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RIP Indie Game Industry
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You are currently reading a thread in /v/ - Video Games

Thread replies: 103
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>>
what happen
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>>343264789
>tfw went to video game school
>tfw code website instead of games
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>>343264789

I truly believe the hardest it is for developers to make something, the more potential there is for something to be truly outstanding.

The easy access of unity and all these other engines make for extremely shallow games because it's a team of 1-4 special snowflakes developing. Once Indie devs start clinging together their own decently sized teams and stop using shit like Unity I think the indie game scene would start looking similar to the glory days of videogames from the 90s and early 2000s.
>>
>accessible engine that can be used well if the developer makes an effort
>RIP
???
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>>343264789
Did you just fucking discover unity yestarday?
The "oh it's easier now that means that everyone will do it now instead of just enthusiasts" didn't work, and hasn't worked for the past decade.
People are just to fucking naturally lazy to ruin an industry.
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>>343264789
>royalty-free user-friendly functional 3D engine
>Surprised when everyone and their dog uses it
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>>343264789
Can anyone even name three good games made in this shitty engine?
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>>343265040
Undertale was made by someone who can't fucking code at all and it was one of the best games last year, deal with it fag, video game is not about programming
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>>343265979
>and it was one of the best games last year
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>>343265979
>Undertale was made by someone who can't fucking code at all

But how is videogame formed?
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>>343265951
Cities skylines, ori and the black forest, kerbal space program
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>>343266061
I rather be autistic than a cocksucker like your mom
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>>343265951
ori, besiege, superhot, kerbal
cuphead soon
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>>343266121
>>343266304
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>>343266110
One thousand if/else statements.
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>>343266510
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>>343266489
What are you saying here?
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>>343266510
Is that how GameMaker does it? How does that even work?
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>>343265040

La-Mulana remake was made in Game Maker Studio and is literally the best game ever made.
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>>343266510
I'm guilty of this.
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>>343266650
Gamemaker loads scripts like everything else, nobody uses the drag n drop display deal.

But if you did there are literal if/else buttons.
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>>343264789

Who gives a fuck?

I'm tired of pixel-shit.

I can handle pretentious walking simulators as long as the narrative is good or thought provoking.

SOMA for example was SO cash.
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>>343266779
>I like shit as long as it's not PIXEL shit
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>>343265979

Undertale is overrated and short sighted. I don't give a fuck about games inspired by SNES games. It definitely shows it was made by 1 person who was inexperienced, he just knew exactly how to appeal to contemporary gamer culture and happened to get viral. To be so ignorant of "programming doesn't mean good games" is frustrating, because before gamemaker existed you needed insanely good programming to make something like Earthbound anyways. We have to progress out of this phase of blatant and vain nostalgia.

Mount and Blade 2 is definitely an indie project I can get behind, I hope more indie devs follow their example in the future.
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>>343266967

Eh, look at the amount of GOOD pixel shit compared to the amount of BAD pixel shit.

Technobabylon was cash as hell and it was pixel shit.
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>>343266663

The original La-Mulana was not created in Gamemaker if I am correct. And although La-Mulana is simple in technology, it's immensely complex from a gamedesign and puzzle perspective. Therefore my point still stands, it was something very hard and ambitious to create and it payed off.
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>>343267190

I was proficient with NWscript in NWN, does this mean I'm overqualified to work for videogames with the likes of Gamemaker?
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>>343266650
Yeah you can do that with GM.
But GM also has things like Scripts, Parenting and Sprite Masking to make things a bit simpler to calculate and to share behaviours.

GM is pretty good at 2D stuff IMO. But the tradeoff is that it's absolutely crap at 3D and netcode without some external DLL.
Infact a ton of DLL will drag perfomance down quite a bit. (but it can be compensated a bit with external loading, which, funnily enough, is pretty easy to do with Game Maker).

It's not efficient, but it's not Unity-level bad.
Unity really chokes on lower-end hardware, to the point it's actually comical.
No way should people, for instance, struggle to run Wasteland 2, but on launch that game was sooooo slooooowwww.
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>>343267397
Unity's problem is that it includes all the shit by default and crap like its physics and lighting requires a relative shitload of minimum power to run.

So you either have to disable all that crap manually and throw in your own occlusion or it just chokes with any more than like 4 characters on-screen on lower-end hardware.
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>>343267397
>Unity really chokes on lower-end hardware, to the point it's actually comical.
Unity chokes because it has a lot of noob traps that make the games run like shit. A competent developer optimizes their shit no matter what engine they use.

Just because it's accessable doesn't mean it's shit. The ease of picking it up just means that a lot of beginner level shit gets made with it.

One big issue is that steam lets literally anything through greenlight these days which leads to these shit babbys first unity games in the actual steam store that some people are fooled to buy.
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>>343267258

Gamemaker should merely be a starting point for kickstarting a career, a career wrought out of hardwork, effort, and time. My hope for this future of the "indie scene" phenomena is that all these young people who are working more and more on their programming knowledge AND gamedesign start to cling together into groups set out to do large and ambitious things rather than make the next retro sidescroller game. I believe if there are lots of passionate people it will be common again to see lots of games be built on to their own engine, or at least see more fully fledged and thought-out videogames that feel like the full-packages we used to see all the time. As the current generation of high-budget videogames starts lowering and lowering in quality this indie scene has the potential to transform into something truly great.

The main problem I see with lots of /v/ developers is a lot of these people don't even care about making a career out of their efforts, it's just a hobby to them. While that is better than the "make the next minecraft to get rich quick" mentality, I feel a lot of defeatism coming from some devs. Lots of people aren't thinking about the big picture in the future for themselves and for the industry.
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>>343267534
Yeah. They really need to make it so you can tailor build profiles just before compiling or even at the start of a project when you create it.
Unity could be a really great platform if it bothered to ask you simply what you want out of your project, and then set up the framework for it instead of just dumping you into an example map with everything there.
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Unity is doing just fine for my project.
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>>343265979
>it was one of the best games last year
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>>343265951
Car Mechanic Simulator 2015
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>>343265126
>Accessible
Yep
>used well
Nope

Unity is easy as fuck to use, but hard to actually use for anything that unity doesn't already support.

All the big indie projects I wanted to play that were in unity scrapped unity for another engine well into development because unity is fucking unstable as fuck when you actually do anything with it out side of a really basic walking sim
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>>343267819
Unreal has something similar to your idea that lets you pre-define that the project will be for mobile. Not sure what it actually does besides making the default assets low-res.
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>>343266612
Garbage Youtuber shit
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>>343267975
Hire a modeller. Possibly a rigger and animator as well. Don't be a Notch.
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I really don't see how /v/ believes being a hood programmer makes you a good developer.

sure, you memorized the syntax like the back of your hand, and you can perform a relatively easy write-up with only a few errors, but in no way does good programming make a game better - it just makes a game get made faster.

With shit like Google, programmers don't need to own enormous programming language dictionaries like they used to before the advent of Internet resources.

Making a good or memorable game either requires you to come up with unique gameplay or a neat spin on something, or writing a compelling story and finding interesting ways to tell it with established gameplay.

Any monkey with two hands, eyes, and a brain can code.
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>pixels are bad
I think Metal slug, Suikoden and 3rd strike are beautiful games and they're sprite based.
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>>343268180
I do not wish to be a fat bald man. I just want to make something simple
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>>343268114
that's all you have to say?
>those good games don't count because let's plays exist
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>>343268232
Good pixel/sprite art is good.

Bad pixel/sprite art is bad.

But good pixel/sprite art requires talent and money.
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>>343265951
Golf Club, I fucking love that game
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>>343267397
>Unity really chokes on lower-end hardware, to the point it's actually comical.
But at least it run even with pajeet tier code, have you seen how well UE4 do? It's doesn't work, at all.
Unity is more forgiving if you are a shit programmer.
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>>343268232
pixels arent inherently bad but many people are attempting to use it as an excuse not to make a better looking game
however i can at least say metal slug shows pixels can be sexy as fuck if done right
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>>343268225
>being an idea guy is good enough for making a good and memorable game
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>>343265951
layers of fear
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>>343268339
>good pixel/sprite art requires talent and money.
Good any form of graphics requires talent and money.
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>>343267732
>big picture
Fuck that I just want to not answer to some fuckhead boss for a living, while also having people shitpost about my game on /v/.
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>>343267732
Game Maker should be treated as what it was intended to be, a learning/prototyping/hobbyist tool.

It gets you started, helps you learn some good behaviours, and is good enough for simpler, old-school style of games from the 8,16 and 32bit eras.

It still takes a lot of time and effort to make something commercially sellable and great in Game Maker. You still have to make the sprites, the art, the music, the levels, the AI, you know, all the stuff you expect from a videogame and people shouldn't knock or mock those that use it, because you can do quite a lot of impressive stuff with it pretty easily, and it can save you time since you don't have to build the engine from the ground-up.

But eventually if you want to do larger projects you're going to have to learn a proper programming language, use proper engines and asset making tools.

Unity is an attempt to make something as easy to use as Game Maker, but also have it lead-in to something more. And I can see why people recommend it more, but that doesn't mean one should act all snobbish about it. It's got its limits.
Game Maker is just so damn easy to get into.
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>>343268339
>>343268440
Agreed but what makes pixel art good? Because I think that you can also make styles with it like 3d right?
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>>343268225
You're right in that a good programmer does not a good game designer make, but good programming is more than writing code that works and writing it quickly. A programmer must often understand not just how to write code, but to write code that's clearly readable, easily maintainable, and scalable.

The systems you cludge together in the early days of development with your Google searches are great, but at some point, you may need additional programmers that will have to handle your code, or you'll find out that your solution doesn't scale or adapt well when you want to change something later in development. If you've built your entire game on some shitty piece of code that you threw together on day 1 based on google searches, you're going to have an awful time later down the line.

Like fucking Riot, whose spaghetti code means they break something every time they implement something new.
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>>343266767
Me too bro, all i got is stuff i picked up from reading a bunch of tutorials and experimentation.
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>>343268653
Vibrant colors and effective color blending, as opposed to the common 'use a style reserved for 16x16 overworld sprites on EVERYTHING' garbage.
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>>343268653
its hard to say exactly what makes it good, most of the time its simply a matter how of how skilled the artist is and how well the game is made
one the reasons metal slug became so popular was because it was on arcade machines practically everywhere and was pretty rad
many modern devs only use pixels to skimp on the graphical department, im no graphics whore but we have all seen these pixel games trying to cash in on nostalgia
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>>343268653
Games like Metal Slug tried to look as best as possible despite limitations at the time. Games like Fez are just lazy.
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>>343268653
If you are a good artist you can do pixels well.

If you are a bad artist you cannot do pixels well.

Pixels are not a shortcut. Just because your character is made up of 16x16 blocks doesn't mean it's easy to design, animate and draw.
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>>343268832
>flash
Shit nigger what are you doing, have you considered haxe instead?
>>
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>>343269006
Haven't really. I'm an animator primarily and working with timeline stuff works well for me. The code here "works" more or less.
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>>343268225
>you memorized the syntax
>own enormous programming language dictionaries
>write-up with only a few errors

You have no idea what "being a good programmer means", though you clearly either know enough to be trolling or are just stupid.
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>>343269135
Ah 'kay, well if it work for you, no reason to change.
But still, don't get too attached to a soon to be dead tech and try to explore alternative.
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>>343268236
Then why not just make some low-poly stuff instead of what you have here now? I work in Blender and shit like pic related is relatively easy. The only issue is that I have absolutely no idea how to import assets from it (i.e using this image as game environment), but I'm sure there's a way.
I also have no idea whether you'll have to re-set all lighting and textures in Unity again for that.
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>>343265951
hearthstone
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>>343269447
File->Export->FBX
Alternatively just add the .blend file to your project's asset folder, that works too, but this isn't recommended for bigger/team projects.

The lights won't transfer over.
Your materials will kinda transfer over. All the UVs and the set of materials they apply to are transferred but you need to set these materials to a Unity material after importing though the default is fine for low poly. The texture image needs to be named a certain way for Unity to automatically pick it up but you can just manually drag and drop it onto your model if that doesn't work out.
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>>343269447
When you import a model into unity, it's imported with both its material (the textures if any), and its basic model set. If you're not using textures with baked lighting, just import the entire thing and use the lighting engine in Unity. HOWEVER, real time lighting is crazy expensive, so you're better of using baked lighting uv in Blender before exporting. Unless your game uses a dynamic light source.
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>>343269447
The game is supposed to resemble NES games in a 3d world. Cubes are the easiest option to go with since i can make the "pixels" with them

https://www.youtube.com/watch?v=eJdAIkfnosk
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>>343270413
>>343270439
Man, why not just let Unity get full support of Maya/Blender/3DS max, I don't wanna learn that shit as well. Like nigga I'm already importing my thing into you, just let me maybe resize some stuff and that's it, don't make me fiddle with my IMPECCABLY SET LIGHTING AGAIN FUCK
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>>343269447
I'd argue that while what he has might not be as good looking it has personality and his demo >>343270595 looks and sounds fucking great with the style he's going for.

The flat shaded style you posted is FOTM and so many devs are trying to make it work. Biggest problem with it is making characters that look good and fit in the style. I haven't seen any game succeed with it yet.
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A game is only as good as its design. The engine does not matter.

Blaming the engine is like blaming the kitchen for having a shitty cook.
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>>343269447
>>343271254
Modeling program renderers aren't made to work real time, that's the main reason you can't have the easiest possible time porting stuff over.

If you're not willing to learn new tools then you're not going to make it very far in the industry.

>don't make me fiddle with my IMPECCABLY SET LIGHTING AGAIN FUCK
It wouldn't look as good realtime with a dynamic camera.

In the future you should try to set these scenes up in Unity or UE4 from the start. Though I'm not sure if UE4 supports Blender. That way you don't 'waste' time doing it in Blender and it's not that hard to learn how to do it in Unity.
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>>343271703
Unfortunately, videogames' entertainment is affected by their performance, mechanically oriented as they are.
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>>343271561
>I haven't seen any game succeed with it yet.
Well there's this one.
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>>343264952

>video game school

What even is that?
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>>343268027
Yeah, Unity is a pretty good engine but it's perpetually misused even by big budget games.

Eg. they use the inbuilt occlusion culling function which is absolutely barebones and does jackshit, instead of making their own.
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>>343271948
I would guess programming classes?
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>>343271992
The new Resident Evil shooter game seems to play fine on Unity.
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>>343271703
It helps if you're using a game engine in 2016 that looks and plays like something in 2016

Most unity games look like its from the early 2000s masked with shader shit, or they look decent but run at 10 FPS
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>>343271920
I had entirely forgotten about that one. Looks like it sold pretty well with some 380k owners.

But the character is a bunch of cubes and that only goes so far.
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>>343271823
>It wouldn't look as good realtime with a dynamic camera.
I don't know how long have you been living under a rock, but blender has those Well I can attest for the dynamic light, at least. Even separate rendering engine for vidya.
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>>343272267
>blender game engine
Haven't been living under a rock. It's just that nobody takes it seriously.
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>>343264789
But Unity increased the size of the indie games industry by 10000%
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>>343267732
Definitely felt your post when you said it was about a hobby. I actually downgraded from Unity to GZDoom for my shooter because it was easier to work with and I doubted I would really get any money off of it anyway.
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>>343264789
RIP AAA Game Industry
Wasn't that shit Afro Samurai sequel made with unity also?
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>>343272893
AAAs think they can hire people straight out of school, put them into a team together and hand them unity to make a game with.
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>>343272376
I just don't feel that learning Unity just do I could transfer my baked blender renders in it properly is worth it. I'm not going to learn scripts, I can rig animation in Blender if I need to, I view Unity more like Jack-of-all-trades, master of none.
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>>343272893
>Mostly Negative
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>>343273054
>I just don't feel that learning Unity just do I could transfer my baked blender renders in it properly is worth it
Well it's probably not worth it just for that but do you want to make games? Even if you're not going to learn to program and are planning to work in a team/collaborate then chances are the project will be done in Unity or UE4 and at that point it's good to have some understanding of the framework you're going to be working with even if you don't end up directly using it yourself.
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>>343272893
>>343272975
>bad games exist, thus unity is shit

By the same logic every programming language is shit also, since they've all been used to produce at least some bad games.
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>>343273365
Fair enough. I just hope that Unity's rendering interface isn't a clusterfuck. Back in the day when I thought I'd become super cool game making man, I installed it and even started learning the ropes, but 10 lessons in or so it was like "okay let's do scripting now" and I noped the fuck away from the engine really far and really fast.
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>>343265951
Ori, Layers of Fear and Kerbal.
There are probably others that I just don't care about.
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>>343265979
>video game is not about programming

That's like saying novels are not about writing.
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>>343270595
Got a pretty good feel to it that's for sure, but that awful cube player is just a placeholder right? That look is so bland and overdone nobody is going to give your game a second look.
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>>343275381
But that's blanco, the friendly, derpy faced creature
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>>343275619
I don't like it but I'll still pirate your game and shill it on /v/ when it comes out.
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>>343275862
sounds good mate
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>unity engine
>good graphics
>good optimization
Can i pick three?
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Heck no. My game might be okay. Anyone with graphic design knowledge can tell me whether having an antialiased player picture is okay when the rest isn't?
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>>343276307
yes anon, many people have.
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>>343276325
I don't need to have graphic design knowledge to tell you it looks like shit
remove anti-aliasing, add dithering a-la pc98
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