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Game Dev Thread - Nicefag edition
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Thread replies: 141
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How's your game? Hitting any roadblocks? Any other in-progress games you're excited for?
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>tfw I've got the drive but can't get Unreal to run properly
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I'm working on a turn-based RPG set in a Bloodborne-style universe. I need some opinions though. What do other anons want out of turn-based combat? I only have a simple system that allows for basic attacks that don't cost action points and special attacks that do cost action points.
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I just realized my art's shit and my human figure is botched and have 0 time to improve it and can't even try to improve it without feeling like shit

that's a little bit of a setback. Half the foes are anthropomorphic chess pieces, so it should only matter for like 1-2 foes
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>>338106689
My favorite turn-based RPGs tend to have either action commands (see Paper Mario or Legend of Dragoon) or some kind of reward for utilizing skills properly (see SMT Nocturne or Persona 4).

Some kind of sub-system that rewards players for paying attention to the fight either actively or strategically. Maybe reward action points for hitting weaknesses or adding buffs when players exploit specific time frames like when an enemy is going to attack next turn. Something where it isn't just attack, enemy attacks, repeat until someone dies.
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>>338106905
Well post the damn thing!

>0 time to improve it
Is it set to release soon?

>>338106689
I know this is the big thing recently, but I like it when the player has a bit of control over their basic attacks, like the Mario and Luigi style timed button press for extra damage. Doesn't have to be that, but it certainly keeps the combat more engaging
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>>338106194

>Unity
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>>338106689
If you want pure turn based RPG and don't want it to be an ARPG, it is important that the battles be more than just pressing basic attack over and over. Either the battles need to be difficult enough in isolation that you really need to think hard about what you are going to do, or the dungeon needs to be difficult enough that mindlessly progressing through the battles is punished.
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>this daily shitty amateur shill thread
Ah, if only /v/ had mods.
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>>338106905

just draw on a notebook everytime you have free time.

you get conversation material and get better at drawing.
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instead of making my game closer to the almost decently completed state it could be, I'm learning about reinforcement learning, which I have literally no need of in my life at the moment but it's really cool and I feel smart doing it.
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Finished up the forest tileset
It's not perfect, but I'm at the edge of my ability and there's shitloads more to do on the game
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>>338108019
Just my thoughts on your tileset:

Overall, looks good, you can definitely work with this for a while, maybe even keep it. But, I don't like how you've chosen to desaturate every ground tile. I get that you need to increase visibility, but do that through a simple tile, not by making it seems like she's walking on a projector. The scale is a bit weird too, like the trees are obviously massive and thick but they're only about twice the size of the girl and the bird. But that can be chalked up to artstyle and game limitations
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Rate my squid. (jk I know I suck, I really can't seem to get a good balance between strong keyframes and fluidity)
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>>338107107
This is the only good mook image I have on hand. All the other ones are unscanned. I could probably post them sometime tomorrow on here or on the discord, but you'd probably be gone by then.

Production hasn't begun, but finals sure are a kick in the dick. Combined with an upcoming trip and a cold/allergy attack, It's getting hard to fit art in with the shitposting and studying.
>>338107761
I try, but I'm getting to a point where references are needed, and due to my environment I can't just pull out my phone and look up some Loomis.

Hell, I don't even care about being a master artist, I just wanna throw together a presentable and slightly cartoony human. Is that too much to ask, right hand?
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had some trouble with my movement code but it's fixed. this guy is already extremely menacing even without a proper bouncing animation, something i think i'll try to do programmatically.
and i was also making some music:
https://soundcloud.com/raincoil/wtwip/s-meHjK
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>>338107915
What is going on here.
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>>338108740
That enemy is really cool looking, I love the style. I'm sure whatever you have is workable enough. And if you don't have loomis, follow the advice of an anon yesterday. Draw something completely without loomis, exactly as you think it should look. Then, when you can, redraw it with Loomis and note the differences and where you need to improve
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>>338108019
looks nice. i think those holes a bit too dark for the rest of the color scheme. on the other hand, i really like how the crow's darkness stands out.
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>>338108905
What kind of hellish nightmarescape have you crafted here?
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>>338109034
a very nightmarishly hellish one, a suitable test bed
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>>338108701
do some practice animations, like try doing a bouncing ball with very few frames
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>>338108950
That is actually really sound advice, so thank you.

Also might as well post the rest of the enemy sketches. Not as polished, but the designs are tentatively there.
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>>338110596
Oh shit it cut off some of the guys
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>>338110926
>>338108740
it's not the best technically, but it's cute and could work really well for a game
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>>338108936
left screen is the first person view of the game as shown in this webm

right part is just tentacles for some upcoming gigantic horror
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>>338110596
>>338110926
Are you planning for vector 2D art?
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>>338108019
nice looking sprites! though I'll agree with the anon that said that the colors are too desaturated. It makes the black spots highlight.

also, I'm the anon from the other day's thread that asked where to follow development. I don't know if you answered or not, because I lost the thread.
so, I ask again, you have any website/blog/tumblr where to follow development?
>>
tfw haven't found someone who can sculpt decent high poly monsters without charging something fucking stupid like $500 a piece in all 3 years of development

k
i
l
l

m
e
>>
Unity capable of reading complex button inputs like a fighting game or is that more of a premium package thing?
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>>338111170
Thank you! I basically played to my only strength, which is simple designs. Glad you think it could work.
>>338111519
Of a sort. I was actually hoping I could do binary pen art similar to the first pic. Vector would also work, but I just feel it isn't as strong.
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>>338112018

>high poly monster that can be animated require more than 1-2 week of work. usually about a month of work.

>cheap asshole don't even want to pay eastern europe living wages.

you should. remember it's slashing across the street.
>>
Kirby Air Ride Guy, post pics of Dark Matter if you have his textures fixed.
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>>338111460
I'm really digging the atmosphere of the tunnel, the game looks very cool
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>>338112272
if you look up any speedsculpt on youtube the artists usually state it takes them 15 hours
at an exorbitant rate of $30/h that's still not $500

and it's not even about being a jew, it's the fact that i don't have 5 grand to shell out on some fucking models
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Working with unreal, had something good going but I realized I made a huge mistake and i can't fix it so I have to start from scratch.

Fortunately all the work I've done up to this point can be redone with ease but it will take some time.

Anyone know any good animation softwares for importing to Unreal? Because all of Unreals animation tutorials assume you have the animations already and I don't.

>>338108905
Should I find this funny?
Because I find it funny.
I think the best part is it's arm position and the expression on the skull is the cherry on top, so to speak.
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>>338112272
could you ukranians stay on sosach, nobody can understand your asshurt broken english
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>>338106369
roundabout version needed.
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>>338106905
>I just realized my art's shit and my human figure is botched
when has that ever stopped anyone?
just look at Shadman.
>>338108701
fucker looks like Garflondo's retarded brother
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>>338113631
It stops me because I'm a perfectionist with added self pity and self loathing.
>>
Going really well actually. I thought it'd take until the end of the summer to finish the demo, but it could be done by the end of June honestly if not sooner. Well game-play wise at least, that'll be done pretty soon, then I just need to wait on the artist to do their thing and just pop in the assets with the place holder shit I'm using now.

It's a survival RPG with snuff porn.
>>
Alright, so here's the thing.
I wanna make a 2D game with online multiplayer. (1v1,2v2, 3v3,4v4,FFA,etc)

what engine should i use?
Unity seems fine, but it still have some issues with 2D.
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>>338113858
Join the fucking club m8
you think I've been doing nothing but shitposting trees for the past 8 or whatever months? I've scrapped so many fucking prototypes and stories that it'd hurt your neck to look at the top of the pile.
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>>338113969
https://www.garagegames.com/products/torque-2d
http://www.cocos2d-x.org/


This is my favorite 2d engine which support realtime shadows and 2d bmped specular
http://ethanonengine.com/
>>
>>338114172
>working on story before you finish the gameplay

Well there's your problem. I get that you're doing that on top of coding and shit, but don't let that worry you until it's time for that
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>>338112790

>I don't know what am I talking about the post

if you don't want to pay for good models, that's your choice. As it's theirs for not selling it to you.
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>>338114469
>latest blog was in 2014

hahahaha dead

DEAD
E
A
D
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>>338114495
Its an RPG, the story is a rather important component since the base game wouldn't be fucking worth playing without one.

I'm often away from my computer for hours at times so working on the story isn't the problem.
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>>338114469
>cocos2dx
I don't think it's even qualified to do PC games.
Let alone a online multiplayer game.

>torque2d
It seems to be handling simple games only?
Don't really know much about this engine.
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>>338111867
Sorry for the late reply
http://spacedoggames.tumblr.com/
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>>338114658
Getting some myspace flashbacks from that picture
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>>338112043
Yeah, it's not really a hard thing to make
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>>338114774
>will pirate the game just to get the mexican version
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I have the idea but I don't know whether I want it to be one of those small, easy to make 2d games or to try my hand at making it in unity. I've already dipped my toes in both.
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>>338114886
CRAWLING IN MY SKIIIIIIIN
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>>338114793
IT's open source.
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>>338115026
If you haven't made games before, do 2d
3d is much, much harder than 2d
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>>338106194
Working on implementing some RPG mechanics. I'm not sure if I want to make it autistically complex with tons of stats, attributes and upgrade paths, or have it be on the simpler side to make it more accessible. Any anons here who like RPGs and could throw in their opinion?
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>>338115205
I've "completed" some 2d games (in the same way you "complete" a novel for the experience of finishing it and then lock all copies away tightly), and I've modded both 2d and 3d games fairly in depth so I have some experience.
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>>338115026
are you trying to decide between 2D and 3D? Or doing 2D in gamemaker, vs 2D in unity?
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>>338115474
2d in unity has more features like global illumination, PBR and more.
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>>338115432

just make the game you want to play, anon.
especially if it's a RPG, that takes years to finish.

you will burn out quickly if you don't do that.
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>>338115003
hope you can read broken spanish as well
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>>338115432
Players want a middle ground.
It should be simple, but it needs some flavor to it too.
But it's your game, you decide what goes in it.
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>>338115454
If you feel you can make it, then go ahead. I'd suggest making a few tiny 3d games first to get the hang of it, because it really is much harder
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>>338115474
The core of the game is that it's a raising sim-type game, where you play as a witch doing witchy stuff, getting magical components, etc. And there will be live gameplay segments where you're having to use a slate of pre-prepared spells to get in and out of locations to get things (ingredients, information, etc) while leaving as little magical trace/evidence behind as possible. I'm trying to figure whether I want those segments to be roguelike-esque, or 3d and thief-like.
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>>338115849
that wasn't part of the deal
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>>338113134
>Should I find this funny?
yessir, thank you
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>>338116264
A Deal's a deal anon, now you gotta listen to Yo quiero Taco Bell
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>>338116391
>garbage tumblr meme

Fuck off.
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The project I've been working on for the year so far is close to being done. My employer just put its Steam page up two hours ago and it should be out in the next two weeks if nothing goes wrong.

I'm really anxious about how it will be received.
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>>338116534
I made it before it was cool
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>>338116803
Good luck anon
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>>338116803

make sure to spam all gaming websites email

newcomers need all the publicity they can get, no matter how small.
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Made a new stage yesterday, and I today I redid all of the menus. Plus a few other things, like gates, and wading through water.
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>>338117757
menus are awful
try being more consistent with the color value of the menu aspects and pick a better font
artstyle of the rest is nice but seems very inconsistent
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>>338117757
>>338118085

I agree that the fonts need to be consistent.

One with shading and the other is flat is quite jarring.

Give it a different shading instead of flat white.

Also your slots need borders since everything else have outlines
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>>338118085
>>338118335
Sounds fair enough, I'll look into it. Menus and fonts aren't really something I've had as much experience with as other sorts of graphics.
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>>338117757

One positive thing: Bonunaga's Ambition made me kek a little
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>>338120582
I'm glad, skeleton jokes are my favorite.
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>>338106194
>How's your game?
Coming along way too slowly, I often don't work on it for weeks at a time and have not a lot of motivation
>Hitting any roadblocks?
I'm wildly insecure about my ideas
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>tfw your dream game is to make an Elder-Scrolls style open world game and just fill it with lovable fun characters and a place you want to protect and live in
>Can't program, do art, don't know shit about unity, etc.

I guess dreams are good enough.
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Finally have this absorption/dash mechanic ironed out, now I can start working more on enemy behavior, or start making a tileset.

I also just noticed a small bug in the webm, off to fix that
>>
>bachelor project at University
>horror game that changes depending on the biological feedback of the player
>3 completely different horror games in 1 which the game can switch between
>one of those three isn't especially scary right now because it's basically a level in DOOM
Making horror games is difficult...
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>>338121472

>don't know how to do something
>"Well i guess I will never do it"

enjoy your shit life
>>
>>338121827
>tfw immune to horror
>tfw extremely dry sense of humor
>tfw never able to impart either of them
>>
my dream game is emerging slowly from the primordial goop of my code
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>>338121896

Even if I knew how to make it it would be irrelevant.

A single person/indie game cannot create a world with that much depth and life in it. It just won't happen; it's too much content for a single person to create.
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>>338122921
Procedural generation brah

just look at that no mans sky for inspiration
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>>338122921
two words
Dwarf fortress
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>>338122921
it can definitely be done. quit making excuses, either make a game or don't.
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>>338121673
so you can turn into enemies, is that what's happening there?
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>>338124221
Yeah, it's almost like a reverse kirby. You zip forward into enemy bodies and play as them. If you use the absorb move against a wall, you bounce off. If the wall is breakable you break it
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>>338122971
>>338123043
>>338123368

What if you want a more handcrafted world, not something randomly generated. Like I said, something like an Elder Scrolls game
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>>338125283
you can do that, you really don't need to rely on procedural stuff. elder scrolls isn't even that handcrafted on the scale of handcraftiness.
everything in it is modular. they've got forests made out of only 15 3D models, all their npcs are built on the same base, have the same code.
once those systems are in place, and an adequate amount of assets are made, one can make a massive amount of content with it by merely placing things, altering variables, writing text, maybe coding a few extra scripts here and there. elder scrolls is actually a very manageable example in terms of big, handcrafted open worlds.
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>>338125283
>What if you want a more handcrafted world, not something randomly generated. Like I said, something like an Elder Scrolls game
Why not both?
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>>338125781

I guess you're right, I didn't really think of it that way. Thanks Anon.

Still don't know if I'll download Unity and actually try to make something but I guess we'll have to wait and see.
>>
>>338121827
Wouldn't you be better off just having a single game but most of the "triggers" being influenced by the players bio stats? Like "if their heart rate is up, spawn monster behind player" or "if heart rate is low play more creepy ambient music", etc?
>>
My only game idea is a SRPG type thing, I could do it in 2D but I still think it's probably too ambitious for a single person.

I can't even bring myself to try to get started learning anything because I know deep down I could never do it.
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>>338128749
No, you'll never do anything because you have a shitty attitude. People create amazing games and art if they just try to learn. It's very rewarding, believe me, and addictive. Start small and just see what you can do
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>>338128749
just try it. don't worry about art for now and just create the game systems. it's no problemo.
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>>338106194
ik this is a gamedev thread but some of these games sounds interesting. anyone managed to get a demo or something might be fun to play and rec for my youtube channel, props will be given to the guy who made the game ofc. tho..
no one is gonna watch tho.
https://www.youtube.com/channel/UCb1O9rP_8RQKi2FaAACC9Kw
btw i look like the hugest beta fag with pimples. + im fat and watch anime. kill me
>>
>>338112790
You're a dumb nigger and the fact that you think it's just the 15 hour speed sculpt makes me feel like you aren't ever going to succeed.

Recruit highschool-college kids you fucknut, and keep recruiting/firing until you find a good one.
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>>338112018
you should have spent 3 years becoming a sculptor, it's easier than finding a cheap one. it's an expensive skill. you're never too late to start though.
>>
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Would you?
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>>338131931
no, i wouldn't. what a heinous thing...
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>>338131931

The question is though does the barrel look relieved or thank the player for not breaking him if he walks away OR comes back later to help or save the party members in some way, or is it just a gag?
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>>338131931
If you changed the animation when they are running to the back, maybe.
>>
I have been wanting to make a windwaker esque game but never started.
Any place where I could look for some tutorials? Or are the basic Unity tutorials enough?
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you have 30 seconds to come up with a good pvp system
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>>338132374
like, just a totally general kind of pvp gameplay?
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>All of the ideas and none of the motivation
Dang
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>>338133286
What's one of your ideas? Your simplest one, preferably.
>>
>tfw your still using torque3d
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>>338133556
You play as an astronaut who is in the first team that travels at lightspeed, somebody fooled with the spacecraft and you land in a different dimension later on in the game it turns out that you actually travelled to the future and the world is in ruins with monsters and shit
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>>338133556
Simplest would have to for sure be an online RPG battle, with some card collecting elements when it comes to team building.
The combat would either be turn based or the characters could all have speed stats. A big thing in the idea was that you'd have 6 tiles, and every character would take up different amounts.
The original idea was for it to be all Mario characters.
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>>338134025
Thats not a game idea, that's a book/comic/movie idea.
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>>338134261
Thanks, I just made that up on the spot to get a (you)
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>>338134025
Planet of the Apes, except with monsters?
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>>338134321
Now I'm mad
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>>338134407
>>338134423
:^)
>>
How long does it take from beginning to learn programming/an engine until you actually have something that functions? Even something as functioning as a bland cube or stolen sprite as a placeholder? How long does making just a little progress take?
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>>338106194
I'm working on new attacks. The downward variant is almost done and then I need to figure out the upward variant.
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>>338136230
real cool. since you seem to be able to do a lot of stuff, what are the controls?
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>>338136659
Have a handy dandy webm. The keyboard controls are all over the place because I don't know what I should put them as for default and I do all my testing with a controller anyway.
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>>338136228
That depends entirely on what you choose to make.

If you'd go for Unity(i use it as an example because I prefer it) and use C# I'd recommend you read up on C# outside the Unity environment for a couple of days, get the fundamentals in (Variables, Classes, Methods, Conditional Constructs, Operators to name a few).

The above is still just an example, if you wanna roll with Unreal then it's C++ and if you wanna roll with something else then roll with something that utilizes a proper damn language. That means -NOT- gamemaker. If you give jack shit about code then eh, look something up.
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>>338136780
What framework are you using?
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>>338136780
How did you make that UI? Is it actually a generic system (e.g. something like showConfirm(text, yesButtonText, noButtonText, ...)) or is it a hacky mess?
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>>338137042
Well actually I'm using Gamemaker.

>>338137050
An object is created that controls everything. Then it just manipulates a bunch of variables, so like you press down and the position variable goes up by one, then pressing confirm makes a different variable change, and there are draw events that change what is drawn dependent on what that variable is. Setting up rebinds was a bit of a pain though.
>>
>>338108019
you should make tiles for the coastal edges, so you don't have clear cuts.
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Slowly.

This level is turning out monumentally stupid, in a good way.
>>
>>338137213
Yeah? I was sure you'd say something bare bone like SFML.
>>
>>338137213
Right, so it's one object with a huge block of drawing code that has tons of state variables to determine what to draw, etc.

aka a hacky mess

(plenty of games are like that, was just curious, not a dig at you)
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>>338137406
Nah I barely know how to program. I was determined to not ever use the drag and drop system in GM though.

>>338137520
What would be required to not make it a hacky mess, out of curiosity?
>>
Is it pretty much impossible to make a good looking fully 3d game as an indie dev without using some stupid simplistic art style or something?

I have unreal and ideas but honestly not sure if I should attempt since I may never finish it due to the magnitude.
>>
>>338137689

make pong first to have a better gauge of what you can do.

if you can't even do pong and finish it, then give up.
>>
>>338137689
After you've done pong, you should make a flappy bird copy - but you should take one of your pals facebook pics(preferably with a hat) and make it so that the hat falls off when it hits a pipe.
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well now i've got some programmatic bounce animation, but there's a problem, his arms and head are being scaled with the body. in blender i have this guy's bones set so that his arms and head don't inherit the scale or rotation of the "body bone" (which is what i'm scaling for the bounce), but apparently it's only for while animating in blender, and those properties only go as far as the blender animations they're baked into.
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>>338137663
>What would be required to not make it a hacky mess, out of curiosity?

Basically writing your own UI framework. Dialogs/buttons/etc. all as objects.

Probably not a good idea for an amateur game.
>>
>>338139083
depends on the what the game is
if you're working on a game without many menus, you'd be wasting your time
if you're working on something like a simulator, going in without at very least some simplistic ui system and hardcoding everything isn't very smart
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>>338138743
well i did it, mostly. while the child bones retain their scale, a limitation of vector3 scaling is it doesn't account for skewing, and so the bones still skew a bit in accordance to their parent's scale.
this is a definitely unnecessary though, i'm just going to manually make a bounce animation.
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