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How's that game coming along /v/? you ARE making a game
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How's that game coming along /v/?

you ARE making a game aren't you?
>>
uh yeah.. I am

the development merely been halted for about a decade, it'll start up again anytime soon now
>>
I could do with some input desu

http://www.strawpoll.me/10183116
http://www.strawpoll.me/10183116
http://www.strawpoll.me/10183116
>>
Never started one, instead I started livestreaming Subnautica. It's not the most popular game, nor am I any good autistic streamer.
>>
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Currently reworking the UI so I disabled it. But its coming along...
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>>337220264
>unity
>>
>>337220413

>someone voted 'facing direction of player regardless of camera'

for what purpose? Do you actually like tank controls?
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I'm about to release the new version, just waiting for enough spare time to build and test the installers. This weekend at the latest.
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will I kill the thread again with my no-progress report?
I expect to code today, but damn, my /v/ addiction is kicking so hard.
>>
>>337220264
Nah, I'm just a programmer. I have no inspiration for making an actual game, nor am I able to do art or music.
Kinda sucks since game tech is interesting as fuck to work on.
>>
>>337224509
Sheesh all those sprites. I prefer 3d myself as its easier once you have your own doll to position.
>>
Looking for a project to join in.
Artist here.
>>
>>337224995
Idea guy reporting in
>>
>>337225435
So you mean an artist guy is the same as an idea guy? You need to program and do the art and music all by yourself?
>>
>>337224981
this is more of a place holder, the first version of the game will have like 10 animations maybe.
But it's good to have tools ready for more ambitious things.
>>
I keep forgetting to work on it....
>>
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I did a few small changes to the lighting (just blurring the lightmaps and drawing them over everything else, instead of having walls be full-bright), and it looks way better now
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>>337225753
In comparison, here's the old lighting
>>
>>337220264

>Making games

Nah m8, I just do 3D modelling for fun.
>>
>>337225916
you at least monetize all that porn.... right?
>>
I'm trying to start

I downloaded gamemaker. I've been reading the documentation so I can get started without relying on tutorials but I get so fucking discouraged because I don't have any art skills. As soon as I start making a placeholder sprite I just feel like shit
>>
>>337227178
tutorials are nice to learn after you read the basics. It's a good starting point too, like you take a simple one and expend it with more items, more monsters, and so on.
>>
>>337225435
>>337224995
Writer for dialogue/scenario over here. Get us a programmer and a musician and we're set.
>>
>tfw you realise through playtesting that people are dumb and actually need button prompts because they have lost all concept of trying anything that wasn't explicitly told to them
>>
>>337220413
Depends of whatare you pretending to do?
you want a mesh warrior or a re4?
>>
>>337227724
>people are dumb
you have no idea. Gamers can be extremely dense and refuse to get information you provide them simply because they are confident said info is for noobs.
>>
>>337227724
maybe you're just a shitty game designer who presents new problems in unsafe situations so the player doesn't have the capacity to experiment and learn?
>>
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Trying to make a simple drinks bar but it's an absolute nightmare to make it look even half decent. I wanted to go for a simplistic look (since I'm a programmer, not an artist) but this looks like absolute shit. I've looked up things like colour theory but I guess it's just something I'll have to work on.
>>
>>337230447
>you are wrong because <fanfic>
what exactly are you even trying to prove there? facts or fuck off.
>>
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Luvvie Ducks is going well, working on a duck flying animation right now.

https://www.youtube.com/channel/UCSFGPhu4aNWqJDicFUuOxHg
>>
>>337230926
>people are dumb

yeah because that's an objective fact right?

if someone doesn't understand how to play your game, that's YOUR fault, not theirs - so kys you abortion of a game designer
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>>337230830
Give it some textures
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https://www.youtube.com/watch?v=FPFhEwNasf0

>>337231000
Forgot progress
>>
>>337221245
I didn't vote for it but I don't mind tank controls much
>>
>>337230830
add some shadows too
>>
>>337230447

>I have never made a game before
Unless you are making something piss simple, it is IMPOSSIBLE to leave the player to their own devices and expect them to figure out all of the controls on their own. Especially on a keyboard, there are WAY too many buttons for randomly mashing to be a successful self-teaching method. You need to tell the player how to play your game unless it it so simple there is no conceivable path that they don't figure it out themselves (eg flappy bird - but even that tells you how to play on the start screen).

This is a separate matter to teaching mechanics. That being said, if you have ever conducted a playtest, you will realise that the more ambiguous and """intelligent""" your silent teaching methods are, the less likely people are to understand it and the more likely they are to get stuck and frustrated and give up

Blaming these things on an absolute 'you just didn't game design well enough' is a shitty egoraptor argument with no merit
>>
>>337233169

And to add to this, to suggest that every game MUST be simple is idiotic. It does mean the potential audience is smaller, but that's not an invalid reason for existence
>>
Yeah, I'm making a game. It's going to be a survival zombie game. The player will have to gather resources and weapons and such to survive. It's pretty original. It's going to be groundbreaking.
>>
Script is coming fine, gameplay is handled by the Doom engine so no worries there!
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It is bad and I am bad. But maybe some people will play it.
It's going to be an FPS RPG.
>>
and wow shader code is complicated. I'm learning how to generate levels using a compute shader and it is rock solid stuff
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>>337233376
>mfw I literally thought this 8 years ago
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>>337234291
We all did Anon, it's okay.
>>
>>337233169
>introducing new mechanics in safe environments is literally the cornerstone of all of Nintendo's game design philosophy
>hurrdurr I know better lawls!

stay retarded friendo
>>
>>337233169
If during a playtest, the player doesn't "get" something, that's your fault as the designer. To argue anything else is pants on head retarded.
>>
>tfw burned out
>>
>>337234789

controls != mechanics
"safe environments" do not inherently mean the player will understand or even willingly experiment

Sequelitis is not a valid resource to learn game design
>>
>>337234789

The cornerstone of nintendo's game design philosophy was to ship games with instruction booklets that explicitly told the player the controls
Modern nintendo games are full of button prompts since instruction booklets are no longer a thing
>>
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>>337231363
>>337233162
After googling some basic textures and slapping them on it looks a bit better. Overall good call though, I was sort of avoiding textures because I want to keep it simple, but it clearly works better. I'll keep messing around and see if I can improve it.
>>
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is my skybox pretty enough?
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>>337235406
I like it
Water looks like shit though
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>>337235406
Only if you can see another planet somewhere
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>>337235461

how could I make it better?
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>>337234958
Same. Trying to balance core mechanics is such a drag.
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>>337235476

that's actually the plan
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>>337235406
Let me guess you're making a survival game?
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>>337235668

zombie apocalypse survival horror, yes
>>
>>337235528
Adapt this
https://www.shadertoy.com/view/Ms2SD1
>>
gaming is dead
>>
>>337234084
> fps rpg
neat

you make the editor yourself, is it tile based?
>>
>>337235406
needs some metal dolphins jumping and some neon title zooming in. or something
>>
>>337235693
Really original and totally won't be flooded with all the other survival games.
>>
>>337235102
>Modern nintendo games are full of button prompts since instruction booklets are no longer a thing
where? Only game I can name doing that is Xenoblade, but Xenoblade as a whole as horrible UI inspired by shitty western games to begin with.
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If I was an elite hacker with a lot of time I would try and make a simple clone of prototype, that game was dope.
>>
>>337235002
"safe" doesn't mean "you lose if you fail". It just means you are in a place where using the mechanic will help you continue and you won't be punished when you try. That's the whole "platform disapear but at first there's ground under them" tactic. As opposed to dark soul 3 that put 3 zombies over the blood pool that tells you how to kill them.
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testing some assets.
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Teleport trigger brushes are working.
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actually great.

just got the artist to make some new facesets.

now tell me, how much does my shitty coloring fuck up his art?

https://www.youtube.com/watch?v=FNmbHkNFZ5Y
>>
>>337239773
>manly tears tries minecraft VR
>>
>>337240238
>all the garbo of JRPGs combined with all the garbo of mobile platform controls!
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>>337238332
>>
>>337240319
>minecraft VR
pls no. this is going to be a lowpoly / pixel textured 3D adventure game set on an island. that's a placeholder model.
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Is unity have builded Meuporg codebase or you have code it by yourself?
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>>337240513
>mobile controls
>PC game
>shitting on JRPGs

you're dumb and I'll fight you.
>>
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Nicely.

Just did an overhaul of the visuals for gun fire, including an updated recoil animation, better particle effects, and retriggerable blended animations for shot enemies (as a bonus, that blend is also applied to the melee attacks which gives the hit reaction poses a nice little bit of variety).

Also just got done tweaking the spark cues for finisher attacks (to help keep them visible at melee distance without consuming the whole screen when headshots are scored) and, of course, updated how the finishers themselves worked for better fluidity and enemy reactions.

Oh, and I guess /v/ hasn't seen the new and improved laser traps, seen here being more pretty than actually dangerous.
>>
>>337220635
I hope that gigganigga sword is parodic.
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>>337241370
those comics effects gave me a boner. Keep the good work.
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>>337223000
looks a lot like gothic.

will you add shadows eventually? ps1 low quality/ball shadows to keep the aesthetic?
>>
I need help.

http://www.strawpoll.me/10184806

For reference, the party members so far are a dnd style-sorcerer, a paladin, a thief, a ranger, a spartan, a magitechnician, a dragon, and I gotta think of two more.
>>
>>337225753
>>337225828
looks great, but isn't it too similar to that one deep sea survival game some people were playing?

or is it that and i'm just retarded?
>>
>>337231000
>>337231713
good but... what's the appeal?
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>>337234084
looks good though.

just remember to give lots of tools and things for the player to do and let him run wild.

a simple kick button does wonders for the fun factor.

don't make it slow too, fuck slow shooters.
>>
>>337241370
actually looks amazing.

don't know about the gameplay, though. would you mind sharing a demo?
>>
>>337241774
your idea is played out already, so to make it work, and be good, you gotta implement ALL the things.

make it surpass everything that has been done so far.
>>
>>337242249
I have a demo up on https://funmanarmy.itch.io/mayhem-league

but I don't like to share it because it's months old at this point. I'll be uploading a new one once the first boss is functional.
>>
>>337242429
yes but, did you make any significant changes to gameplay since that time?

I really wanted to check out the gameplay and review it for you.
>>
>>337230830
What are you making a bar for?
I ask this because i had an idea for a game with a bar in it but never came around to it
>>
>>337242593
SIGNIFICANT?

No.

But there have been tweaks to balance things that do help, such as major changes to the gun scoring system to make it a more viable way of racking up points next to melee.

Not to mention stability and flow improvements which just make the gameplay feel better.

I mean, feel free to try it out! But I expect I can predict a number of your critiques and many of them have been addressed by recent work (guns feel useless and weak, finishers are difficult to use and bad-feeling, melee hit detection is inconsistent sometimes, visuals are bland, lack of command-driven utility attacks, etc)

and some will BE addressed by future updates, such as the lack of enemy variety and challenge.
>>
>>337242970
well, I'll just wait for your next update then.

can you post that boss webm from the other thread? I had a suggestion I forgot to post about it.
>>
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>>337220264
finally reverted back to using redesign OC character model since TO and FFTA2 design does not mesh well with the rest of the art assets.

waste a hell lot of time and effort but I think I learn something.

somehow.

Graphic redesign is still ongoing.
>>
>>337240984
>gesturing over your enemies
>not mobile controls

top zoz
>>
>>337243112
Sorry, I delete webms after posting them so I'd have to make a new one... And I just kinda don't want to fire up UE right now.
>>
>>337243165

Man this game looks violent, I don't know if my parents will let me play this.
>>
>>337243307
I think it was something about the boss attacking and then freezing in place.

Like I would suggest you add a "trying to unstuck the sword from the ground" animation after it attacks.

as it was the boss looked like it was willingly giving you a chance to hit it.

something about letting the player hop on the sword and run to his face to attack melee too.
>>
>>337241370
Love it, keep going man!
>>
>>337243685
Player CAN hop on the sword, just you grind up the sharp edge of the blade rather than run up the flat surface.

As for the "cooldown", I mean it IS there to give you a window to get on the sword, but the sword will launch energy waves outward on landing so there will be a logical follow up event to focus on which won't make it look like the sword is just hanging out.
>>
>>337242405
Gonna try. My original idea was to have different stories based on three of the nine selected characters, and two different final boss routes per character but it really seems like so much the idea kinda scares me.
>>
>>337243850
oh alright.

then I guess I'll wait for that new demo to give an in-depth reivew of the gameplay.
>>
>>337244426

your newest competitor in your direct genre is a Japanese game called I am Setsuna which will be released on Steam also.

translated probably.

check it and see if you can fight with that since it's obvious they are using CT as inspiration.
>>
>>337243227
gesturing over your enemies? what?

I'm willing to bet you're either trolling or underage based sorely on the way you talk, but whatever,
>>
>>337243380

I will take that as a compliment so thanks!
>>
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>>337241876
I started making it as a practice to see if I can get a 3d character animating in a game.

Also if you like a cosy duck pet simulator (not one for the masses) then it may appeal.
>>
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>>337241370
> blueprints
>>
>>337246029
Damn right Blueprints
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>>337239785
you literally just change its position..

how does this count as progress?
>>
>>337246076
why dont you listen when people tell you its retarded?
>>
>>337246029
>>337246418
>using tools and assets available to you to make a good game in a decent time.
>bad because you can't waggle you programming e-peen around.

go ahead, spend the next few years reinventing the wheel into a shitty custom made one so you can then maybe start working on something that doesn't exist already.
>>
>>337246418
I can't hear their criticisms over the sound of progress is why
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>>337246510
>programming e-peen around.
a programmer that refuse to program is by definition obsolete and dead it's sad that you don't do it, but it's worse that your defense is convincing others to fall with you.
>>
>>337246208
The teleporting is not a big deal. It was allowing entities to collide with invisible brushes that took some more effort.
>>
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You'll never make a game.
You'll never get to go to E3.
Nobody will ever play your game.

Now get back to your real job.
>>
>>337246635
Not me

I don't care what you program with.

I use BP because I don't know how to type code and learning seems like a tremendous waste of time and effort
>>
>>337246635
I'm not the dev, just saying that wasting your time making something that already exists is retarded.

every second you waste making blueprints BUT IT WAS YOU WHO DID IT is time you could have spend actually making a game.
>>
>>337246510
> make a good game in a decent time
> visual scripter
you don't know what you're talking about

>>337246512
ok then
>>
>>337220264
Are the blueprints similar to the Little Big Planet logic tools?
>>
Yeah I made one. It's not very good.
https://mrfoois.itch.io/theterribleclaw
>>
>>337246945
There are a shitload of UE3-powered games that made heavy use of Kismet, which is BP's precursor.

You know why major studios love visual scripting tools? Because it lets level designers, animators, enemy designers, artists, etc., put together large amounts of gameplay logic and functionality WITHOUT having to call up the programming team to make it happen. That in turn frees the programming team up for things that only they can do, like rendering/loading/AI optimization, underlying mechanical stability/functionality, netcode, etc. rather than fielding the 900th "can you guys make this button turn on the elevator?" email.
>>
>>337246979
Not really.

They're more like C++ function calls tied together with wires.

Actually that may not be fair, LBP has gotten stupidly complex in later installments in the series, so they may actually be comparable.
>>
>>337246828
what are you talking about?

>>337246720
> learning code seems like a tremendous waste of time and effort
> uses a visual scripter to make a game
you're an arrogant idiot, but its your own funeral so whatever
>>
Its too much work and I am too busy studying, that and I am trash at coding.
>>
>>337247656
>you're an arrogant idiot, but its your own funeral so whatever
Glad we got that cleared up. I look forward to seeing your game
>>
How do you guys feel about guard bars in fighting games?
>>
>>337244631
I think I can take it to be honest, it looks like it's going in an entirely different direction then what I have planned.
>>
>>337247408
yep, but actually AAA devs write their own functions like lego blocks, specific to the game and then designers plug those together to create sequences or level designs quickly, or sometimes prototype new ideas

its generally a "level design tool" like LBP or doom snapmap, like that dude was talking about. its not for coding games.

there are many reasons why vis scripting a game is stupid, but i cba to go into it cause i know it'll fall on deaf ears
>>
>>337247821
its greenlit and 90% complete. you'll see it soon

i look forward to you sliding off mount stupid and learning to code in future
>>
>>337247656
what are YOU talking about?

why are you memeing blueprints? why are they bad?

>>337247835
usually bad.

then again, fighting games are a perfected genre like bullet hells.

which means that changing something usually makes it worse.

could work if blocking is "overpowered" like in smash.

but once again, limiting it by player skill is a better idea.

>>337247903
if it is good enough and different, it should be good enough.
>>
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Why are both Unreal Engine 4 and Unity 5 not available for Linux?
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>>337248567
nothing is available for linux
>>
>writing your own engine from scratch
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>>337248121
>there are many reasons why vis scripting a game is stupid, but i cba to go into it cause i know it'll fall on deaf ears
It's not scripted from the ground up, core gameplay stuff like AI, character movement, physics and collision, animation triggering and blending, rendering, etc., is all ALREADY handled out of the box by UE. It's a game engine, it does game engine stuff on the back-end and you talk to it.

That's the thing, it's exactly like using a AAA house engine, it's just a wider array of lego blocks than would be necessary for just one game.

It'd be one thing if I was trying to script together the math used for capsule sweeps and raycasts and shit, but I'm not.

Could it be smoother to work with if it was programmed ground-up? Probably. But that would add years to the dev cycle and the payoff for the end result would essentially be nothing, so why bother
>>
do i need to learn c++ and directX to make a game?
i want to make gamecube style games
>>
How feasible is it to make a game with completely hand-drawn backgrounds? It seems like making a painterly-style type of game wouldn't be too difficult but will still get praised for not being pixel shit.
>>
>>337248860
> gamecube style

learn how to draw first
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>>337248925
i can already draw sonic pretty gud
>>
>>337248906

depends on the type of game and the amount of animations
>>
>>337227527
nobody on /v/ is smart enough
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>>337248906
perfectly. no reason for why it wouldn't work.

if you make the backgrounds yourself, that is. because artists almost always suck at or hate doing backgrounds.
>>
>>337248925
>the drawing meme
you don't need to go through all the shit that artists need to learn, you just need to learn how to copy correctly
>>
>>337248515
> why are you memeing blueprints? why are they bad?

code is better in every way except learning curve, which is negligible.
dev babbies fall for the meme because they're scared of code, but learning isn't that hard if you just push yourself through the initial stages
>>
>>337249161
copy correctly? elaborate please?
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>>337234084
Bake it in ambient occulsion.
It will look way better
>>
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>>337220264
I haven't been working to much, but I've incorporated the hiring mechanic to the game. When you hire someone it checks if there is someone available to hire, if not the building that required someone is put into a list that gets checked when someone new arrives. When you fire someone they go back to their homes.

Still need to add some kind of mechanic to unemployed workers so they're aren't totally useless and actually do something useful. Just to make it so the obvious answer is to put everyone to work but make it so the player sacrifices something.
>>
>>337249283
call of duty
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>>337249385
and how do you "copy" call of duty without any art knowledge?
>>
>>337249385
xbox one?
>>
>>337249615
CCCCCCCCCCCCOOOOOOOOOOOOPPPPPPPPPPPPPPYYYYYYYYY DDDDDDDDDDDDDDDDAAAAAAAAAATTTTTT
>>
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Just churning out animations for executions/take downs.

Showed the game off last weekend to a buncha people, turns out that was their fav part so, heaping on more while my coder continues to fix shit.
>>
>>337248701
are you the dev still, or someone else?

> It's not scripted from the ground up, core gameplay stuff like AI, character movement, physics and collision, animation triggering and blending, rendering, etc., is all ALREADY handled out of the box by UE
yeah.. thats not core gameplay. thats just general engine functionality
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>>337249754
> pandering to pleb playtesters
didnt you learn anything from that HL2 image?
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Did my first live stream ever last week. I'm not good at it at all yet but people seemed to receive the game mechanics well.

https://youtu.be/0i0n1g9zzls
>>
>>337250049
I tried to include the time but it looks like embedding messed that up. 15:02 is where I describe the in-depth breeding.
>>
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>can't draw for shit have made no improvement in the month I've tried

I've decided to do a slave trainer roguelike so I dont have to do graphics.
>>
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how do i make this?
>>
>>337250385
Its already been made anon its called sonic
>>
I just started a project, I'm still making the basic data structures
>>
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released a demo for demo day 8
https://itch.io/jam/agdg-demo-day-8/rate/57016
>>
>>337250283

this is beyond terrible
you better just team up with an artist.
Make a deal to help him do his project and he will help with yours kind of deal if you can code.
>>
What's the best lightweight screen recorder? I want to make a webm to ask for feedback
>>
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>>337250464
yeah, but i want to make it an rpg this time around
>>
>>337250049
seems interesting. good luck to you
>>
>>337250652
Thanks anon. I appreciate that a lot.

I just have to get better at hiding my terrible accent
>>
>>337250646
write me a 100 word essay about why adding RPG mechanics to sonic would make it better, or hell, not-worse.
>>
>>337250784
> sonic RPG
> 1 character stat
> "go fast"
>>
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>>337250784
let's ask questions like that when the game is finished...

now how do i even make it?
>>
>>337250646
they already made a sonic rpg
>>
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now that everyone's gone:
>visual scripting this
>absolute retard that

can someone tell me about 4.12 Preview
>"Blueprints Updates:Cooking Blueprints into C++ (Experimental Beta) allows you to package Blueprints into native source code."
?

does it work? is it magic?
>>
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>>337251625
yeah but mine will be better, also it will not be turn based and will be full 3D and other features
>>
>>337251491
just fucking google "how to make a video game" and stop asking anons "yeah but how do i just make a fucking whole game".
do you even know that you don't just make a game in a weekend?
>>
>>337251992
You have to be 18 to post on this site.
The only people who are this dumb are fucking children.
>>
>>337252076
yeah i know but most stuff on google is trying to sell me something and i want to program it all myself and i can never find anything telling me how to just program it all for free

>>337252157
i have a game design degree
>>
>>337252517

here's your (You)
>>
>>337250638
obm
>>
>>337252517
>i have a game design degree
KEK
>gets game design degree
>cant program because they used game maker the whole course

Shoulda gone for CS
>>
>>337252694
Classic or Studio? I tried Icecream something recorder and it outputs a 20FPS. 8MB webm of a 600x400 resolution that's 44 seconds long
>>
>>337224509
Any advice for someone trying to learn to make pixel art? Techniques?
>>
>>337254114
I'm not great but if you go to

reddit.com/r/pixelart

there are some of the best tutorials around in the sidebar.
>>
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>>337220264
I want to but I don't know how and I don't have enough time to learn a language. I hear even the easier ones like GML take 5 months or something.
>>
>>337255197

if you are worry about 5 months spend for learning, you are not cut out for gamedev

All gamedevs take at least three to five years of trial and error before they can produce a full length quality fun game if they wanted to.

successful ones usually focus on a specific genre though
>>
>>337255685
Yeah probably. I'm just busy with so many things, going into university, getting a new job, etc. Makes me sad that I'll never be able to make a game but I guess that's life, you can't really reach your dream. Just was going to be another dumb hand drawn anime styled indie rpg anyway...
>>
>>337249961
I learned that people are fucking idiots, give them what they want and git paid
>>
what math do i need to know to go as far as i can into c++?
what benefits does c# have over c++?
I want to make an action battle with 2d sprites like fighter but not quite like beat em up more technical and exciting
>>
>>337257494
>what math do i need to know to go as far as i can into c++?
That's sort of a circular question, isn't it? How far you can go is determined by how much math you know.
>>
>>337258074
which math? calculus?
>>
>>337259910
if you want to do 3d then vector calclus and the matrixes 1 and 2
>>
>>337220635
Soul Eater: Playmobile Edition
>>
>>337225753
oh shit this looks awesome, nice update. I been watching off-and-on through your site. Just bumping to say awesome job so far.
>>
>>337254114
start by copying/editing. use limited tools like paint instead of photoshop.
>>
>>337262539
i hope you mean paint.NET
>>
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Anything I should add? This is the basic movement for the game. It runs at 60FPS, I just suck at video recording
>>
>>337262846
So, MMX controls? Seems legit. Gonna do some kinda wall kick?
>>
>>337263230
Yeah, the basic movement is everything shown in the webm except for the airdash, which is supposed to be a boss upgrade. Other movement upgrades are going to be a double jump (actually a shotgun blast downwards but it works as a jump) and a wall kick. I don't know if I should add momentum to dashing off platforms and airdashing though, since it can lead to imprecise movement
>>
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>>337239773
slight progress update

got my dirt paths done.
>>
>>337263695
dunno if placeholder but i like the environment style.. probably cause i grew up on PS1

make it vertex lit and paint vertex colors in for shading now
>>
>>337244684
are you fucking retarded? you're clearly swiping your cursor over the enemies and doing dumb ass mobile shit
>>
>>337262846
looks insanely floaty
>>
>>337264187
How would you make it less floaty? Stronger gravity? Slower movement? Momentum?
>>
>>337224638
Code the game mechanic and sell it on the asset store.
>>
>>337263949
thanks, anon. i grew up on the ps1 as well. i also plan on making the models low poly. i'm gonna work on the vertex painting as soon as i get more assets done.

the game is about a little boy who is stuck on an island inside of his dream. still fleshing out ideas about the story.
>>
>>337264458
stronger gravity and a stronger upwards force to counteract for regular jumping, so you come down faster after your little boost slide thingy

instantly turning on a dime only works in shit like megaman when your side to side movement isn't super fast, so it looks like your character has no weight right now, I'd try some deceleration forces when turning around

that should help at least
>>
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Skeletons now feature a range of emotions when you shoot them.

This is for my game currently called HELLBALL (basically a crossover between DOOM and PONG).

With sound: http://neetdev.tumblr.com/post/144211866543/skeletons-now-feature-a-range-of-emotions-when-you
>>
>>337264458
anon is refering to how you come down as fast as you go up, if not slower. Study jumping forms in other games/utube videos
>>
How do I make a Dark Souls game?
>>
>>337264989
high quality models, then fuck up controls and hitboxes, otherwise people won't find it difficult enough.
>>
>>337264917
>>337264974
>anon is refering to how you come down as fast as you go up
Pretty sure that's how it works in real life if there's no considerable friction, due to conservation of energy. Other than that I agree, making turning slower and aumenting gravity could work.
>>
>>337220413
Depends on if I'm playing a PC or console game.
>>
>>337257494
Depends how much you rely on library's and how much you do yourself.
If you're going to make it from scratch I would recommend getting Computer Graphics by Hearn and Baker. It covers most aspects of computer graphics
>>
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>>337264918
0:11 was pretty good
>>
who /advjam2016/ here
>>
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>>337265732
>>337264918
thanks
>>
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>>337264918
Kill me
>>
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I made a simple multiplayer game, what do you guys think?
>>
>>337265998
I was trying to replicate that animation in Resident evil 4 when you headshot some ganado and he covers his face then stares at you angrily. Couldn't find a video of that after a quick search so it's probably not on point. I'm happy with the looping animation on the stare though. Feels like triple A stuff to me alright.
>>
>>337266189
Looks nice, but the hitboxes seem to be very off
>>
>>337262846
what engine you using dude
>>
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Made this basic ray tracer for my 3rd year project. Its much too slow right now to use as an engine but I'm thinking of converting it into something like wolfensteins engine
>>
>>337267278
Game Maker
>>
>>337240759
Why the fuck do the top picture look 10 times better than the bottom one?
>>
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>>337266370
>>337265998
>>337265879
>>337265732
>>337264918
gonna post the youtube video too cause I'd like to switch from tumblr as my primary media platform.
https://www.youtube.com/watch?v=cz3uuNPvmKY
>>
>>337240759
there's no such thing a mmorpg template. it's all about online games it becomes mmo by making certain choices and that's it
>>
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I just released a demo for Demo Day 8.
itch.io/jam/agdg-demo-day-8/rate/66182

I'm adding more content and fixing things so I can make another demo soon.
>>
>>337268798
Can't you just link youtube videos on tumblr?
>>
>>337269371
you can but then it won't show the thumbnail and you can't watch it in in a little window on tumblr. No picture makes it hard for people to click.
>>
>>337249754
That looks familiar. Are you working on that Madness game?
>>
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>>337269923
yes
>>
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>>337270252
Shit man, I didn't know you browsed /v/!
Anyway, good luck, this looks promising so far
>>
>>337270431
every day it looks more promising. Here's to hoping it doesn't suck.
>>
Started work on fixing up the Boss AI. Need to implement the up and down ice moves in special conditions if it has them learned because those are more utility attacks than anything.
>>
>>337264059
what makes it mobile shit?

why does it make it bad?

I truly don't get the criticism.
>>
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I decided to work on some music. I opened my fl studio project which contains all of the game tracks. Here's an excerpt from one of the songs https://clyp.it/tu5ogd3f
Unfortunately, something went completely wrong with my synth VST and all of the synths are back to their stock default preset. Also my bitcrusher failed to load it's settings so now I have to re-do all of the bitcrushing again. I just want to end this already.
>>
>>337271986
What engine? How do you do the afterimages when dashing?
>>
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>>337271986
>how I feel every day
>just like my hopes and dreams
>>
>>337272646
Gamemaker. I create an object while a condition is true every frame that is the current sprite/frame of the object that created it with an image speed of 0 so the image stays static. The image alpha of the newly created object decreases every frame and when it reaches 0 it automatically destroys itself. Also it is tinted a specific color.
>>
>>337273235
Thanks a lot, I'll save that in a .txt file to add it in later. What do you use to record gameplay, and how did you add the debug text?
>>
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>>337240238
just updated the shading to be less shit.
>>
>>337273548
OBS. Debug text is a separate object that draws GUI text. I haven't gotten around to making it a toggle though.
>>
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I finally got some free time to work on stuff, I'm working on water related assets.

Here's a swordfish. Also a hit sprite for the main character.
>>
>>337274968
I'm glad it's not dead but
>HL3 will be out before this game
>>
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I've been busy so I haven't worked on the game as much as I should have.
>>
>>337275052
I know, I'm disappointed with how long it's taken. I've got the whole summer to work on it, though, so hopefully I can finish it this year.
>>
>>337220264
Got a lot done since I last posted, havent seen this thread in a while.
Working on a new structure and area, dynamic materials for scene transitions, Procedural(tm) generated materials for outlines, a handful of new blueprints/mechanics (picking stuff up, seed spawners, tweaking bug AI, item that warps the environment)
>>
>>337234084
>FPS
>RPG
Choose one.
>>
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>>337220264
>Unity
>>
>>337220264
>unity
how untalented does one man have to be?
>>
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It's coming ok
>>
>>337220264
>How's that game coming along /v/?
I still have no idea what I want to make. I've got half a dozen prototypes gathering dust. Maybe I'm not cut out for working alone.
>>
>>337277184
>I don't know shit about game development so I'll follow the maymay of hating on Unity
>>
>>337277714
I know a lot about Unity. It's easy beyond comprehension. You can technically make a playable FPS with jumping and collision detection in like 5 clicks.
If you think that shit makes you a good developer, then you're utterly retarded, man.
>>
>>337278448
>using an easy engine makes you a bad developer
???
>>
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>>337278448
>It's bad because it's easy to use
>>
>>337278448
This.
Real men code their own engines. In binary.
>>
Real men finish games.
>>
Finishing up a multiplayer tutorial using photon network. Originally started it to learn the ropes in proper first person handling with raycasting and all that, but I plan on using it with another simple game idea I had.

Was looking at picking up the low poly pack for cheap to full around with. Any good low poly animal packs you'd recommend?
>>
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semi-futuristic city map from my FPS
>>
Will an i3 with its integrated skylake graphics will do for Unreal engine 4 or even Unity work ? Something tells me I already know the answer
>>
>>337269319
cute demo dude
>>
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>>337279703
here's a bird's eye view of the map
Thread replies: 255
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