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So, how's that game coming along?
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So, how's that game coming along?
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Not terribly.

3D game on the other hand I'm still having trouble adapting to.
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still in the motivational phase
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>>343537007
Coding wise, pretty good. I'll have vids soon. Any tips for Unity multiplayer? I don't plan on monetizing so I can only afford 20 players at a time.
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>>343537007
We literally just had this thread
Stop reminding me that I cant get the drive to make games.
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Im trying to animate this guy
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>>343538010
why not anon?

Also apparently motivation is a big issue in these threads. Anyone got any tips? As far as I can tell, it's just something you gotta do, whether you're "inspired" or not.
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>>343538523
think of the money you could make
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If you're someone who wants to make a game but has no Coding knowledge, but you have some art skill. Check out PlayMaker on the Unity asset store.

It basically is a port of the "blueprint" system from unreal engine.

I managed to make this little prototype with 0 coding knowledge. It's pretty gud.

https://pandan.itch.io/pandan-rpg-camera-system-test


But other than that, I want to make a turn based RPG. (Similar to the Final Fantasy PS1 games) I'd love to find some people who share that, and can possibly join me.
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I added a few more field actions for the party.
Going to fix a few glitches to then start work on the battle.
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>>343539107
that's so cool
Please dont stop
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>>343539107

Just wanted to say that I saw your work earlier and I will be following you. This looks amazing.
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>>343538814

anon, from that pic alone, it seems you have terrible art direction and art sense and you will be the one in charge of both of them?

Jesus, if you want to attract people to your project, offer money since you don't have any skill as far as i can see.
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>>343537007
I'm making a space battles game. You fly around with a fleet of spaceships, explore space and fight other fleets. Final game will be sort of like Star Control 2. While I'm fleshing out the combat mechanics and other core gameplay elements I'm thinking about what kind of setting I want.

I want to make it something interesting and not generic sci-fi.

So far I'm leaning more towards hard sci-fi, that means:
>No faster-than-light travel.
>no aliens
>no terraformation.
>Just Earth, some space installations and asteroid mining.

The kind of level of space technology we could expect in 100 year or so. I'm thinking the core theme would be corporations/states warring for asteroid resources to sell on a mineral-depleted Earth.

Nothing is set in stone yet while I'm mostly coding the game logic and not creating assets.

Do anons have any ideas for a unique setting for a Star Control 2-like game? I could really use some fresh ideas.
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does this look like a lollipop
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>>343539410
balloon with sprinkles maybe
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>>343539107
Rogue, warrior and mage?
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>>343539481
i was afraid so

what does this look like (ignore filename pls)
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>>343537948
Monetize
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>>343539323
it's just a prototype anon.
also don't let your insecurity show so openly like that
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>>343539546
sorry heres a bigger image
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>>343539546
>>343539709
a lollipop
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>>343538523
>why not anon?
I just dont find much enjoyment in the process. How long it would take to get any of the stuff I want done doesnt help matters.
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>>343539546
Magic bolt of lightning.
Not a comet. Make the circle more rocky.
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>>343539546
looks like a projectile from a laser weapon or something
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one of the first maps I made for the game
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>>343539323

> What is placeholders
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>>343539604
I really can't think of a good way, other than shitty hats. It'll definitely be free to play.
>>343539862
I love what you've been showing us. You inspired me to start working again (see
>>343537948) I need to play this, man
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>>343539797
>>343539784
i was going for more of a shooting star look
like pic related

it looks better in motion i s-s-swear
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>>343537007

I can't even imagine trying to break into the 'game industry' as a game designer. You'd probably legit have to suck a dick or two to get anything decent.

I'm pretty thankful that as an artist, I'm far more versatile and don't even have to work in the game industry.
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Not bad, I added some simple AI among other stuff
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>>343539107
That's fucking adorable.
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>>343539862
Beautiful. Is it hard to make environments like that? Or is it just time consuming?
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>>343539757
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>>343538814
I kind of like the look, other than obvious placeholder character. Keep it up!
>>
I have no talent for storywriting or visual art and I don't know the first thing about coding.

I have ideas, though. Just don't know how to get them started.
>>
Ideas are useless if you can't make them into anything.
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>>343537007
I know next to nothing about game development. What would be the best software to create a point and click or puzzle game? I wanted to just dip my hands in before I tried anything substantial. Also which programming language do you use and why? I know HTML but I figure that it would be relatively bare bones in term of capabilities.
>>
>finally done with uni for at least until Master's program starts
Time to go back to a ton of drawing and programming drills
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>>343540291
All those things can be learnt from hard practice. Pick one or two, get started. Work with someone else who's good with other things.
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>>343540291
Pixel art is surprisingly easy, start there. When I started, I stressed over my shitty graphics: don't do that, you can always fix them later. Give Stencyl a try: free, exports flash games, no coding required.
>>
I'd start pushing to get into music production for game devs but
>i don't know if i'm supposed to code a loop or if they can do it
>my motivation for making music has been gone for almost a year
>everyone wants pseudo-chiptune bullshit because lolretro
>>
>>343540363
Gamemaker
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>>343540616
>implying i have friends
>>343540624
Thanks, I'll give it a look.
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>>343540363
Maybe Stencyl. It's not a permanent solution but even as a professional developer I had some fun messing around with it. No coding required.
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>>343540678
>>i don't know if i'm supposed to code a loop or if they can do it
You have to compose the songs so they loop smoothly, but leave that to the programmer
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>>343539410
looks like a pink candied apple.
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>>343540876
That's good news. I actually made one boss-battle kinda thing with that in mind. I'll have to fill up a portfolio with that kinda shit.
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>>343539410
http://www.starbucks.com/menu/food/petites/birthday-cake-pop
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>>343540363

If you know your way around with Javascript, Gamemaker is a GREAT way to start. The core/basics of javascript (or any programming language really) can be enough to do prototypes and just have fun messing around in general
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literally just started 2 hours ago

no you don't play a character with cancer, I can't draw hair at all
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>>343540091
>>343539281
>>343539213
Thanks kind anons
>>343539514
Yes that is the idea.

Btw does someone who messes with Unity knows how to make shadows align to meshes? Currently I'm using a flat image under the characters that positions itself on the ground. It isn't too important, but it is bothering me. I tried using projectors but they don't work since the material I use for the maps is unlit (and it lags when there are too many entities around).
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>>343540013
thanks. good to hear
>>343540121
thanks. it does take time and it can be hard, depending on your design/modeling skills. But it helps that I use pretty basic geometry and I had a strong idea of the design in my head before starting. and over time I add more detail and change stuff
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Its going pretty well

https://www.youtube.com/watch?v=_s9fL821JHc
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>>343541340
I actually like that character, he looks comfy
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>>343537703
pastel?

finish mother 4
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>>343541437
God dammit, I seriously can't get over how cute that bee is. I'm really hoping this game catches on when you finish and someone makes plushies of those characters.
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>>343541437
This is one of my favourite games from these threads
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>be me
>good at math
>good at physics
>good at programming
>many good ideas for games
>but absolutely no artistic talent
>all my drawings look like down syndrome

FUCK
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>>343541858
on the other hand

>be me
>good at art
>good at music
>good at writing
>many good ideas for games
>but absolutely no math or programming knowledge/skills
but I'm going to bash my head against it until it works
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Question, anybody know of a way of creating HDMA-like effects in Gamemaker? Video related.

https://www.youtube.com/watch?v=7YLcl7maGTg
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>>343541858

>be me

>literally not good at anything

Stop bitching you don't feel real pain.
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>>343541858
Such is life. I make games anyway
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>>343542151
split up your sprites into individual pixels, create an object for each pixel and make them move as you want them to
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>>343541858
Just use lots of lines, vectors, circles, and general curves to make your game entirely vector-based.
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>>343542209
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>>343541858
At least you can make a mechanically good game and then find an artist to replace the art. Just use shitty drawn ones as placeholders for now.
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>>343541858
it's called programmer art. Make your game then hire an artist when you're done.
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>>343537007
>So, how's that game coming along?

Haven't started yet. I did some tutorials in all of the engines you listed, and some others, and they all seem to be easy to get the foundations in, and hard to continue expanding and scaling.

Not sure if I care enough about gamedev to actually commit, since I am horrible, terrible, unreasonably bad at art, and thus I can't possibly make money off of any game I eventually finish.
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>>343541858
Just do what I'm doing now and follow Loomis until you long for the sweet embrace of death
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>>343542296
Not talking about sprites, I'm talking about backgrounds, and that method is not quite as elegant as I'd really like it to be. What I really want is something like a shader.

Fun fact: Not all pixel art is sprites. Sprites are animated graphics such as characters and enemies. Really helps knowing the difference.
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>>343542546
>that pic

I just wanted to say that Trickstyle sucked. That's all.
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>>343537007
>tfw you post progress and no one cares

It's hard anon.
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>>343543346
Just practice for nobody liking your game, anon.
Even free games seldom get more than a few people liking them.
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>>343541858
Try this maybe? http://opengameart.org/
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>>343543362
I would like it even though it's kind of cliche (in movies mostly).
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>>343541437
Honestly I would make an invisible mesh for each frame or maybe just pose, then have it cast shadows.
Then you can have dynamic lighting and move up graphically from N64 to Wii
>>
So, if I suddenly knew how to make a game, I'd undoubtedly make it very story-heavy. Not so much that the story is the entire game, but more like Ori and the Blind Forest, or Paper Mario TTYD.

Question: If you, the player, beat the last boss, how would you feel about seeing the PC succumb (die) to injuries and exhaustion afterwards? How about taking control of the PC's surviving love interest and getting brutal revenge on a corrupt government official, finishing the PC's job?
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>>343543482
I'm just doing it for myself at the moment, but it would be nice for a change to have a talk about the project and receive some feedback.
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>>343543362
I'd love it, minus the epilogue
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>>343544037

Like I said >>343543785 it's pretty cliche.
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update to kevin mccallister, now less of a linebacker, with alpha channel hair, and breathing action ( took all of maybe 5 minutes with unity particle system to make 3 little puffs of smoke that float up every 3 seconds and turn to alpha channel before getting killed ). next up is rigging and animating.
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>>343544131
Could you give me some examples? I wanna alter it as much as I can so that the main character still dies (I wanna make this story a heart-crusher) but it still feels unique.
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>>343541437
Wouldn't a light shining on them at an angle work? Like a directional light? Maybe I misinterpreted the question.
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>>343543362
>>343544291
>>343544037
This is literally the plot of Red Dead Redemption
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Assuming you haven't seen this before, can you somewhat work out what's going on in the webm?
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I'm trying to implement a minigame just like the barrel bônus from Donkey Kong
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>>343544492
Haven't played it. Goddammit. Back to the fucking brainstorm desk.
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>>343544291
Modern Warfare 2
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>>343544536
Looks like progressing through a dungeon, but the text goes way too fast (I'm assuming you skipped through it quickly). Very cool looking.
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>>343544563
If it makes you feel any better, the exact same thing happened to me with 70% of Nier, a game I never played.
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>>343544335
>>343543946
The issue is that the shader I'm using is unlit, it doesn't receive/cast shadows.
I don't like using shaders with shadows because since the maps are low poly, they show the faces and it looks ugly. Besides, it makes the colors a lot darker.
All the shadows currently in the maps are drawn on the texture, with the entities having a small circle sprite under them on the ground level, since it fits the art style better.
>>
Haven't worked on my game in ages.

I suck at SHMUP level design.
>>
>>343545367
Yeah, I didn't realize how common it is for the pc to die at the end.
I'll have to think of some way to make it feel more original. Maybe even something other than killing her (yeah the pc is a chick inb4 muh sjw)
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>>343545536
Having the MC switch sides and then making her LI kill her would be more of a dramatic twist.
>>
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Started with Gamemaker. Fuck, their sprite sheet slicing is terrible. You can't zoom in or anything.


I've got a question though- how do you deal with sprites that change width, such as dashing in Megaman? I assume the easiest way would be to just cut out each frame individually, then place the origin in the corner so it doesn't jump around when it animates.
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>>343544536
those are some juicy squares boy
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>>343541487

Looks like a first gen 3D PSX game.

I like it.
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>>343545447
If your light is from a fixed angle you could try to fake a shadow by rendering one out to a texture external from your engine and animating that on a plane. I think your blob shadows work fine though. If you add a cast shadow to your characters then you should really add it to all of your props as they will stand out (as they kind of do already).
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>>343545790
Not a bad idea. It may crush my soul because I'm totally attached to these two characters as lovers. Been developing them for a while. It's on the list though

Any more ideas for killing my mc and her lover surviving?
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>>343537007
You know any "fun" resources to learn scripting/ ue4?
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>>343545813
i don't have a lot of experience working with spritesheets because lol programmer art, but i don't think putting the origin in the corner is the solution. flipping sprites over the origin (image_xscale = -1;) seems like a lot less work.
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>>343545813
>cut out each frame individually, then place the origin in the corner so it doesn't jump around when it animates.
I've only done it in Unity but that's what I do in the same situation. Wouldn't be shocked if there's a more elegant solution though.
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>>343545813
Maybe put the origin in the center bottom and have it follow the center bottom of your actual player object?
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>>343545813
>I assume the easiest way would be to just cut out each frame individually
Yes
>then place the origin in the corner so it doesn't jump around when it animates.
No, because GM uses the center coordinates as the coordinates of the object you would have to take that into account everytime you move it around and collide. Just change their collision masks accordingly.

You'll also have problems when flipping the sprites
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>>343545949
Thanks. I finally have enough money to put in on steam greenlight, and with 4chan's response to it, I think it might do okay.
>>
>>343544536
looks like the dungeon is recreating itself when you're not around, pretty cool imo
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>>343545813

do what I do.

use an invisible sprite as the real character and then pinned any sprite to show what the character is doing right now.

That invisible sprite will never change its origin or dimension.
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>>343544883
>>343546849

Yep, that's the idea, thanks.
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>>343541487
i've only seen the pic of the card level before and to be honest that gave me a much better impression than entirety of this video
the clip gives off that strong "tryhard indie retro" vibe. i blame mainly the music, but there is little texture variety too and that big winter slide stage is just a nightmare because of that; pixelated explosions don't help
i'd suggest you to refine the art direction of this thing
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>>343546932
That doesn't work with a game like Megaman because if his hitboxes don't change you'll end up being hit by things that didn't touch you and viceversa
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>>343547431
The game is in a very early state. The levels are just in their basic layout stage. everything will be polished up.
>>
>>343547431
Also. The snow level isn't actually finished yet. I'm still in the middle of laying out that one.
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>>343547642
Don't Megaman games have internal hit boxes rather than using the actual bounds of the sprites? The edge of a bullet hitting the edge of a helmet would register as a hit in that case, but I don't remember a lot of situations like that.
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>>343546583
Nah, that would mean that when you dash your feet would seem to move backwards since your sprite extends but the center point would stay the same. If you place the origin at the bottom corner then you properly look like you're moving forwards.
>>
>>343547642
The "vice versa" of your above statement is far less of a problem, though. Sometimes, if a player is just reaching out an arm, do you really want that to be part of the hitbox (not talking about fighting games here)?

In general, its often best to have a small, consistent hitbox that would fit inside the range of all possible sprites/animations of the object.
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What do you guys think is a good "zoom level" for pixel games?
I'm talking about the size of pixels the player will see regardless of resolution or window size.

100%? 200%? 300%?
>>
>I'm talking about the size of pixels the player will see regardless of resolution or window size.

wut? if the size of pixels matter to you, then resolution/window size is equally important since they pretty much affect each other.

Most one man army and group indie dev goes for 480x270 and below.

which means its x4 at 1080p and x2 on default windowed.
>>
Just playing with Blender atm.

Figuring out how to transfer everything to UE4.

also learning how to do cute sparkle explosions.

I thought getting into this as a lifelong programmer would be easy. Oh boy.
>>
>>343548679
you're right, I'm dumb
>>
>>343548783
>>343548679
let me rephrase though

would you prefer to be able to choose the pixel size by resizing the window OR have it so that the pixels are always the same size but you just get to see more in the room?

I really can't make a case for either of them
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>>343548395
as long as there's no distortion it's all good, my man.
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>>343549223
>see more in the room

Depending on the type of game you make, that will inherently break a lot of things, like imbalanced agro ranges, and an unfair advantage to people with large monitors.
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>>343549223

>would you prefer to be able to choose the pixel size by resizing the window OR have it so that the pixels are always the same size but you just get to see more in the room?


most devs not working with pixel art goes for the latter. especially with 3D where the UI does not resize at all.

those that work with pixel art goes for the former since everything there is needed to be shown is already on screen.

decide for yourself
>>
>>343549529
>unfair advantage to people with large monitors.

I've never understood this, I hate it when I can't see shit because some ruski developer haven't bought a new monitor in 20 years and is still using his 9 inch one to develop games and has to have the game be extremely zoomed in because he can't see else.
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Hey, a new thread!

new thread means new progress.

Big Jim can now die. As in, DIE die. He reports his death as a completed objective to the level, explodes, and falls apart, triggering the shift to Tier Infinite (where enemies cannot die, meaning time ceases to be recoverable, so you have to beat the piss out of them endlessly until the clock reaches zero).

Note that for this video, I use a headshot to set his HP to zero; in the actual game, his head won't take damage.

Also, his color scheme is changed slightly to reflect the fact that his chest is his weak spot (his bright red knees affect his red "topple" HP, and his bright blue chest orb affects his blue total HP).

There are still some bugs here; for one thing, the physics simulation on his explosion is broken just a smidge because a couple pieces of him are still skeletal, these will have to be switched to actual MESH parts to simulate properly (and externally attached actors like his conveyor belt shins and stuff also stick around). Also, I'm really unhappy with how he clogs up the stage when he first dies, as he's so big he really gets in the way, so he'll probably "fall" but not collide with the level, slipping right through the floor. This is actually how Grunts die, too (their parts linger for a little bit and then they just slip through the floor) so hopefully it won't look terribly weird.

Also, started working on his Stomp attack, which will be in effect when he does a "close range" melee attack but the player isn't directly under him.
>>
>>343549784
I mean more in the sense that if you were playing a super fast platformer or something on 1080p, someone with 4k could see way more stuff coming at any time, whatever scale the game is made in should always be consistent, and pixels upscaled the same amount the screen is.
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>>343548395
2x. (200%) may depend on the size of the game screen.
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>>343549223
Pixels always the same size, you see more by resizing the room, but you have an options menu window to adjust the camera zoom distance so a player on a smaller monitor can see more if he's willing to give up detail clarity.
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>>343539107

Real talk though. Do you have a name yet, or any social media/contact?

I write for a small gaming news site and like reaching out to cool projects
>>
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>>343550593
No name yet, but I post stuff sometimes here, you can contact me there as well http://paperbugdev.tumblr.com/
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>>343550210
And I couldn't give two less fucks if someone with a 4k monitor could see further then me. Someone with a better graphics card get more frames then me, should we start limiting the framerate to so people with better computers don't get an advantage? Nothing should ever occur off screen, any game that does that is completely garbage.
>>
I'll post this here since the /b/ thread died.

A game like Mr. Mosquito where you play a spider that has been trapped inside a house.
>You can wander around on the ground looking for food and ways out, or set up web to catch insects.
>Really wide FOV and very short draw distance
>Avoid human NPCs(I assume hard to implement) or it could just be a PvP arena game.
>Low-poly models for everything, think Katamari or Pikmin.
>Also like katamari, the house would be unrealistically messy for easy hiding and to show off the objects you've modeled.
>Going under furniture/into mouse holes would lead to a weird "insect world" where everything is very fantastical (roach motels, termite clubs)
>The longer you wander/eat insects, the bigger spider (and target) you become.

And the endgame would be escaping the house after mastering the game and having a backyard to fuck around in.


It's a really simple idea that I think literally any game developer could use to make a fun game.
>>
>>343551117
Well think if you had mario, but you could see 4 times more, but everything outside of the 1 screen range you would normally have just didnt move. It'd be an unnecessary and odd looking result, but programming the active width of enemies and objects to correspond to someones resolution is an even stranger thought, the main point is that most games are made with a set amount of pixels on the screen at a time in mind, so allowing that size to be overly surpassed is basically like announcing that your game isn't balanced around any specific port size.
>>
What is the best option for making a sealth game where reloading a quick save isn't the best option after getting spotted?

removing player saving and focusing on autosaves?

rewarding a player for avoiding the enemy after getting spotted?

Make the AI dumb as rocks?
>>
>>343551846
Except if someone programmed the game to be zoomable they wouldn't fucking have enemies being seen stand still. Your argument is moot.
>>
>>343551973
Rewarding the player, I think. Removing player saving would make me not want to play, since I like to go back and try different methods to resolve the same situation.
>>
>>343551973
Add a style rating at the end of the mission that can only be maxed out when no reloads were used.
>>
>>343551973
You can take guard's radio and say "false alarm guys" twice, the third time they know it's you.

Unlses you want full stealth, then I dunno.
>>
>>343551973
Assuming you mean just plain savescumming:

Making quicksaves a conspicious action that can't just be used at any time and then throw in autosaves when the player has satisfied some kind of checkpoint but still wouldn't be able to freely quicksave.
Resources are used to quicksave.
The game remembers some element through quicksaves and quickloads even if it's just a score bonus (Generally avoid framing things as penalties).

Ideally in a stealth game the AI should be smart but not unpredictable I guess.
>>
>>343550848
Sent you a message on Tumblr.
>>
>>343544536
fug this looks fun
>>
>>343551973
On load, all enemies peform a look check directly at the player, so quick-saving anywhere that an enemy COULD see you means on load you will be seen immediately.
>>
>>343552352
That sounds really cool
>>
>>343551973
Remove quick saves, doesn't really make much sense that the player is capable of saving whenever he feels like it. I would never award the player for failing the challenge, reward players that complete it without getting spotted instead.
>>
>>343553521
Yeah it seems like the best solution to me.
That way the player rarely ever even thinks about quicksaving, unless they fuck up knocking out the guard who spotted them.
>>
>>343553525
>>343552798
>>343552110
what would the reward be other then a fancy rating at the end of a mission

access to more gadgets maybe?
what kind of utility items are usefull in stealth games?

i could use some ideas
maybe a ranged stun gun? or a noise maker thingy?
what do you guys think
>>
>>343553946
>ranged
ranged stealth is bad because it is the only thing players will end up using.
Chloroform takedown from behind?
throwing rocks as a noisemaker is always an easy solution

I'm against ratings in stealth games but it seems to work for Hitman.
>>
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>>343554230
i remember in hitman 2 if you got a silent assassin rating you'd unlock a special weapon
>>
I'm aiming to make a Zelda lite clone with maybe 2 or 3 dungeons and a small field zone so maybe 4 hours of game play. Would you buy it for $5 anon? Please?
>>
>>343554230
>it is the only thing players will end up using.
I dont agree. In Metro: Last Light I went out of my way to punch every person I could.
In the non-redux version there was even an achievement for doing that, but regardless it was just so satisfying to sneak up behind someone, turn them around, and punch their face.
>>
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>>343546932
So you're saying I create a single invisible block Object, then add the sprite animations to its Children list?

But wouldn't that still cause things like this to seem like he jumps backwards when you animate it?
>>
>>343553946
No rating, reward the skilled player with more gagdets/items to play with. If someone hire someone to murder someone they're not gonna want everyone and their grandmother to know before you've even done the deed. Punish the bad players by making the mission harder if they get detected and are sloppy.
>>
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no graphics so code accompanies this post for harsh criticism

spent most of the day yesterday playing regular card games with my friends, trying to make one of them now
>>
>>343554815
Make it for Android and put ads on it.
>>
>>343553946
>what would the reward be other then a fancy rating at the end of a mission
Have certain doors that get emergency-locked down whenever the player is spotted, even if he doesn't "alert the base" or whatever.

So you can hide secret areas and shortcuts only accessible if you're never spotted through an area.

>what utility items
poison rice balls

Serious answer:
Timed EMP mines that knock out electronics (for security cameras) but not guards

Book of matches that can be lit and placed on the ground; after about 15 seconds, the smoke alarm goes off in that area, drawing guards (meaning you can take an alternate path around that area while the guards are distracted by the fire)

Tranquilizer gun (knocks out guards at a distance, but it takes 15-20 seconds to fully put them down, and once hit they'll immediately move toward the nearest alarm or other guard for help, potentially putting the base on high alert if you shoot guards at the wrong time)
>>
Someone tell me how I make GameMaker draw a text with my current state on screen I can't get it done because I'm stupid.
>>
>>343554851
Look at dem buns.
>>
>>343537007
Can't find the motivation to start. All I want to make is a shitty porno game in Renpy.
>>
>>343549884
>falls down and shakes the stage as if it weighs a ton
>falls apart into beach balls
>>
>>343554851

the thing that is moving is the block, not the pinned sprites.

if the block jumped forward, the sprite animations will follow.
>>
Have any of you made a full game and released it? Did you have any major bugs in production?
>>
>>343538327
>feet
Are you going to sell this game?
>>
>>343555181
Excellent note; I need to figure out a way to trigger camera shake on component physics impacts.
>>
>>343540035
>game designer
fuck outta here
>>
>>343540079
are you the first to do the booster jet pack thing?
>>
>>343555240
Right, which means if the Origin of the sprite is at the center of each frame, when you draw elongated sprites (such as those where he's swinging a weapon) the Origin of the sprite will be somewhere near the middle of his arm rather than in his chest. That means that even though the sprite isn't actually moving, it would appear that his body has moved backwards when he swings the weapon rather than the weapon extending outwards.
>>
>>343555305
Just I have nightmares about releasing something that breaks and having to fix it or get into some legal hot water
>>
>>343555332
yes but this is only the place holder model for animations and scale for enviroments. my gun models are much better
>>
>>343554926
Why not just use enums for the ranks and suits? That way you can make cards with just the for loop, by specifying what rank your cards start at and when they end. Global variables are also likely a bad idea.

It's interesting that you made variables for the number of ranks and suits. Are you planning on varying the types of cards in each match? That could be cool.
>>
>>343539410

Looks like a balloon. Lolipops are more "2D" looking, and the way the "sprinkles" are placed makes it look more like a sphere than a 2 sided object.
>>
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left or right?
>>
>>343556487
can we see some gun models, i also have a suggestion for you, because that swat guy doesn't look TOO bad, you would probably have much better luck downloading MakeHuman ( it has some kind of open license so that you can use them in your work ), then just extrude and build off of it in a program like zbrush. it's how i made kevin mccallister earlier in the thread
>>
>>343557358
Definetely left. I like the texures. The right one just looks cheap.
>>
>>343557358

Right, definitely. The higher quality textures don't mesh well with the polygonal art style.
>>
>>343557358
Can't you find a way to mix both?
>>
>>343557358
try to make the right one smoother, you can still see some "stairs" and then it would be much better
>>
>>343557358
left colors
right models
>>
Is there anyone who really codes his stuff entirely from scratch or just me? I'm not familiar with any game engines, so I usually spend the first 15+ hours (depending if its 2d or 3d) coding my own engine before I start creating my game.
>>
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>>343557518
>>343557583
>>343557614
>>
>>343553946
Just turn off quick saving
>>
>>343557805
I do too anon!
>>
>>343557805
Any clues on physics for 2D games? I'm trying to create some platforming physics (jumps, gravity, etc) for the first time, and whilst some work, many aspects feel clunky.

Also, any good way to generalize your physics to all game objects?
>>
>>343557805

Anything you make will most definitely worse than an already available platform.
>>
>>343557358
Rght everything, the colors look more alive, the simplified style is also really easy to read, left looks like a prototype early access thing, right has charm and a cohesive style: simple colors, simple models.
Right.
>>
Motivation isn't relevant to starting a project. If you really want something you need to manipulate your Self discipline to work for you. Once all distractions are gone you just need to be able to work an hour at a time with ten minute breaks. (the fact youre on 4chan means you're not even trying).

This no motivation excuse is bullshit and you know it.
>>
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>>343557614
those are old screens. the current version looks a little different
>>
>>343557358
hey man is there any way to see a wireframe of the level? are those rocks tesselated to high fuck or are they normal mapped?
>>
>>343557805
>not coding an engine you can use for every project
>>
>>343558102

The world looks beautiful. Not sure if I'm feeling the player character though.
>>
>>343557805
>Is there anyone who really codes his stuff entirely from scratch or just me?
If it's 2D then yes, anyone who has skills to do it. Stuff like GameMaker is mostly for beginners
3D is a different matter though, it's much harder.
>>
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>>343558117
its just normal maps on simple geometry

here's a snowy level
>>
>>343558102
Nice work, but I agree with >>343558234
>>
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>>343558234
thanks. well there are all different playable animals, and you can swap between them. But they are still all pretty early
>>
>>343558425
>playing as anyone but Regice penguin
>>
So is Unity hate just something for actual games and not just projects?

I want to make my simple 3d game like >>343558312, I just have absolutely no experience with anything and Unity seems to be accessible.
>>
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>>343558425
anon you have to put pic related in your game
>>
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>>343557467
>>
>>343558425
I'm in love with it. I'm a sucker for cuteness, and everything looks adorable.
>>
>>343557938
So what language are you coding in?
>>343558020
Your gonna need a basic understanding of physics of course. I love to use parables or sine-waves to simulate jumps. Gravity is a bit more difficult
>>343558027
That is probably correct, but I have a lot more power over what I do and I feel more secure coding in it.
>>
>>343541858
>be me
Be dead.
>>>/b/
>>
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>>343558425
Reminds me of figurines like pic related
>>
>>343558425
The cats eyes should match the other animals eyes.
>>
>>343558867
>be me
>read this post
>mfw
>>
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>>343558425
how are you gonna animate those
>>
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>Have a background in C++, start learning Unity and C# along with it
>Pretty easy, C# is like exactly the same as C++, at least to the depth that I've gotten
>Do some of the Unity tutorials, all goes well

>Want to try make short proof or concepts/demos of small games
>Am complete ass at creating assets

I downloaded blender and got as far as making a basic mech. I can't for the life of god figure out unwrapping and texturing well, and bringing all that into unity.

I just want to be a code monkey, fuck assets.
>>
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>>343539107
Your game reminds me of this frogger clone I played years ago
https://www.youtube.com/watch?v=MzQoNZnTWT0
I think you should have a look at it, the first few stages all take place in some kind of garden from a cricket's perspective so they might give you some ideas. The music's also pretty sick, but that's unrelated
https://www.youtube.com/watch?v=oZZ-9EJCDjE
Nice game by the way my dude
>>
>>343558597
Unity (along with Game Maker) is fine, especially for beginners.

It's not 10/10 perfect amazing software and lord knows the devs fuck up loads of shit whenever they update it, but pretty much every engine is gonna be like that in some way or another (to varying degrees of course).

Unity mostly has the stigma because it's the most common engine indie devs use which means it's used to make the sorts of games /v/ hates along with all sorts of broken shovelware that makes its way onto steam.

If you're just looking to make something without much experience I'd say it's the go to unless you wanna do something 2D in which case you should use Game Maker.
>>
>>343558679
good stuff anon i look forward to seeing more !
>>
>>343559360
>not using solid color assets
>>
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>>343537007
http://gamejolt.com/games/cat-weapon-early-prototype-version/160379

Here is an early prototype demo that I made. I will begin work on the actual version later next week.
>>
>>343559360
use a different program anon, or at least a different program for unwrapping. a standalone app i used a long ass time ago was called LithUnwrap, was easy to use. i'm looking for different modeling programs myself and i guess 3dsmax and maya both have their faults, giving modo a try because it's more modern
>>
>>343558525
>>343558620
that actually looks like some good inspiration for some bosses or enemies

>>343558727
thanks
>>343558915
yea that looks cool
>>343559010
yea, it definitely stands out too much. ill be working on that as well as all the other animals
>>343559308
im trying to dynamically animate them in blueprints based on speed.
>>
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What's your excuse for not letting players customize their controls?
>>
>>343544536
I think the text scroll works well as intended, but your text box is stupidly big for the amount of text you're displaying. Either make the box smaller or use more left/right of the display and probably even a second line if you plan on keeping the box that size.
>>
>>343559576
thank you, ill make a short test level as soon as possible
>>
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Added a new monster designer to the team, he's great (better than me). We also released our first trailer and our followers are pretty excited so it's going great!
>>
>>343559970
But I finished coding the keybinding menu yesterday
>>
>>343559970
there's nothing to control yet
>>
>>343537007
Is anyone working on a decent elder scrolls clone for android? Ravensword is pretty beat up.
>>
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https://1d4chan.org/wiki/FATAL
Inspiration?
>>
>>343551973

>>343552165
Definitely has the best idea. You shouldn't remove the ability to savescum because some people are just honestly bad or like to play games casually and the less people you can alienate the more will play your game. Hardcore players now have a reason to play it straight, going for that SSS score, and the average player will also be trying to max score but might scum here and there if they struggle on a section.

It's the best method of making everyone happy.
>>
>>343559721
>loli cat pussy
>>
>>343560608
Disgusting furry. These characters have joint to do with sex at all.
>>
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>>343555731
Those are all placeholder sprites taken from other games if that's what you mean. The mech and pilot are from Metal Warriors

Speaking of which, if any artist is interested I'm open to contributions
>>
>>343557358
Both have pretty solid art direction, but the bunny and turtles look out of place in the left. Every other asset has a matte finish to it and the bunny and turtle look shiny and don't belong. Right overall is really good, I'm a big fan of minimalist / low poly art direction a la Polybridge and the like. My only gripe would be that it looks like you tried a little too hard to make the bunny "low-poly", he looks like he could use a few tris in the torso area.

Overall I like right more.
>>
What ya'll nigas use for pixel graphics?
>>
How do I get into making table top clones with no programming skills? I would really like to put a few board games on my phone or tablet so I don't have to carry around so much or set anything up.
>>
>>343558679
>no HK G3
disqusting
>>
>>343558915
more like PIG related
>>
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>>343559970
Built on Unity
>>
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The semester is ending I didn't have the time to work on it for a month already. I'm also drunk right now, so my grammar is probably shit.
>>
>>343561671
Don't post your frogshit here.
>>
>>343559979
Idk, I think it looks pretty good. Reinforces the minimal style.
>>
>>343561067
Paint.net (Free, Windows). Turn on the grid and the rulers and your good.
>>
>>343557358
>>343558102
>>343558425
Are you making Silicon Valley?
>>
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>>343561671
>>
>>343561067
GraphicsGale and Aseprite are both free
>>
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How do i get an object that's the same size as a tile to snap to the same grid as the tiles?
>>
>>343562265
you can either change the grid to a fitting x and y value or specify an exact x and y coordinate for your object in the "objects" tab
>>
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>>343562592
so like this?
>>
>>343562265
You can't. It snaps based on the actual x and y coordinate of the object, not the size of the sprite it's using
>>
>>343562760
You can also move it without snapping with drag + Alt
>>
>>343561083
Nobody has any suggestions? Something were i just have to put in basic logic for the rules and photos for the sprites?
>>
>>343563210
Construct2?
>>
>>343563210
This >>343563275 is your best bet. If you want to play board games on your phone you're much better off downloading something finished though
>>
>>343541437
I think your problem is called z-fighting. You're talking about the flickering of the shadow mesh right? Basically, adjust the near/far clipping planes of your camera and it should be fixed.
>>
>>343563275
This may work but will it be too limited with the event list? I really am wanting to make a xia legends of a drift system clone and part of the game is randomly selected tiles for the board that need to be placed in specific orientations Baised off of the players position
>>
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Can't you guys just all work together to make pic related and save the gaming industry?
>>
>>343548395
I used to use 2x, but now I use 3x.. looks better with high-res monitors today.
>>
>>343542296
jesus fuck what kind of advice is this
>>
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>tfw trying to figure out jumping in an isometric game in gamemaker
I'm in hell
>>
>>343562098
it's inspired by silicon valley / mario 64 / banjo

each animal has their own stats and special abilities, you can swap between any real animal on the level if you are next to them
>>
>>343542151
its gotta be a post processing effect
>>
>>343560084
post trailer, those monsters look g8
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