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How's that game coming, /v/?
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How's that game coming, /v/?
>>
Bad, I was making a sort of stealth game where you play as a parasite, similar to The Thing, where you had to bodysnatch/absorb creatures/people in order to reach the end of each level. But my programming wasn't very good so it was extremely buggy, the framerates were constantly unplayable (annoying for tests) and in the end it just wasn't that fun when I at least had it to a semi-playable state
>>
>>345072497
At the moment it's not. Say, what would look better or be easier to design for a walking sim/puzzle game - first person 3D or isometric 3D like Bastion?
>>
why don't you guys just make some H games?
we'll play those
>>
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I added energy mechanics. Moving drains power, shooting drains power, moving and shooting together drains it faster. Standing still recharges and it keeps recharging if you jump out of the mech.
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>>345073094
Nice mech sprite, I must say!
>>
>>345073094
enjoy that DMCA claim once it's released
>>
How do I make music for my game?
>>
>>345072943
My drawing skills aren't half as good enough for you to be able to jack off to it.
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>>345073196
Why would I get a DMCA claim
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>>345073196
the fuck are you talking about
>>
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Made some simple 2-hit combo attack animations. Tweaking a lot of properties. Cam angle on target lock in that video is too steeply overhead.
>>
>>345073218
My best advice, if you don't have any talented friends would be to find someone online who'd be willing to make a decent soundtrack for exposure/a low amount of cash, or, at the very least, you could learn to make something in GarageBand or some shit. Any soundtrack is better than no soundtrack.
>>
>>345073263
can you model?
you dont need to go for realism either, just keep the penetration off-screen
>>
>>345073196
so blizzard holds exclusive rights to mechs designs now? you know that the d.va mech isn't something bursting with originality right?
>>
>>345073449
I don't have the kind of cash it would take to hire anybody. I've tried to use trackers but they aren't really made for anyone who can't already play the keyboard.
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>>345072497
i did it
i made the video game.
i realized my dream of becoming a video game developer. now i can die fully fulfilled and never make another video game again
>>
>>345073490
No, I mean I definitely could make a functional H game that ticks all the boxes, but, like I said, you'll be completely flaccid while playing it. It wouldn't be anything remotely like something from Zone Archive.
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>>345073263
You'd be surprised fuccboi
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Its not
Fucking art
Every day with practices and shit and I only slightly get better each day
Fuck
>>
>>345072497
>Unity

homer.jpg
>>
>>345073613
New and aspiring musicians would literally be willing to work for scraps. Imagine if someone went along and asked you to be part of this awesome project for little to no pay, but your name would be mentioned as a critical part of that project. I'm sure you as a new dev would accept. Same with musicians. Seriously, if you can just convince someone that your game is cool, show some gameplay footage and communicate with them, you'll be fine.
>>
So how the fuck do you get textures without having to pay butloads of cash for them? Im trying to learn how to do Unreal Engine 4, but its fucking difficult. But at least Im applying myself
>>
Actually going OK but need to work on it full time to make any real progress. Fuck my dreary job and life eh>>345073162
>>
>>345074092
just go outside, take a picture, edit it in a photo editing software

the hard part is the normals for that actual texture look
>>
>>345073820
what did you expect mang? if you're looking for motivation, try looking at your artworks from like half a year ago, or even 3 months, you'll be surprised at the progress you've made
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>>345074156
Accidental (you), have it for free
>>
So what would you guys recommend me watch to learn the basics of UE4 or GameMaker Studios?
something in the last year might be good
>>
>>345073820
Draw porn. It motivates me to both get better at drawing and keeps me interested. Also helps with my ambidexterity. Plus when you get gud at porn you can make money from retards who commission porn.
>>
>>345074352
I'm >>345073094 and I started a few weeks ago with no programming/dev experience. I've just been reading the manual and googling, I haven't really watched anything.
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Basically done with the getting the basic player movement just the way I like it (god bless observer pattern). Gonna have to redo some of the animations (walking, for instance) and start working on combat abilities.
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>>345073361
This looks pretty cool
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>>345074462
What are you using for this?
>>
>>345074573
Gamemaker studio
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>>345074601
Somehow, I found GameMaker harder, but maybe because you start with literally nothing on screen. Couldn't figure out how to put in an object
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>>345074601
Somehow, I found GameMaker harder, but maybe because you start with literally nothing on screen. Couldn't figure out how to put in an object.
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>>345074450
I would actually agree with you because it's a solid idea but I can't imagine losing so much integrity that I find myself drawing yiff with double-dick futas for some aroused neckbeard one day so I'll have to pass.
>>
Not very far at all. I'm planning out an adventure/board game using the little I learned from my project management class.
Don't really know much about programming, still trying to work out how to make the spaces and paths between them. Once I get over that hump it shouldn't be too bad because the rest of the basic stuff is pretty simple.

>>345074352
I've been watching tutorials by a guy named HeartBest for Game Maker. Since I'm a total novice I'm really appreciating how the series progressed.
Here's how to do this thing with if/else chains, now its a switch statement. This code is standard to all living objects, so lets make a parent object that the player/enemies will inherit from and we don't have to write/edit all that code in every object. The step even for our player is getting really cluttered so we're going to write a state machine and handle all our player's actions in seperate scripts. Just refining things more and more until you're a cool gamedev guy.
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>>345074979
Thanks for the suggestion man
>>
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Am I a game dev now?
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>>345073689
HOLY SHIT

is there a download link, Mr. Miyamoto?
>>
On pause for july. will use that time to make some documentation and some research. I'm trying to do it the opposite of most indie games, aka get something that works first, then add fluff. Will probably be easy to mod in the end if I release the tools
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>>345072497
https://www.youtube.com/watch?v=kfaP-KcZIcs
Too early to tell really.
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lately made this intimidating weapon suck less
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>>345076386

you're ready for kickstarter
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>>345079384
That looks fun as fuck.
>>
>>345076386
No, you're just putting shit together in Unity.

Try to learn a real programming language first, and make some shitty simple game (a Pong, an Arkanoid, a Pacman) to understand how an engine works and after that you can begin using Unity, Game Maker or whatever the fuck you want
>>
>>345074352
The Epic team provides pretty good tutorials for everything blueprints related. The moment you get into C++ realm you're sifting through dozens of threads threads, tons of hub answers, and millions of retards 'code samples'. But don't worry worry about that, your game will never need C++ :^)
>>
>>345079587
that's the joke
>>
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>>345079384
>no screenshake
>>
>have computer science degree
>hate programming except for games
>have to have job to justify 4 years spent in school
>just want to sit at home making 2d games that will never sell
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>>345079587
>i learned C++ and i'm struggling to find a way to utilize it
>wahh people can make better games than me with almost no C++ knowledge wahhh
>scripting is cheating wahh

fuck off m8
>>
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>>345079487
gracias upscaled amigo
>>345079874
potentially forcing players with the same weapon to watch screen flash + screen shake twice a second or adding it for the impact of every ordinary enemy could become a bit overwhelming to be honest
>>
>>345072756
>in the end it just wasn't that fun
This is what hit me hard the most when I got my game in a playable state.
>>
>>345080886
Sleep tight Kot.
>>
>>345072497
LEAVE ME ALONE!
>>
>>345073361
Cool, but I suggest you invert the "strain" bar and turn it into a "stamina" bar, so its normal state is full and it depletes with each swing.

As it is now, it just doesn't look right next to that full healthbar.
>>
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>If you want to start learning how to draw, you can pick up a paper and pencil and start drawing
>If you want to start learning how to make music, you can pick up an instrument and start playing
>If you want to start learning how to write, you can sit down at your computer, open notepad, and start writing
>If you want to start learning how to make video games you can't actually do anything because the entry point is so steep and complex it's an impossible hobby to break in to unless you already know programming and high level math

Just fucking kill me
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>>345081241
Not really.
You just gotta git gud at googling and problem solving.
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>>345081241
game maker
>>
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>>345081241
>high level math
>in video games
I'll agree if we're doing some complicated physics or graphics, but for the most part most game logic relies on simple 3D vector math and a bit of geometry.
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>>345081401
HAHAHAHAHAHAHAHA
>>
>>345081456
and trig
trig is pretty vital to gamedev 2d and 3d.
>>
>>345081458
What?
>>
>>345081241
programming is much easier to pick up than drawing t b h
at least that's what /ic/ taught me
>>
>>345081951
Yes, but learning how to program is a lot less fun than learning how to draw.
>>
>>345081241
You can always try using an easy mode engine with drag and drop tools/scripting while practice a programming language, then try something more complex once you have a good grip on the basic logic. Math won't be a problem if you went to high school.
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>>345081951
Programming is insanely fucking easy. I honestly don't see why people bitch and moan about it. Writing good software is insanely hard :^)
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>>345072497
>You will never have the dedication of konjak
>>
>>345081071
yeah, it was an experiment, inverting the stamina bar. the idea is you "overheat", that being part of the story. but I'm ok with going to the standard stamina bar look.
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>>345082576
If you don't want to invert the stamina bar you could invert the health bar.

Sounds a bit cryptic, but make it something like "Damage" or "Pain", and it fills up the more you get hit.
>>
>>345082695
yeah I had that thought too. it's just that people might find that too weird. people expect health to be like an HP bar, but I guess I can try that out too
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>>345079384
Looking good, nice ai
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>>345082778
My main point is: make both bars of the same type.

Having to pay attention to one filling up and to another one draining down can be distracting. Plus, the combination of orange and green looks better than white and green.
>>
>>345082864
yup, I get what you mean
>>
>>345073361
I'm curious how you managed this. I've never been able to get melee to work at all in Unity.
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>>345082240
>Programming is insanely fucking easy.
look at this nodev, and laugh
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>>345081456
>b.b.but it's easy, it's just this, this, this, this and this also this and this and this and especially this with this
>>
>>345083308
>Waaaaaahhhh effort!
>>
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>>345083426
But shitposting on /v/ is more fun!
>>
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>>345083170
It's a combination of a lot of things working, but it's tied heavily to the animation system. I'm jsut going to explain broadly, because the code for this is a lot and won't fit in one post, and even if I show it, it wouldn't make much sense unless I explain the other source code in my game.

On the data side, I define the attacks (what animation to play, amount of damage it deals, stamina cost, what part of the animation allows canceling, what part of the animation will damage-dealing activate, how much forward slide the character will have, etc.) Most of those are just floats and ints.

Then I specify which attacks will happen on a combo, as a list.

Then it's a matter of detecting input (attack button press) and deciding which attack to execute based on conditions (if I'm hurt, can't attack. if out of stamina, can't attack as well. if the character is already attacking, only allow if the animation is in the cancel range, etc.)

Upon hitting, I detect if the hit object has a Health script in them and apply damage appropriately.

Here's a snippet of my custom attack editor.
>>
>>345083836

>he created an editor to easily add in and modify attacks

Is this the cool shit that all game makers do? That's hella cool
>>
>>345083836
That is impressive. How long have you been practicing making games/ 3d art/programming?
>>
>>345084285
not all game maker do, but they should. being over confident in hardcoded values or "filling a file manually" make people lose months and months of time
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>>345083426
>it's easy except when it's not
you just proves me wrong.
at this point your argument is "easy means whatever I want as long as I win"
>>
>>345084285
It's not just about that, it's about being smart. It's like what >>345084374 said. The ability to tweak properties and see the impact of that change visually in real-time is what gets you to desirable results faster. Some people argue that the time and effort in making an editor isn't worth it, but it really saves a lot of headache in the long run. It lets you create content rapidly, and leave you with more time to work on the relatively more important things.

>>345084340
I had been dabbling here and there for a long time (for years now, since highschool), but it's only recently that I have been able to take it to the level where I can confidently make the kind of game that you see me posting
>>
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>>345083242
He's right though.

Writing industry standard code, in some IDE that you hate, that has to be readable and editable by over 30+ employees and accurately fits a design specification is hard. That is to say, an actual software dev job in a reasonably sized company is hard. I'd know.

Programming your own hobbyist things in your own time is a cakewalk. Especially in babby's first OO languages like C# and Java. There's no excuse for not being able to make a simple Unity game using C# (inb4 homer)
>>
>>345074167
he's probably been drawing for 3 days now
>>
>>345080886
What's the long white bar for in the HUD?
>>
>>345080886
Looks more fun than Mighty No 9.
Keep going.
>>
>>345084841
Hell, people might argue that making an in-game level editor may be a waste of time, but I did one for similar reasons as yours.
>>
>>345084841
If you don't mind me asking, what do you do for work? I'm not at a professional level yet to make money off games so i'm wondering what i should do in the mean time.
>>
>>345079587
>C#
>not a """real""" programming language.
I hope you're not serious.
>>
fuck off shill
>>
>>345085297
Did you look at the first guys picture, there was no evidence of coding, it was a bunch of cubes in a unity scene. Cubes is not a real programming language.
>>
>>345084464
>you just proves me wrong.
Try to learn how to type properly first, maybe then you won't have so much problem putting a bit of effort into leaning easy stuff.
>>
>>345085324
My game will be the next Undertale!
>>
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>>345085657
>doing Grammar Nazi shit
>In current year
Not even that anon but it's not 2009 anymore dawg, that's not a reasonable argument to use in any situation. S is right next to D on the keyboard, you knew exactly what he was trying to type, and for that matter we all know that nobody exactly puts their finest writing skills to use when posting on /v/ of all places.
>>
>>345084285
Every studio will have some sort of tool to allow fast iteration. It's not limited to just an editor.

>hey guys we have communication issues what do?
>I know! I'll make an online sticky note board
>trello is now worth a few million
>>
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>>345085240
>what I do for work
I've repeatedly worked for startup gamedev companies, and they always get into financial troubles sooner or later. I'm currently on my 3rd now, and it's been a struggle (for various reasons).

What I've been posting is only a personal pet project and not officially work. If it works out, I may bring this in as an actual project.

But if you're asking how I make money, right now, it's the Unity Asset Store (surprisingly, I'm selling a plugin for only $10 and it's making a decent amount each month), plus my siblings and I have a family business of landlording apartments, so I have a safety net, but I do my day-to-day spending with the intention of not relying too much on that, because apart from investing my money to it, I haven't really been active in helping out that business.
>>
>>345082801
>>345085096
thanks
>>345084968
it's set to be the durability meter of the umbrella shield, this functionality is next in line to be worked on
>>
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Struggling with walking cycle for this guy.
Here's a turning animation, which I think looks okay.
>>
>>345085494
>Cubes is not a real programming language.
Get a load of this guy.
>>
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>>345086265
Here's the first silly attempt at a walk cycle.
I think I can salvage it, if I just erase the legs and redraw them differently.
>>
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>>345086340
And here's a throwing animation (he'll be throwing potion flasks).
>>
>>345085926
Sounds like you got it pretty good with that land lording biz. I hope you're able to finish your game , it looks cool.
>>
>>345086265
>>345086340
>>345086401
nice detail m8
have a blog?
>>
>>345086465
Thanks!

Got a tumblr: http://theonian.tumblr.com/
>>
Working with a pile of ideas just meant the people I got to help me wanted to add a bunch of stuff it didn't need for MVP. I'm going to start again with a stricter, simpler design.
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>>345086401
Looking good! If you want, hold a "pulling back the arm before the forward throw" pose for a little bit, could help depending on what type of game it is
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>>345086731
Thanks.
Yeah, I considered that, but for fun and fast-paced gameplay the throw must happen pretty instantly.
>>
>>345085926
what plugin did you make for the asset store?
>>
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>start learning how to make a game
>used to make fairly advanced custom maps in a multiplayer game so i have some minor experience
>have health problems irl
>they start getting worse
>and worse
>don't think i'll be able to make a game
>just trying to finish previous unrelated art projects that are mostly done
i'm going to keep trying but i just want to tell you guys to do what you can while you still have time. don't think you'll have forever to do the things you want to do. some of your games look fun, i hope you'll keep working on them and finish them.
>>
>>345086858
what do you have m8?
>>
>>345083836
How do you handle the canceling and active hitframes? Are they just bools that toggle based on seconds from the start of the animation?

I've seen people handle it that way through Unity's internal animation editor, but never independently.
>>
>>345086858
You should make a super fast game in gamemaker with tutorials or something so that if you RIP your soul won't have unfinished business.
>>
>>345083836
Christ, I might as well give up ever doing 3D. It blows my mind that you're able to manipulate animations without animation software. Or are those animation blends?
>>
>>345087189
He made the character and animations in blender.
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>>345086858
Make a spooky game and put it on steam green light so when you die people will make creepy pasta about you
>>
>>345087240
False. Nobody uses Blender. It's flat-out garbage like all freetard trash.

Just pirate Maya or Max.
>>
>>345087326
I've never used Max but blender is so much faster than maya. Not sure why anyone would want to navigate through a menu for everything.
>>
>i know 3d modeling and asset creation for UE4
>i dont know C or any other programming language
why even live famalama
>>
>>345087519
pfffffttttt hahahahahaaaa
>>
>>345073094
>moving drains power
But why?
>>
>>345088016
Nice meme.
>>
>>345086835
https://u3d.as/4u2

>>345087018
I don't use the time value. I get the value that represents the percentage that the animation completed (0.5 means the animation is currently halfway, 1.0 means it ended, etc). My cancel and active "frames" are really just stored as floats in the 0.0 to 1.0 range. And detection is merely checking if the percentage is within those start and end values (roughly speaking: if animationPercent >= start && animationPercent <= end). So if the animation is within the active "frames", I activate the code that detects weapon collisions. When it's outside of that range, I turn it off.

>>345087189
Those are pre-existing animations I made in Blender and I'm just assigning the hit and cancel frames for the attacks. Bear in mind that the skills to do the stuff I'm posting, it's not like I acquired them overnight. It's due to the collection of things I self-studied over the years.

>>345087326
Haha. I moved to Blender after having experienced too many crashes in 3dsmax
>>
>>345083836
thats really cool shit, do you know any good tutorials for the editor stuff?
>>
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Can anybody tell me what this box is called so I can disable it?

If it turns out it's something necessary/you can't turn it off then feel free to laugh - I don't know what I'm doing at all yet.

I spent a week digging into C but I used CodeBlocks for that and I'm trying to do C++ in Visual Studios.
>>
>start learning game maker again
>do a simple collision box for an object that always worked before
>"ERROR: The polygon shape for fixture 1 is concave or ordered anti-clockwise"
>nothing works, except changing the collision shape to a circle for some reason
>>
>>345088863
It's just a tooltip/automated suggestion box in Visual Studio that helps you not write wrong stuff.

Dunno how to disable it, don't use Visual Studio for C/C++ myself.
>>
>>345088863
Pretty sure that's part of intellisense.

It's good to have.
>>
>>345089012
>>345089025

Ah that's fine then. I wasn't sure it was a part of Intellisense and it keeps obscuring the line above me which is a slight annoyance given that I'm currently repeating lines of code to drill them into my head. I'll just start double line spacing.
>>
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These are the characters from the last demo day for /vg/'s amateur game dev general.
>>
>>345073094
This game looks a little like Metal Warriors for SNES, have you played it anon?
>>
coming along alright, did up some fairly heavy BG music while learning FL studio over the past few days

https://clyp.it/xto01uzw
>>
>>345089707
>3 faceless knights
>9 anime girls

typical
>>
>>345088738
I chiefly used the manual and scripting reference to learn making editor windows and custom inspectors. http://docs.unity3d.com/Manual/editor-EditorWindows.html

I can't say how good they are but there's official tutorials in unity: http://unity3d.com/learn/tutorials/topics/interface-essentials/building-custom-inspector?playlist=17117

If you want to work on editor sciprting, you need to be familiar with the immediate mode GUI system first. http://docs.unity3d.com/Manual/GUIScriptingGuide.html
>>
>>345090134
I use unity gui for most things, thanks for the links I was just hoping for something easier to learn from. It would be great if you made a few youtube videos or something, you could always monetize them for some extra income.
>>
>>345087972
>i know c, c++ and other programming languages
>have no idea how to create models or animations
fml senpai
>>
>>345072756
>>345080974
I could be talking out my ass but I would've thought that as the developer you would not find your game fun at all, and I have read that some devs have that feeling.

Your concept sounds fun.
>>
>>345079587

01000100 01101111 00100000 01111001 01101111 01110101 00100000 01101101 01100101 01100001 01101110 00100000 01001101 01100001 01100011 01101000 01101001 01101110 01100101 00100000 01001100 01100001 01101110 01100111 01100001 01110101 01100111 01100101 00111111
>>
>>345079384
Looks like a Treasure game. Good stuff.
>>
>My battle engine is fucked
>Keep skirting around the issue of fixing it
>>
Well, I'm one guy with skills spread out over many mediums.

If I had a group of people what I'd LOVE to do is make a CQC Military Simulator that focuses on clearing rooms and houses.

Arma levels of realism + R6V2.

Thats one of my dream games.

In the mean time I'm translating my Arma 3 coding experience to Unity and following a "how to make an FPS" tutorial to learn all the stuff. Its pretty straight forward right now.

I have another idea for a game, an apocalypse sim, it might actually be do-able as one person once I get enough experience.
>>
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>>345085657
>>
>managed to get nice fast movement using an Unreal character

So satisfying
>>
>>345088074
Because later on there will be three speed settings.

Slow will restore energy instead of draining
Medium barely drains it
Fast will drain it faster but let you fly across the map

You'll also use energy for flying and special attacks

>>345089869
Nope but it's been suggested to me a lot of times since I started my project. Probably going to try it out sometime, I've seen some videos
>>
>>345096763

I suggest that you start something small and try to take your own time than trying "I'm gonna complete the project in X months!"
>>
>>345098146
Yep

I keep trying to take what I want to do and make it smaller so that Its possible.

For now I want to make an FPS character who can walk and collect things.
>>
>>345073283
He's talking about the slight similarity to d.va
>>
>>345082425
>you will never look up to konjak and then decide to follow him on twitter where he keeps tipping his fedora to women and thinking making sprites also qualifies him to discuss politics

Big mistake

As far as gamedev goes I'm working on the music.
>>
>>345089707
Grape Guy is my favourite. He's so 90's cool.

bump
>>
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what do yall think of video game music

https://clyp.it/nspg4cy1
>>
I am trying to model new maps but life keeps knocking my door down to drag me into hell.
Send help.
>>
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Working on dialogue icons right now
>>
>>345103684
That looks cool anon
What is it?
>>
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Is ok. Just started on the monster capturing bit. Ai is a pain in the ass yo.
>>
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>>345104104
robot protag, he doesn't talk much or have a way to express any emotion so his radio icon is kinda bland, Still working on pic related and eventually the main villain's icons.
>>
>>345105582
Is this Pokémon the Roguelike?
>>
Anyone need any music or something for your game?
>>
>>345106002
Not if you expect any pay.
>>
>>345106118
Not at this point, don't feed me ideas.
>>
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it's shit, isn't it?
>>
>>345106412
The eyes are too deep inside.
Unless this is the style you want for your game.
>>
>>345072497
It's done when it's done.
>>
>>345106545
sort of, yeah. they're supposed to be kind of stupid looking. they lack basic common sense and die constantly.
>>
>>345102301
There's not much variety in depth, all the instruments are at around the same volume so its really easy for them to get muddied up in one another, try making a percussion a bit louder, and maybe shifting some tracks a bit left and right.
>>
>>345105582
What are you using for the graphics?
>>
Please don't die, dev thread, i thought we had something special
>>
Help, I am too lazy to make assets.
How do I stop being lazy and work on stuff?
>>
>>345109479
Use placeholders
>>
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>>345085494

>tfw spent 3 years at uni learning Cube and people still think it's not a real programming language
>>
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is geting comfy
>>
>>345102301
IV-V-iii-vi
>>
>>345097961
Share your secrets senpai
I'm just playing around in UE4 but the movement on the 3rd-person template is stupidly floaty
>>
>>345106412
anatomy son
>>
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Trying to finish a new map.
>>
>>345111163
Que juego es ese?
>>
I'm looking to make a VN/RPG hybrid porn game and trying to decide on an engine. I could just do it in RPGMaker but are there any better/easier options?
>>
>>345112875
Nothing is easier than RPG Maker for RPG's. Unless you want something extremely simple, in which case Ren'py.
>>
>>345111841
anatomy means jack shit when it comes to a cartoony artstyle, anon.
>>
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>>345113412
Oh yes it fucking does. If anything you need a greater knowledge of anatomy.
>>
>>345086525
Are those your drawings? They look really cool!
>>
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Here is my idea and some concept art:
>It's a 2D hentai platformer but instead of playing as a girl and getting raped by monsters, you play as the monster. Roguelike.
>The enemies are girls in robot suits.
>You can kill or rape to get money.
>Use money to unlock new attacks (Like flamethrowers, whips, electricity attacks) or sex tools like(Oviposition tentacles, ear tentacles, bondage restrains, impregnation tentacles, mind break powers, a vore digestive system, time stop powers)
>You can also buy special animations like decapitations or stomping them to death.
>Mindbroken girls help you fight and rape normal girls.
>Pregnant girls produce babies that help you fight during the game.
>You need to destroy their mech suits before being able to rape them.
>You have to find the right balance between attacks and rape items because the game is increases difficulty fast. The more skilled you're the more different fetishes you can enjoy.
>According to what kinds of girls you prefer to rape (Milfs, lolis, teens, traps, tomboys,) they appear more often in later levels
>At the end of each level you have to fight a boss. The bosses are 5 sisters. Each one is an archetype (Tsundere, yandere, quiet girl, genki).

To be completed: Probably never because I don't know how to code lol.
>>
>>345113013
The RPG elements will be pretty light. Could you create Sprite based movement and maps to move around in in Ren'py? Or is it just straight visual novel scene and text?
>>
>>345113796
It wouldn't be ideal. By extremely light I meant something like MGQ. If you want a map that you can interact with, just go with RPG Maker.

>>345113778
A game where the porn isn't a reward for losing is nice.
>>
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Coming along.
>>
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>>345114084

I had issues with the camera clipping the walls when turning while too zoomed out, and I wanted to be able to see a bit of the floor when looking directly at a wall.

Shrinking the walls away from the edges just a bit solved both issues.
>>
>>345114084
>that ending
I did not expect this
>>
>>345113778
Usually not one for porn games but this is basically an perfect example on how to include tons fetish all at once, without limiting people who only like a select few, and your art already seems very nice.

The coding for an RPG isn't as hard as it seems at first, roguelike-elements could get pretty difficult, but most of the work will likely just be the absurd amount of consent and assets you'll have to make.

Good luck, you crazy bastard.
>>
>>345113778
>Roguelike
It's not a roguelike if it's a platformer. Stop triggering my autism.
>>
>>345114267
>>345113778
>consent
>rape game
content*

also just realized you said platformer and not an RPG, not sure how that'd work out but good luck either way still.
>>
>>345114267
>>345113941
Thanks

>>345114409
>>345114579
I was thinking in similar in style to Risk of Rain.
>>
>>345114678
Well if you do go with that, make sure all characters are unlocked from the start, people with weirder fetishes will likely drop your game if they're forced through vanilla stuff or fetishes they don't care for just to get to theirs.
>>
>>345072497
I have a complex menu that functions as the center of the builder for the ingame ships. You place boxes, then you customize the boxes

It's coming like a pain in the ass. It works, but it's so fucking draining to work on
>>
I have Clickteam Fusion, RPG Maker XP, VX and MV, and Game Maker.

And I have no idea which one I want to use.
>>
>>345113941
I was actually thinking along MGQ lines, but with a bit more interaction and maybe combat. So yeah, guess it's RPGM
>>
>>345113604
could you be more specific then?
>>
It seems a lot of people here use GameMaker or Fusion. Why would you prefer something like that to Unity? If I'm not mistaken you can make 2D projects there as well.
>>
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>>345115087
use fusion so we can make things together anon
i swear everyone is using game maker or unity
>>
>>345115321
>>345115717
Unreal is the engine to go FUCKING NORMIES
>>
>>345115321

Engine bloat, cryptic tutorials, Unity handles pixel graphics scaling pretty poorly. If you're a beginner wanting to do a 3D game it's one of the 'better' choices
>>
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>>
>>345086340
Does he have a broken leg?
>>
>>345115321
GameMakers content creation tools deals with a lot of bullshit people isn't good at.
Unity doesn't have good tools for creating internal content, meaning you need 2-4 external programs to even do anything.

Enter The Gungeon is Billboard 3D, but it just shows how much you need to know to make such a game, and the benefits from it.
Just a shame its a bad game, because it has done a lot of extremely good design features.
>>
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Slowly, attempting to make a 2.5d platformer with 2d sprites in this setting:
https://en.wikipedia.org/wiki/Cockaigne
Just working on art assets before I start trying to get something functional in unity, which is probably the wrong way to go about it, but what can you do.
>>
>>345119185
Here's some boss concepts.
My overall idea is that the game is divided into worlds that resemble the food pyramid, with different levels being composed of some specific kind of food from that level, so bread, pasta etc.
>>
>>345115717
Probably will be using fusion.

No idea what to make though.
>>
>>345072497
I'm learning how to blender!
>>
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>>345119628
whoops.
>>
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>>345119628
>food pyramid
That doesn't exist anymore, now its MyPlate.
>>
>>345116063
Very nice graphics anon. Is that SMBX?
>>
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>>345119827
Those look really cool. Sort of sucks you have to settle for pixel art when these look so neat but I understand why. Hope all goes well.
>>
>>345119859
They've got it wrong, child!
>>
If anyone has a demo or prototype to post, i'll draw fan art of it assuming its fun
>>
>>345081241
Not really you just need to be able to do all 3 you mentioned above and then some more and voila! VIDEO GAMES!
>>
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>>345082240
>Programming is insanely fucking easy
The fuck man?
It really depend on the person
>>
>>345120525
If you have problems with logic, then I can understand.
But programming is just logic and nothing more. There's no magic, no talent, no creativity, it just does what it is told to do. As long as you know what its supposed to do, you can tell it to do that.
>>
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>>345120308
welp here's my pixelshit platformer demo
https://lobsterwingdelusions.com/downloads/
>>
>>345120853
>tinyupload
If I have to spend more than 3 seconds looking for a download button, you're using the wrong site.
>>
>>345120690
Programming is a really broad topic. You don't know what you're talking about.
>>
>>345073689
Make a marble madness type game anon.
>>
>>345102301
Who is this smug musician?

IV-V-iii-vi
>>
>>345115212
that's what i thought. fucking art school faggots think they know everything.
>>
>>345120853
>change game to windowed
>everything breaks

I can't play your game anymore anon
>>
>>345124504
D: well fuck, thanks for trying

what OS?
if you care enough to fix it under win7, the config file is in C:\Users\Username\AppData\Roaming\JDH\junod0.ini

set screenmode=0 instead of 1, or delete the file to restore defaults
>>
>>345123950
You typed "Could you be specific?" instead of googling the book shown and realising it goes through a series of exact principles that break down and detail the drawing process, but I'll bet you thought you were really smart typing that response to yourself afterwards.
>>
>>345126259
Windows 10, it just kinda became a really thin bar where i could only see about 1/16th of the screen, and even after closing the game properly it was still there and i had to end the process. If it helps with fixing bugs i set v-sync on before going windowed and i have a 1600x900 monitor
>>
>>345126438
Alright thank you, I know fusion 2 had huge issues with vsync and specific video cards, or it might be a stupid math error on my side when resizing the frame for your resolution.

I really need to port the project to Fusion 2.5 to get rid of possible OS compatibility issues too.
>>
>>345083836
it looks really good anon. I wish you the best and hope to see you succeed in the future :)
>>
>>345126379
and your original post comes off as pompous and faggy.
>anatomy son

i'm sure you'll learn about critique vs criticism in one of your classes soon.
>>
>>345128130
>and your original post comes off as pompous and faggy.

Smooth. Is this how you respond to people on DeviantART too?
>>
>>345128413
i don't use that trash. you still haven't offered any valid critique.
>>
>>345113778
Is that some guro I see?
>>
>>345121280
You're right it's very broad. The logistics of writing instructions isn't hard. The logistics of writing good usable software is. I believe anyone can program, not everyone can write good software.
>>
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HOLY SHIT IT WOOOORKS

Now to add collision! That'll be easy!

also, does anyone know why it lags when the player moves?
>>
I wanna start my project.

Would it be easier to do a fully 2D top down game, or to have the environments actually be simple 3D polygons with heavy shading?
>>
>>345120690
Any idiot can learn the syntax of a programming language but the actual skill involved is using that knowledge to find creative solutions to problems.

Look at how many fucking people graduate with a fucking Bachelors in CS without being able to FizzBuzz
>>
>>345128625

Well it has the height of a shortstack but the front of the face is caved in and the arms doesn't have any muscular definition. Can't tell from the angle given if the hands have any definition either, but the crotch and knees and front of what I assume to be the torso doesn't look on point. It seems more like you're just sculpting/hacking away aimlessly at a big block (particular in the case of the torso which still is a big block, no sign of muscle or ribs or abdomen or hips) and hoping to come close to what you think is good enough. In a stylised body the proportions are generally supposed to balance each other out, so bodies with small height and thin limbs have big hands/feet and a big head to compensate. Inb4 you go through each sentence saying 'it's my style' or 'doesn't count', after which you smugly retort that there wasn't any '''valid''' critique
>>
>>345073824
>being this wrong
>>
>>345089995
Sounds rad!
>>
I wish Unity didn't require a monthy sub to make a custom splash screen
>>
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>>345129348
Somebody mentioned fizzbuzz?
>>
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good. just finished relocating the HUD(pic is the old one).

currently killing myself trying to make a "digging with shovel" animation for the MC.

https://www.youtube.com/watch?v=FNmbHkNFZ5Y
>>
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>>345129929
>i'm in IT college and I do not know how to do that
>>
>>345129929
And that man... went on to create Busco Quadnary
https://www.youtube.com/watch?v=RVhHNVguMWo
>>
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>>345099213
You lie
Konjak couldnt be such a huge faggot.
>>
>>345088997
Order it clock-wise (connect each vertex to the next in clock-wise direction)
>>
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>>345129490
wow, thank you. i'm genuinely trying to get better at sculpting.

my idea is that the islanders will have fat tummies, skinny arms / stubby legs, and big heads. their bellies will kind of spill over their shorts and they'll have hank hill asses. so it's possible to be too over-the-top? i just want it to be cute, anon. i'll look into that book.

thank you for taking the time to give me actual feedback.
>>
>>345081241
>hobby
HAHAHAHAHAHAHA
>>
>>345113778
I can code if you do the artwork
>>
>>345130704

Look up his Twitter. Don't simply skim through the first ten or so tweets, read through a couple weeks and you'll see. He's up there with Aaron Diaz in the "look at me I'm not like those other guys" stakes.

>>345130748

I'd say 'best of luck' but my expertise is more 2D design than sculpting. There's a lot of references out there for 3D artists though, so if you have patience you'll improve tenfold. Then you can come back, people will call you a faggot, and you'll move on and improve some more.
>>
>>345120690
And that's the part where you realize most people are idiots and can't get into programming.
>>
>>345105773
Pretty well done
>>
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>>345131181
>He's up there with Aaron Diaz in the "look at me I'm not like those other guys" stakes.

>You're right
>>
>>345131317
Thanks anon, i think you're pretty well done, too.
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