336630159
then I wonder how the guns would behave. You can shoot the ball with some of your pellets from long range or with all of them from close range but if you can't slow down the ball then you'd just alter it's trajectory slightly?
>>
>>336617345
>and Knuckles
>>
>>336631718
Why is the momentum not conserved/reset?
>>
>>336631961
what is your game?
>>
>>336632092
I defined a "move" state using https://www.youtube.com/watch?v=IysShLIaosk as a base, the problem is that since horizontal speed is defined as hsp = move*walkspeed and I coded my dash as hsp = dashspeed when pressing the dash button, momentum is not conserved because move = 0
>>
>>336628907
Where is Vulkan?
>>
>>336632567
I have mine set up to where if the dash button is still held while in the jumping/falling state from the dash state, your hsp max stays the dash speed until you release the button.
>>
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>>336590164
>crosses GM:S
>allows Unity AND Dualishit
>>
>>336632970
I was thinking about this, but I want to add airdash as an upgrade later on and it would interfere with that. I think I have something in mind to work around that though, so I'll try what you told me and post back with the results
>>
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One of the deities from the game I'm making.
I finished this piece a while ago but I haven't done much recently as learning how to program has taken up most of my free time. I might actually try forming a team online.
>>
>>336623637
A game about the "Ladderman". The whole game is constantly building up the threat of this Ladderman, known to kill people on ladders.
And the game has a lot of ladder climbing. The player can set traps for the Ladderman and can kick down some ladders and other such things. The important part is that you hold off from actually having the Ladderman show itself and try to kill the player for an extremely long time, while still having lots of ladders and different ways for the player to ensure their ladder climb is safe (like traps).
However, this can be a problem. If a player knows the Ladderman doesn't come until later, then they'll just boredly breeze through the start of the game, conserving all their traps and not kicking down ladders in case they want to go back down and stuff.
Therefore, as long as the player is setting traps, exercising caution and showing their tension, don't make the Ladderman come after them until later. On the other hand, if the player isn't setting traps, isn't kicking down ladders, then make the Ladderman go after them from the start.
Damn this is good. Mind if I steal this idea I just gave to you?
>>
>>336633416
Very nice. What are you planning your game to be like?
>>
>>336633392
Oh I can see where that would cause conflict then. I don't plan on having a 'traditional' air dash (it would be tied to a weapon instead) so I didn't plan on writing the state around that.
>>
>>336633416
she's a qt
I like the lighting too
>>
>>336633713
Probably an RPG to keep things a bit more simple. It's set in the future when most of the planet has become uninhabitable and meteorologists are the ones trying to keep what little they have left from being destroyed by natural disasters. The largest city in the world hires the three most intelligent and successful in that field to get to the bottom of everything and prevent a big disaster from destroying the city.
It's a mix of pseudo-science and fiction because all meteorologists have super powers to some degree, each element with its own deity. It's not that original but I hope I can execute it well enough.

>>336634141
Thanks, she's the deity of the sun and the one who keeps track of the passing days, she also holds the power of heat.
>>
>>336633874
I think I'll just define a variable to set the previous state so I know when you jump from a dash. Seems like the best solution for now and I should have probably done that before
>>
>>336590164
Going alright, refined a lot of the visuals, added more details, falling leaves, jumping fish looking creatures in the water, refined the mechanics for when you are shrunken from the mushroom object, AI waypoint object to use the bugs to help you pass areas, bugs attack you when youre small, refined the bug mode where you control the bug, and made a spawnable flower speed boost from the seed. Also made a mockup of a new area utilizing shrink mode/bug luring and got some new music.
>>
>>336636443
I keep seeing your webms in these threads and I still don't know what your game is about. The artstyle looks great though, does it run on toasters?
>>
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>>336632567
I don't know if it'll help but the way I handle velocity is by changing it with input, instead of locking it to a formula like
>hsp = move*walkspeed
It will stay the same until something affects it like the user holding a key or collisions.

So for me, momentum from dashing once you leave the state won't change unless you're touching the ground.
I do reduce the velocity on purpose once you leave the state since it's too fast but you still have some momentum.
>>
>>336636443
really interesting sounding mechanics.
going really fast and jumping to that other island looks fun.
>>
>>336636827
It's easier for me to work with that formula because I know what it's doing at all times, but your movement looks nice. It's kind of what I want, but with less speed and with more weight to it since the player is a mech.

I'll just add movement code to the midair state. Right now I was changing from "midair" into "move" everytime you pressed a movement key in midair, but it's probably better to have movement in the same state, even if it's redundant

Thanks for the help so far guys
>>
>>336590164
finally decided to stop being a fucking slot and i'm making progress with a brigandine model in blender and rigging my generic human model
>>
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>>336590164
What is best way to put horror in rpg
No seriously, all I've got is jumpscares and "RUN!" prompts.
>>
>>336637743
The best horror isn't what you can see.
>>
>>336637743

Play Amnesia for an hour. You'll know what works.
>>
>>336636757
I'm not sure how it will scale to toasters, I still have to test it. I will be releasing a beta to sample performance eventually if greenlight goes well.

Its a puzzle platformer. There is no story. Some of the mechanics: collect speed/jump boost "flowers" and plant them (after acquiring the seeds) in order to progress, air/wall dodging, short periods of flight, lure bug ai to help you (luring to switches, patches where they grow flowers when powered up), become a bug, eat a mushroom item to shrink.

>>336636881
Thanks. The end of that area has you going full sanic speed to and from tiny bits of islands with a single flower.
>>
DEMO
DAY
8

2 DAYS
>>
>>336637506
I use separate states for everything, I have a function for movement code which I only call in the right states (standing,running etc).

If your character is a mech, the best way to make it look weighty is with acceleration for movement
>if holding keys for moving, increase hspd by X until it reaches a max speed of Y
>else decrease hspd by X until 0
I don't use any for ground movement because I want the controls to be tight so everything looks fast.
>>
>>336638025
what?
>>
>>336599596
I've made 2 games in GM and they sold well. I'm doing an unreal engine game now but I think GM is a respectable engine, don't let the memes fool you.
>>
>>336637743
Do some psychological shit like they do in the penumbra games

>Doorways vanishing
>Finding the really fucked up references from previous games, and having context be played through things left behind like notes and audio clips
>Enemies that you can't kill
>Building the player's hope up in some way, shape or form and having it slowly taken from them

You can even take it a step further and do some existential shit, if you want. They handled that in penumbra by making you kill yourself to progress in a sequence of puzzles.

Jump scares are the lowest form, try to get a good atmosphere set up. Just look at silent hill for instance.
>>
>>336638061
Thanks for the suggestion. I didn't think of that because I still wanted it to be tight, but I'll experiment with a high acceleration so that it has some juice without sacrificing precision
>>
>>336637743
Just aesthetically, don't actually disable the player in any way.
>>
>>336637743
depends, what kind of rpg exactly? also what's your story?
just think of all the elements your game has and how you can express scary stuff with the actual mechanics. try to think of how little unnerving details may be implemented within the player's stats or in a battle or things like that.
maybe something like, the player gains a new party member at some point. from then on their HP very slowly drains but most players probably won't notice it at first. they may start to notice when it gets to be a larger amount, and you drop some hints toward it, and you lead up to the moment at which the player connects their draining HP to their new party member, who isn't really what they seem. that was just something off the top of my head, there are loads of really good ways to do horror in an rpg.
just really think about how you can express your stuff mechanically.
>>
>>336637876
Hmm. Well I'm not sure how to put that in properly. Hand drawing all the backgrounds so I'd have to git gud at sound stuff too I guess.
>>336637948
Never played it and I don't own it, so idk.
>>336638575
Well so far I have
>enemies you can't kill
>vanishing doors
>nasty shit you can find
But none of it is for horror, just puzzles.
>>
>>336637743
Slowly drain player stats semi randomly

Like enter a dark room, something shakes and your HP starts draining
>>
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>>336638025
I've never posted on /AGDG/ before though, would it even be fine if I submitted something anyway?
>>
>>336639018
no, they'll call you a whodev and beat the shit out of you. just don't worry about demo day unless you are popular in agdg.
>>
>>336638773
Well it is an RPG and the run prompt should have a consequence. After a lot of ineffectual scares would it be less effective?
>>336638860
Ah, that sounds cool. I have that in a gas room but I guess tweaking it wouldn't be too hard.
>>336638789
Well most of the spooky stuff is in small cutscenes with CG's right now, aside from the jumps and the runs. Setting is in an underground facility that was air sealed for a long time before the protag enters. Also want to put in hints of relationship between them and a certain character but idk if that would take away from the horror aspects.
>>
>>336639018
Not much point, people will just bitch at you for being a whodev since you don't actually participate in AGDG
>>
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I just don't know /v/.

How does /v/ stay motivated when hitting the wall?
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