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Where is your indie game /v/?
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You are currently reading a thread in /v/ - Video Games

Thread replies: 255
Thread images: 117
File: Unity.png (2 KB, 164x88) Image search: [Google]
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Where is your indie game /v/?
>>
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Here is mine senpai "Bokube" A puzzle game I'm working on.
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It's coming along, coming along.

Check it out: different leg positions for when you're on inclined surfaces.
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>>343865929
>furry
just stop dude
>>
>>343864779

Not bad. I learned how to pixel art today.
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/v/, I want to make a game. where do I start and what do I use, keeping in mind I have no experience. Should I try modding first?
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>>343866015
>No post
Where is your game?
>>
>>343866079
This.
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>>343865929
>every single game dev thread

I think you're intentionally baiting with you furry diaper shit now.
>>
>>343865929

>disgusting 2d retro sidescroller shit

>It's furry degeneracy too.

This is why I don't ever want to make games, why make games if you are releasing stuff in a giant pool of shit? Indie games were supposed to be the savior but they are just as generic as AAA games.
>>
>>343866079
>>343866223

Learn Unity. It has tons of tutorials and docs readily avaliable on their website, plus its free to use if you don't plan on making dosh off your games.
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>>343866278
Sorry. Me and the programmer are just making progress that quickly.
People here do seem to get triggered by the briefs, huh.
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>>343866374
would unity be easier to learn than, say, unreal 4?
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>>343866079
Download a game engine like unity or unreal and download already made prototype projects and play around with them to understand the engine for starters.
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>>343866438
Unity is much easier than Unreal 4, yes. Gamemaker is easier to learn than both of them and better if you want to design a 2d game.
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>>343866394

I am triggered by how generic it looks. It's just another retro pixel graphics sidescroller megaman clone.

Why would I want to play the same damn game over and over again?

The problem is all these autistic programmers who are really good at math and logic are absolute dogshit at making something worth playing.

And desu you probably have tons of talent so I hate to be a dick but it triggers me just how much wasted talent the indie scene is.
>>
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How do you like my spooky monster? It's textured and even rigged.
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>>343865929
>>343866394
Don't pay them mind. I think the animation and pixel art look great but I think the underwear is a bit silly. Does he put pants on in the game? If not you should remove it or give him real pants, it'd be more appropriate.
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>>343866394
Your art and animation looks pretty good anon, but yeah, the briefs give off a strong furry fetish vibe.

If you changed his clothes to pic related he would have a much more innocent mascot look.
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>>343866545
Okay cool, I'd love to make a first person horror game in the same style as Frictional's games, IE real survival horror. so yeah it'd have to be 3D. I've also been kicking around the idea of something of a first person hotline miami, focusing on just having really fun and fast paced combat. so hopefully someday I can make something of these.
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>>343866631
Nice I like the lack of arms. I like the fog too.
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right here
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>>343866631
looks unfinished, if im being honest. HOWEVER the animations and audio can save this.
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>>343866675
those are almost just as fetishy as briefs for furs. Sora style baggy shorts with a vest would work.
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>>343866631

It looks too goofy to be scary.

If the head and torso was smaller it could be more creepy in the dark.

Also it looks too much like something from Silent Hill and some horror mods.

Let me guess it twitches right?
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>>343866631
>silent hill retexture.png

nice originality
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>>343865080
The first level in screenshot form.
>>
I'm working on it, but I just started. It's pretty fun with Game Maker though.
Does anyone here have experience with it perhaps? How do I git gud at it? Do I just have to keep following tutorials and experiment and comes from alone?
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>>343866630
Are there many megaman clones out there? Should list some off that are worth checking out.
>>343866672
>>343866675
So far the underwear just changes color in order to show which subweapon he has equipped. Depending on how much time everything else takes, I thought it'd be amusing to have the type of underwear change as well.
Alternatively if everything comes together way quicker than we imagine, having it be like Wonder Boy in Monster Land where you start off in underwear and then gain armor as you progress would be neat. Just a ton of work.
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>>343866927
this actually doesnt look half bad. good job
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>>343866857
>Let me guess it twitches right?
Only when you shot it in head
>>343866881
I love Silent Hill
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>>343866927
That looks straight out of nintendo. Good work!
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>>343866927
thats cute but you should make it even cuter
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>>343866824
>dat dystopian Neo Tokyo look/feel

Fucking awesome anon, keep it up!
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>>343867091
Well the first world in the game is easter themed it gets cuter! I added easter eggs into the dirt in a later level.

>>343866984
>>343867068
Thanks senpai's.
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>>343866824
This looks very ambitious. Do you work in a team?
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>>343865080
The propellers under the axe obstacles are spinning too quickly. They add a lot of unnecessary visual noise. I also feel its a bit counter-intuitive in terms of visual feedback for the player. The player is going to want to keep an eye out on the rotation of the obstacle while also looking at other parts of the map. The rapidly spinning underside makes it a bit confusing and distracting.
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>>343867098

Will do!
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>>343866630
>>343866975
This anon is retarded. There are no megaman clones outside of rokko chan (old as fuck), 20xx, and mighty no 9 (lol).
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>>343867325

Nope, working solo on this for 3 years now
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>>343866079
Download game maker and follow some tutorials, then make a simple game on your own.
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This year, Inside even though I typically hate games like it. Only time i've actually felt like describing a game as "Dreamlike" doesn't feel inaccurate. Overall though I'd say i either Ori or Super Meat Boy.
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>>343867459
Fighting is looking really good! Any links to an update blog/website?
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>>343867459
Now that's some serous dedication. Good luck with ever finishing this though.
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>>343867442
There are also the MMZ and Azure Striker Gunvolt games, which were done by Inticreates. They took it into a weird direction though. Kinda makes sense that they did MN9 as well.
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>>343867264
When's it coming to steam?
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>>343866975

Mercenary Kings plays a lot like megaman and that's exactly why I dropped it. It feels too similar in controls to megaman and I just got bored.

But I am just bored of all retro graphics side scrolling games. Whats the appeal of your game besides service for furfags? What mechanics are in place that makes it different than other games?

I mean I wouldn't be talking all this shit if you were some obvious amatuer making a simple little project but I remember you from like a straight year ago and you obviously are cranking your autistic power into this.
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>>343867727
Mercenary kings is a grindfest where they mistook "force people to replay the same levels over and over" with "replayability".
This shibe thing is more of a metroidvania.

A year ago? We only started work on this project a couple weeks ago.
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>>343867559

Not yet, right now I'm focused on finishing a playable prologue/demo thing. Once it's done I'll pull up a site/twitter/etc

>>343867565

Thanks
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>>343867459
Nice, very inspiring anon keep it up.
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>>343866630
Ain't that the truth. These games do take a lot of time to make, but the design direction is usually just a clone thought out on the first day.
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>>343867459

Good shit but you definitely need to find an animator. Animations are almost top priority for a 3d beat em up. If they dont look cool and satisfying then the game ends up feeling really slippery.

I like how you aren't relying on physics shit like Lugarau and Overgrowth too. I can tell you are obviously aiming for that Dreamcast feel.
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>>343867912

No way I swear to fuck I remember seeing this exact shit at least 6 months ago. I could be going crazy.
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>>343867637
When its ready! It's still in development. You can follow the development on my developer twitter: https://twitter.com/TheeWhiteReaper
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>>343868083
Maybe you're mistaking it for the Anubis thing.
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>>343866931
It'll take time but you will get better at it as you keep building your own stuff.
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>>343867943

Thanks

>>343867973

Yeah, I wanted too at first, but good animators require lots of dosh, that one freelancer guy almost agreed for $5/animation but declined shortly after. And the guys that say that will do for free? Well they loose intresest after a month or so. So nope.
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>>343867942
You should find some people to work with. It looks interesting.
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>>343868302
I guess I have to learn the GML language right? What's the best site for learning this?
The tutorials I watch are very practical and make a lot of fun, but I often have no idea why the person does what he does.
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>>343868341
Anon I suggest you search up the 12 principles of animation. There's a tutorial series on youtube and it pinpoints all the ways you can make your animations look as smoothly, powerful and emotional as possible.
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>>343867574
ASG is like if you took MN9's gimmick and reset the enemy of all other enemies to full every time you shot one, even if they were vulnerable to a dash kill. I know it's the lightning field instead of a dash but honestly it feels like the same shit.
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>>343867574
MMZ and ZXA are actual fucking megaman games, not indie clones.
gunvolt is weird as shit and barely qualifies.
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>>343868642
>reset the enemy of all other enemies
I'm dumb, I meant to say "health of all other enemies".
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>>343868341

That sucks. If I was a good animator I would help, but all my experience is in SFM and not actual gamedev.

Even so, when you get around to improving the animations, don't be so focused on making it look "smooth" just be sure that the animations serve the function of making the combat look like you are doing some real damage. Because if I have to be perfectly honest that webm you posted doesn't look that fun to play yet solely because of the animations.

Die Hard Arcade/Dynamite Cop series never had SUPER amazing animations but they all served their purpose extremely well + really good sound effects to boot.
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>>343868558
Drag and drop is just gml with a graphical interface, so it's fine to use it while you're starting

>I often have no idea why the person does what he does.
It takes a while to learn this stuff. Try looking up the commands in the help files to get a better understanding of how they work, and think of them in context of the whole game/object. Think about why they're using it at that time. It'll take a while to click, but it will eventually. Just comes down to spending time on it
t. self taught gm dev
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>>343867727
mercenary kings is like megaman? what fucking megaman did you play?
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>>343866975
See >>343867727
Retro-style games are awesome but even those of us who like it don't like tacked-on RPG gimmicks to inflate the game's replayability. If anything it makes me never want to touch it again. Also it's way more Metal Slug than Mega Man if you want to get technical.
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Here's mine
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>>343868546

Finding people who actually want to do something is so hard. I tried but to no avail. It's always about the money in the end. And I cant afford to pay people money right now.

>>343868598

I've never heard of it. Looking it up right now. Thanks!

>>343868808

Yeah, I know. Sadly in the end I'll probably will have to settle for something of this quality.
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>>343868864

Of course Merc Kings isn't exactly like megaman. I never meant near perfect clones of megaman I meant all these 2d retro shooters/hack and slash/platformers that try to be like NES and SNES games.

Maybe since Mighty Number 9 is such a shitshow you could be tapping into something actually since a lot of people will be looking to satisfy their megaman itch, but personally I am just bitching about all these great programmers and artists are making shit that I felt like I have seen before hundreds of times.

>>343868283

goddamn.
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>>343869063
Have you thought about kickstarter? If you turn out a fun demo and maybe rustle up a small amount of funds to have an artist do a proof of concept, I could see a cyberpunk game get funded
People are aching for it thanks to CDProject's endless cocktease
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>>343868838
>Try looking up the commands in the help files
Where are these help files? Are they in game maker? In the folder I only found a tips folder but these tips seem very limited.
file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/gamemaker_studio/Tips/tip01.html
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>>343869063

Yes 12 principals of animation is essential.

Also don't be defeatist, it seems like you have put so much time in the environment and aesthetic of the game but all you have to do is nail the landing and you could have something REAL here.

Imagine how much of a slog Shenmue would be if the beat em up combat wasn't so much fun.

I am sure if you put some extra time into the animations even if you weren't as experienced as a professional animator you could still make something look fun as hell. Just be simple and to the point, make sure you emphasize every hit in respect for how much damage it does. Flashyness means nothing if it doesn't feel solid.

I go back to thinking about all these shitty 3d hack and slash/beat em ups i have played before simply because the animations weren't satisfying or fun. Like Nanobreaker.
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Here.
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>>343865080
Any social media blog I can follow for this? Looks cool/cute
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>>343869741
I've seen your shit posting on the Nintendo developer forum nigger you can't hide from me.
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What are some good Pixel Art/Animation programs I can use to make assets? Asking cuz fuck Photoshop
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>>343869818
https://twitter.com/TheeWhiteReaper
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>>343869236

I had, but nah. I dont want asking for money when I'm not even sure I'd be able to finish it in the end.

>>343869624

Yeah, I think after I release the demo, I'm gonna do several revisions of battle system based on feedback
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>>343869894
Havnt shown my game there yet, but nice attempt I guess.
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>>343870030
did you draw this? thats a really cool image. possibly even desktop worthy
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>>343869570
In gamemaker go Help > Manual
has everything you need to know, I use it every time I open gm
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>>343870013
Thanks, very excited to see the final product. Keep up the good work!
>>
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Sorry that I have to cover the name.
>>
Can /v/ even code?
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>>343870367
im not the guy making the game, but thanks for the encouragement anyways. just downloaded unity, hopefully one day I can make a thread like this and report my efforts.
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>>343870502
Is this the part where we reply and say what language we use, then you greentext and meme about how it's shit?
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>>343870502
I keep a whole Word Document open for all the notes I take on code I develop for certain things, so I can keep them for reference later on
Pretty nifty, and I recommend doing it if you're bad with remembering stuff like I am
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>>343868991
Did you create those textures and stuff yourself? Where did you learn to do that? I like the look and it could suit what I'm doing
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>>343870548
Thanks for giving him that as I was cooking some dinner.

Here is another level that is a night time scene, with a sunset in the background.
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>>343870502
Coding is easy peasy. The real challenge is the art design.
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>>343870703
no problem, followed and will keep an eye on your progress. this looks really neat so far though, and you seem quite far into development. keep up the good work!
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Obama Adventure. Super deep experience.
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>>343865929
YIFFE
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>>343870502

no i use that gamemaker command stuff and that alone makes me feel like a retard.

I don't think im cut out for programming. I just suck ass at life.
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>>343870807
"Coding is easy"
says no programmer ever.
>>
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Rainy Night scene,

Reminder to check out actual footage of the game (also with some audio) here; https://sendvid.com/y9p23bnk#
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>>343866631
I guess if it's dark, the player's vision is distorted and it jumps out at you it might be pretty spooky.

Worked for Slenderman
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>>343864779
Is unity drag and drop stuff to build games or do you actually write code like a normal language?
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>>343871215
why so blue
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>>343871330
Depends on what you're making and what you're willing to spend. There is an asset store so you can buy assets to drag and drop, or even buy code so you don't have to program.

Or you could not waste your money and learn a programming language and use javascript or C#.
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>>343864779
I'm currently learning blender to make a model of all the environments for the game. But since it turned out to be quite fun, I'm spending time trying to replicate bracelets from 999/ZTD.
Other than that, it never got past the initial game idea, which I assume was inherited by some guy from /v/ in one of these threads. Sadly, he wanted to put a different spin on it, so I'll have to deal with the fact that when my projects finally gets done, people may think of it as a ripoff.
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>>343871330
You write code. It uses c#, js, and some other thing nobody uses
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>>343871215
is this music in-game? sounds pretty good mane
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Any advice on getting music for your game if you can't do it youself? Poor fag friendly
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>>343871473
What's a good start to leanr a prgramming language. I don't wanna leave my basement.
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>>343871625
beg, use free license/old music from the archives
>>
already out as freeware but no one is interested to play it and i dont want to shill

also i dont have enough money to get it on steam
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>>343871625
Search through forums for developers. They often have people making music looking for work. Not sure how expensive this is though.
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>>343871426
In that scene there is a lot of blue fog as its a toony rain storm.

As you can see at this link:
https://sendvid.com/5oe89iyx

I'v been spending a lot of time lately trying to find the right visual look for night time/heavy weather scenes.

I decided to turn down the fod eventually for rainy scenes to this screenshot however.
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>>343871696
Source
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>>343871690
>free license/old music from the archives
which archives?
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>>343871791
this screen is definitely an improvement. keeps the level in clear view while still setting the atmosphere
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>>343871295
The plottwist is that I don't make a horror game, it's an action with Resident Evil Dead Aim-like battle system and bullet hell elements. I'm trying to recreate monsters from my old Ludum Dare game in 3d (picrelated).
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>>343871696
Where is your game? You're suppose to post it not just talk about it Anon.
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>>343871794
eventually someone will find it
ill give you a hint, cyberpunk themed sandbox rpg
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>>343871696
>i dont want to shill

That's the entire point of this thread.
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>>343871856
https://archive.org/
You can find some good shit there if you know how to look
Not a lot that's good for games, though
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>>343872138
And you wounder why Noone plays your game. You deserve to fail.
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>>343872131
I think he's just baiting for attention like a faggot
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>>343872275
>you wonder
i do not
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>>343872138
You choose to be a faggot over letting anyone play your game. This is your life. I almost feel sorry for you.
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>>343872275
Who is Noone? Some youtube celebrity? Can he potentially boost sales?
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>>343872582
Your the one bitching that Noone plays your crap game.
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My team was working on an over-scoped project for a while then we decided to stop and adjust our game to something that is a "bite-size".
We're still in prototyping phase and we're working on to make an action-RPG.
Let me know what you guys think of it.
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>>343864779
>Where is your indie game /v/?
Nowhere, because I lack drive
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>cant make complex games
>dont care to make simple games

haha :D
>>
>>343872916
>animations don't have any kind of reaction to hitting the object
how hard is it to slow the animation and then gradually build up speed back to full speed on the frame the hammer applies an impulse to the other objects you aspie nodev
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Just ironed out the kinks in the savegame system, then added a spooky mushroom enemy. When you go near him he freaks out and you have 1.5 seconds to kill him before he fills half the screen with instakill gas.
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Deciding whether I put it on Stream Greenlight or not.
https://www.youtube.com/watch?v=u_8GwPlSs3c
>>
>>343873186
>prototyping phase
That will be in a separate prototype, which is in our tasklists/scrum.
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>>343870153

Yeah I do scetches before modelling stuff, those that I like I then colour
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>>343873428
>its only garbage because its a prototype!
lmao
>>
>>343864779
Well, I just started 2 days ago. But nothing that most of /v/ would be excited, though I like this kind of games. It's gonna be simulation of cranes for mobile. Made some models, learned how to render normals for lods and basic touch controls.
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>>343873439
it has that awful 1990s ReBoot CGI look to it, I can't tell if I love it or hate it
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>>343873609
If you put in a hidden feature like accidentally dropping things on people I'd play it.
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>>343873410
i like the music
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>>343873719
I don't plan to make visible people in it, but I want to make unlockable bonus toy crane.
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>>343873591
>Clearly unfinished product
>"Why is this shit lololol?"
>It's an unfinished product
>"Fucking what no it should be more finished than this"
Literally fuck off no-dev
>>
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>>343873858
Posted wrong image, but still fuck off
>>
>>343873858
Thank you.
>>
Do you often have to experiment a lot before getting a code right, or do programmers always know exactly what they are doing?
>>
>>343873410
>>343873807
This, music is very catchy.
>>
>>343873858
>takes literally 2 lines of code to fix a major animation issue that has a considerable impact on gameplay
>B-BUT ITS A PROTOTYPE ;-;

let me guess, you're one of the aggy daggies that have never finished a game in their life?
>>
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>>343873684

I really wish I could do better, but that's really the extent of my talent here. Although I am trying to grab that 90s game and 80s anime feeling, since I love it myslef and all.
Anyway even if the game EVER comes out, I think the price will reflect the quality.
>>
>>343874010
Yes. So tense running to check. Spending hours going through finding a misplaced comma, finally works. Max elation. You think you learned something new, but your solution made a mess of five other things.
>>
>>343873410
i think this is dank
>>
>>343874010
do you mean "I dont know how to approach this problem" or "my code doesn't work and I dont know why"
because the latter goes away after a year or so
>>
>>343874059
Just go all out and make something like that Dire Straits Money for Nothing video.
>>
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>>343874171
It will be even more dank after months of polish.
>>
>>343874174
I mean how to approach things. The way I see it currently (I'm still a complete noob though), I'd have to experiment a lot before getting things the way I want, and I wonder if that's perhaps actually quite normal for programming.
>>
>>343874046
>takes literally 2 lines of code
Do try and enlighten us. In what acceptable design pattern could you write 2 lines of code to handle :
"to slow the animation and then gradually build up speed back to full speed on the frame the hammer applies an impulse to the other objects"?
>>
>>343867942
So IF someone hypothetically wanted to make some better cover art, or any art of the mc at all, would you be willing to provide a full 360 of the character?
>>
>>343874214
>make something like that Dire Straits Money for Nothing video.
It's called System Shock
>>
>>343874398
>how do i change the speed of an animation
holy shit stop posting lmfao
>>
>>343874046
>takes literally 2 lines of code to fix a major animation issue that has a considerable impact on gameplay
Yes, but this is obviously a game that is still incredibly early in development you dumb nigger. Why would they smooth out kinks now instead of waiting till they have the proof of concept nailed down?
Jesus Christ you're an idiot if you can't even understand the concept of a fucking prototype.
It's like complaining that a fucking storyboard doesn't have smooth, clean animation
>>
>>343874237
The character looks very cute, but the world and graphics look still quite lackluster.
>>
>>343874559
I got you here.
You don't even know what design pattern means.
Good night, kid.
>>
>>343874374
It's normal to begin with, once you understand how everything works you dont need to experiment much (unless you're trying to design a game feature nobody has done before or something)
>>
>>343874559
Now you're obviously shitposting. Here's a (You), now fuck off back to your own ass, you like it up there anyway
>>
here, feeling alright

https://www.youtube.com/watch?v=_-92eFiPXBU
>>
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Top-down game with gameplay similar to Zombies Ate my Neighbors, which camera angle do you guys prefer?
>>
>>343874629
I've been told this before. I'm just building the basic layouts right now, and will add little details and secrets later on. Gameplay over graphics is how I go.
>>
>>343865080
Despite character character being a cube, looks professional, could see Nintendo publishing it as an eShop exclusive.

>>343865929
Yiff in hell furfag. I hope your mom or dad find out you're into animals wearing diapers and hold an intervention with all your other family members and friends, but you probably don't have any friends.

>>343866824
Need to improve your modeling skills, human faces creeping me out. I think the models would work if you had a proper shader.

>>343873410
Looks like typical unity trash.
>>
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>>343874747

pic related
>>
>>343874762
C
I spent years working on a completely top-down game and making graphics look attractive from that perspective is just hell
>>
>>343874762
A or C are your best bets, but I'd say C if you really want the player to focus on their character animation and impact on other objects
>>
>>343874762
I like A the best
>>
>>343874802
Family is just impressed and mildly bewildered at the amount of money the animal stuff brings in, really.
>>
>>343874762
a if the game is 2d

3 if it is 3d isometric

i dont like 2 prespective at all desu
>>
>>343875040
>makes furry games for fun
>tries to play it off as "in it for the money"
>>
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>>343874802
>Need to improve your modeling skills, human faces creeping me out. I think the models would work if you had a proper shader.

Yeah the models in that tralier(2014) wont be used in the final game(not as the NPC at least) I modeled them myself and it took me a lot of time and they were horrible in the end. So I bought Fuse. Sheesh. Saves me a lot of time now. And the results are more or less adequate.
>>
>>343874762
C > A > B

Almost no game is A besides arcade games like galaga and other shooters. Almost every top down game released on the SNES is closer to C.
>>
>>343874802
>typical unity trash
I doubt changing engines would do anything anon
>>
>>343875114
Ain't for fun. It's all just work but I'd rather make games than do the usual drawing thing. Seems to be an audience for the game thing at least.
>>
>>343874762
C
Makes environment easier to recognize.
>>
>>343874927
did you guys ever find a good level designer
i think i remember a long time ago you guys posted somewhere asking for someone
im asking because your level design still looks like shit 2bh
>>
>>343866824
Akira feels
>>
>>343875275
are you saying you're not a furry?
>>
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here's mine
>>
>>343875487
I like everything I see in this webm.
>>
>>343875487
looks pretty good
please put some indirect lighting in there though
>>
Anyone making games with waifus?
>>
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here,

I'm coding ships now.

https://www.youtube.com/watch?v=FNmbHkNFZ5Y
>>
>>343874237
all it needs is anti aliasing
>>
>>343875767
Shouldn't be too hard to add.
>>
>>343875341
yeah

but dw the level design can't be too complicated otherwise doing combos becomes annoying etc, but yeah pretty basic stuff
>>
>>343875635
Most definitely
Racks in the most attention
>>
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>>343875627
I'll try, I'm taking inspirations from the driver for the overall lighting and mood

>>343875592
thanks
>>
>>343876001
doesn't need to be a ton but it helps make dark scenes look much clearer without neccessarily making them that much brighter
>>
>>343873439
>>343874059
Work on your materials and your variety of maps and textures for the models. You're a fairly good modeler so with a bit of polish your game could look really nice. Also those drawcall counts from the earlier screenshots seem way too fucking high.
>>
>>343864779
Rotting inside my mind. Seriously It's literally impossible for it to become a thing... I can't draw, I can't make sounds, I can't make models... I can't do (unironically) nothing.
>>
>>343876196
>1600 draw calls is considered high
is unity preformance really this bad?
>>
>>343875986
They better be the kind you want to cuddle with.
>>
>>343876346
Yes. I try to not exceed over 300 draw calls in my game.
>>
>>343876132
definitely, for sure! that's one of the reasons I added rim lighting to the characters so that there's still enough distinction even in dark scenes because the game will take place at rainy night during a blackout
>>
>>343876346
1600 draw calls is high no matter what engine you're using
>>
>>343876402
is that when you're developing for mobile or PC?
>>
>>343865080

I love the way the main character moves by rolling around.

Simbly ebig.

Nice looking game too.
>>
>>343875487
Holy shit, this looks really nice. Absolutely love the style you're going for, looks like a PS1 killer7.
Does it have a name, any sites I can follow?
>>
>>343876494
that depends how much you're changing between calls I guess but video cards can do tens of thousands without breaking a sweat
>>
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>>343876502
I'm making a 3d game for pc, but I don't want my game to run only on high end PCs, because people with high end PCs generally are playing high quality AA games. If a picrelated game needs specs that can run Battlefield 4 on max settings, I think something is wrong.
>>
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I've made my decision. I'm going to wait a while on posting it on greenlight. It just isn't good enough yet honestly.
>>
>>343876715
thank you. i have a small dev blog unusualelectronicdream.tumblr.com
>>
>>343876860
Tell me more, anon?
>>
>>343876860
I said it before but you should put five times in the effort in before you try and market it to people, a game needs alot more than a cube man jumping between cube blocks in an empty world
>>
>>343876904
Awesome, keep up the great work!
>>
>>343876919
The game itself is a 3d platformer in the style of sm64 and BK if you didn't know. I try promoting it in several places, It gets ok reactions, but I feel like it's just being rushed. I do not want my project to feel unfinished in any way.
>>
>want to make bullet hell game in game maker
>can do art and music but have no idea how to code it
what to do
>>
>>343876963
I'm putting as much work as I can. The levels themselves seem empty because they aren't completely finished yet.
>>
>>343877074
Learn to code in GML. I made my first shooter in game maker when I was 14 it was 10 years ago and I'm still a failure
>>
>>343877074
show us your artwork
>>
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>>343876904
>tumblr
>>
>>343877316
>using youtube arrows on forchan
>>
>>343866824
>>343866824
2001 called, they want their game back
>>
>>343877369
Can I go back with it? Gamecube era coolest era.
>>
>>343876378
>tfw making [spoilers]qt animal-plush styled girls[/spoilers] purely for tender holding and loving
I hope they're good enough
>>
>>343877316
it's just a small dev blog
>>
>>343877441
go ahead
>>
>>343877450
I sure fucked that spoiler up
>>
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Started working on mods for the spells themselves. This one causes the projectile to fall from the sky or closest roof above you instead of being cast from your hands
>>
>>343865929
Is it literally megaman clone with furry?
>>
I know how to code and make a good game, but usually it's just geometrical shapes, and it looks disgusting, how do you make good 2d sprites and animation?
I always have to cut them in PS, place them well, ecc..
>>
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What can I do to better Blanco, /v/?
>>
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>>343877797
Give him a little hat.
>>
>>343877797
This little guy is actually the cutest. Every time I see his stupid little derpy eyes I smile hard.
>>
>>343877828
Planned for a powerup. what design should I use for the hat?
>>
>>343877797
Make sure to make movement feel satisfactory.
Remember how in mario 64 nintendo didn't start making levels until they finalized mario moves.
Make good levels
????
profit
Also polish the art if you have time
>>
>>343877797
The guy is good. The environments are not so good. And explosion particle effects clashing with the cube art style.
>>
>>343877893
Little brown top hat on left side of his head.
>>
>>343877893

I think one of those dumb propeller hats would fit him.

Maybe gives him a higher jump or glide ability.
>>
>>343877893

Make him changae colour
Like red, gold. Gold being the ultimate powerup
>>
>>343877893
MAGA hat
>>
>>343878021
+1
>>
>>343877920
I will be changing the explosion particles. What's wrong with environments? so I know what to change
>>
>>343877797
The only thing that bothers me is that looking at him from the side you can't tell which way is front or back. Though I'm not sure what I'd do to fix that.
>>
>>343878081
Try to use bigger cubes to build objects with, use small cubes for characters
>>
>>343878081
>What's wrong with environments?

There's nothing in them, and the vertex colored trees look out of place when everything else is textured
>>
>>343875906
>combos
Tell me more.
>>
>>343878081
low detail, no interaction and the platforming itself seems very simple and stale
i'd look to those bonus levels in super mario sunshine as an example to design better levels around
https://www.youtube.com/watch?v=Z6CteMJiVbM
>>
>>343878081
>What's wrong with environments? so I know what to change
well you've made some very ugly color choices in some parts but it's not what's wrong with what's there rather than what isn't there
you need to put alot more detail into the game in general
you can't just have levels that are cubes with one repeating low-res texture and call it a day
>>
are those game guru package they sell on steam worth it?
is any of the game dev stuff on steam worth it?
>>
>>343878297
just pirate them f@m
>>
>>343878297
buying packs of generic game art is one of the scrubbiest things you can do
your game needs it's own art
i have bought their packs for sound effects though
>>
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>>343878196
Ok, I get it now. I'll refrain from showing further screens until I add more detail to this level. I'll post more in a couple hours after adding more details
>>
>>343878442
>I'll post more in a couple hours

How about spending a few days reading about level design and after that a few weeks redesigning and playtesting your levels?
>>
>>343878442
>couple hours
try days, or weeks
>>
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>>343878442
>block guy is CUTE! CUTE!
>>
Too busy marathoning anime to get shit done.
>>
>>343878653
Any suggestions?
I wanna nodev too
>>
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>>343878537
>>343878550
Well okay, I guess a couple of days wouldn't hurt anything. cya in a couple days, /v/
>>
>>343873104
I had to laugh over this. KEK
>>
>>343873104
I just fucking caught this. A++ would laugh my ass off again.
>>
>>343878836
One Piece should keep you busy for 8 months.
>>
>>343877797
He looks a bit too edgy.
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