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/agdg/ - Amateur Game Development General
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AAA engines only edition

> Previous Thread
>>140294439

> Upcoming Demo Day
https://itch.io/jam/agdg-demo-day-8

> Upcoming jam
https://itch.io/jam/wi2016

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

> Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> Previous Demo Days
http://pastebin.com/zsDQmN9K (embed)

> Previous Jams
http://pastebin.com/QwcSPdnx (embed)

> Development
Opengl: http://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321773039/ref=sr_1_3?ie=UTF8&qid=1461790882&sr=8-3&keywords=opengl
DX12: http://www.amazon.com/Introduction-Programming-DirectX-Computer-Science/dp/1942270062/ref=sr_1_4?ie=UTF8&qid=1461801724&sr=8-4&keywords=vulkan
Rendering: http://www.amazon.com/Physically-Based-Rendering-Third-Implementation/dp/0128006455/ref=sr_1_3?ie=UTF8&qid=1461801770&sr=8-3&keywords=real+time+rendering
Math: http://www.amazon.com/Mathematics-Programming-Computer-Graphics-Third/dp/1435458869/ref=pd_sim_14_6?ie=UTF8&dpID=51LbyfgZmPL&dpSrc=sims&preST=_AC_UL320_SR250%2C320_&refRID=17MA27GHRT5WT4HWW7WC
C++: http://www.amazon.com/C-Programming-Language-4th/dp/0321563840/ref=sr_1_1?ie=UTF8&qid=1461791007&sr=8-1&keywords=c%2B%2B+programming+language
General game dev: http://www.amazon.com/Game-Coding-Complete-Fourth-McShaffry/dp/1133776574/ref=sr_1_1?s=books&ie=UTF8&qid=1461791022&sr=1-1&keywords=game+coding+complete

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
>>
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>uncircumsized devs
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https://a.uguu.se/onyfyp_2016-04-28_13-37-45.mp4

i don't know what the problem is. i can't even reproduce these little bugs
just wake me up from this nightmare
>>
I just quit my job over just generally being unhappy with life. I've got a lot of money saved so I am coast for a long time.

I guess my question is where do I start now that I have all this free time? I'm just looking for maybe pointers as to what I should spend my time learning.

I can write pretty good, I have some aptitude for music, my main concerns are art and programming.
>>
Really stupid question, but should I have a design doc for my game at least drafted out before I actually tackle it?
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>source in OP
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>>140391110
0xFEFECACA
>>
>>140391110
learn programming then get Godot for 2D or UE4 blueprints for 3D
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tfw i could have gotten the complete pro edition of unity for taking that game dev class in college for only $80.

why am i so stupid and lazy.
>>
>>140391110


spend all of your time looking for another job, dont fuck yourself doing hobbies.
>>
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>>140390804
>devs with cut content
>>
>>140391259
Thanks. Any advice on where to start for a language? I have a little base knowledge of C++ but that's it.

>>140391578
I can keep up my current lifestyle on what I have saved for another 4 years. If now isn't the time to pursue my interests, when is?
>>
>>140391780
anything you're comfortable with. if you go with Godot or UE4 blueprints you'll need some basic programming knowledge, and after that it's just practice.
>>
>>140391110
look at really basic art principles, "fundamentals". Look at shape, form, value and color. There are many books to choose from but try to stick to one at a time. The best tip for a beginner is to learn to draw what you see. Not what you think you see, what you really actually see. Basically, you have to learn how to trace with your eyes only.
This is for generally learning art and heads more towards the realism/alla prima direction.
You could also go more of a graphic design route. This would mean looking more at color and shape and how to make simple things look sexy.
All depends on what you wanna do. If you only want to do simple pixel art for your game, go the graphic design route. learn a bit, then copy a lot of good pixel art and do some origional stuff.

The one thing that most people don't know about learning art is that literally no artist is ever happy with his shit. Ever. You will always find flaws and that's okay, that's what will make you better: The motivation to not be absolute shit.
>>
>>140391780
>Any advice on where to start for a language?
Told you it wouldn't take long for another question like this.

C++ is fine. Works with UE4. C# for Unity.
>>
> 27th day of no job and living off of savings
> can do anything I want
> always said i'll dev 24/7 if I have the time
> didn't do a single thing on gamedev in those days.

It's over for me.
>>
>>140391202
Yes. Write down some things you want in your game. Also keep a to do list. It makes starting to dev in the morning much easier.
>>
>>140392017

Get over it, that's what new people want to know. It's called amateur game development GENERAL. Get off your high horse.
>>
>>140392081
This is most people on the planet, anon. Don't feel badly. You likely don't really want to do game development if you don't want to work on any aspect of it during your free time and would rather do something else instead.
>>
>>140391949
That's really good advice, thanks. You seem pretty knowledgeable.

>>140392017
Thanks Anon. I'll look into it a bit more, but C++ seems like the route I'll go then.
>>
>>140392192
Thread should have an FAQ and defer people to it. All questions like it should be ignored. Handholding caters to shitty lazy people who aren't intelligent enough to do research and likely are actually driven. But that's all I am saying on the matter. Shitflinging got pretty heavy at the end of the last thread.
>>
> using ue4
> expecting to finish a game

That part was shitposting, but on a serious note, it seems that alot of the "simple" ue4 games run like shit. I played alot of the games in the past few ue4 game jams and they all ran sub-optimally at best. Is this just a case of very bad optimization?

Another thing that always put me off from deving with UE4 is the performance in the editor. Even on the lowest settings/scalability would barely pull 50fps in it. Granted this was during 4.9. Did it get improved in that regard?

I liked the workflow in the engine itself and the prototyping, but the performance always made me drop it.
>>
>>140392384
Anon that was asking the basic questions here.

Just wanted to say that for questions like this 4chan is usually the first place I go for research. The people in a given thread usually have a real interest in what they're talking about, so it's a great place to start on the right track. That said, FAQs are great - the /fit/ sticky really helped me go from being a skeleton to being to open my own pickle jars.
>>
>>140392557
I don't think you should be using UE4 if you plan to solo dev a game. Especially with the level of fidelity of the graphics requiring a decent modeler/animator. That's way too much horsepower for nothing. But it's great to learn with.
>>
The game I'm thinking of making has a different "style" for every stage. Is this going to put people off, do you think?
>>
>>140391110
you want a quality game? if that's your goal you should practice at what connects best.
i mean, how long you gonna be home and how much money you have is a question too.
this is how i do my equation

good:
good code - good art - good music - good story

bad:
good code - passable art - good music - mediocre story

its usually how its going down, and i seen games come and go
take your pick
>>
>>140392557
It's the same shit as Game Maker, the default UE4 settings have motion blur and temporal AA, it makes games look like they're running sub 60 even if they're not.

I don't understand how people can be so retarded as to not change it.
>>
>>140391110
I did the same thing about three years ago. I already knew how to program so I just jumped right into my grand opus idea.

A couple things I learned were, its okay to spend time fantasizing about what you want your game to be, since you have time, you dont have to rush to get something visible or concrete. I jumped right in without planning it out enough, and lost literally months of work by adding something because it seemed cool, but later I changed the design and cut lots of parts off. Find the games soul first, is what I think. And the mechanics.

But once you start making it, go for a crude vertical slice over a single polished component.

Also always have a sense of fascination and humility, as its way more rewarding (and will drive further learning) by going "wow i was actually able to get it to do that! Its just like the real thing!". When you get an ego and stop being impressed with yourself it stops being fun and you will resent the fact no one cares about your game

Also no one will care about your game, not even AGDG
>>
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Where can I learn to make a little generic fps with Unreal Engine?

The less scripting, coding, etc, the better.
>>
>>140392790

Does anyone know if Unity is a similar scenario? One doubt I've been having since I started using it is the possibility I won't be able to finish what I start.

What I usually counter that with is c# is a relatively sought after programming language that it's worth learning.

That, and for a 3d game it seems like my main choices are Godot, Unity, and UE4, and I need a little hand-holding in the form of tutorials.
>>
>>140392841
Style of what? Aesthetically or gameplay wise? It's going to depend on the audience though. I personally like games with variety but it can feel disjointed depending on the overall feel of the game, i.e., The Last of Us's shooting segments with the rest of the game felt way off. But a game like Wario Ware or No More Heroes (mostly the minigames), it's more acceptable since they are way less serious.
>>
>>140393074
stock/placeholder everything btw. I just want to see if I can "drag and drop" first.
>>
>>140393074
https://www.youtube.com/playlist?list=PLZlv_N0_O1gaCL2XjKluO7N2Pmmw9pvhE
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>>140393150
That's bullshit. Your engine choice won't determine if you can finish a game or not. It's bullshit, just keep working.
>>
>>140393150
I know a lot of game dev majors who have made 2D games with Unity by themselves. Mileage may vary but it's mostly your own personal drive that governs if it'll make it to completion in a reasonable amount of time. Like >>140393397 implied.
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>>140393310
Do I need to learn rigging if I'm not that dedicated?
>>
yall niggas need to stop mentioning unreal and unity, there is 99% chance you won't be able to harness all the features of of both engines so stop talking about it like its life or death situation
>>
>>140393516
I have no idea wtf you are doing. Can you model? Do you plan to model at all? Because UE4 has a basic FPS set up when you create a new project. But if you plan on using any external assets, yes you will need to learn something.
>>
Anyone have experience with Visual Studio? I've been trying to learn C# if that's relevant.
>>
>>140393869
I have VS open right now.
>>
>>140393869

If you're using Unity, use MonoDevelop.

Notepad ++ is good too.
>>
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Sketching the first room you see when you start the game.
The camera will start at the top and slowly pan downwards and then you can start moving around.
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Why do you niggas try to come up with every possible reason for not finishing a game? Just fucking keep working at it. It doesn't matter if it's in GM, Construct, Python or RPG Maker, just fucking keep at it and if you don't give up you'll finish your game.

You people piss me off sometimes.
>>
>>140394074
Where is your game?
>>
>>140394074
I've noticed it's extremely easy to get distracted for a lot of people. It's not limited to game dev. I had a group project this semester and we didn't finish because 3 out of the 5 of us kept making excuses for why we couldn't do anything. It's not the first time I've encountered people like that either which tells me it's common.
>>
>>140393973
Both Sublime and Atom are vastly superior to NP++. NP++ is babby's first text editor with syntax highlighting.
>>
>>140394074
No discipline. Trend towards less/no corporal punishment of kids by parents, too much general leniency regarding chores.

Result, kids and manchildren can't be bothered to do the simplest tasks if it doesn't reward them immediately.
>>
>>140390665
Anyone know how to increase the visibility of the palette in GraphicsGale?
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>>140394261
Those require plugins to really be worth the use. And it's not really straightforward for a newcomer. I do dig Atom's activate-powermode though. Wish CLion or VS had it. Delicious game feel to programming.

https://atom.io/packages/activate-power-mode
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Field of view now 'lights up' walls, this gives them a kind of neat depth effect, may still need tweaking here and there.
FoV graphics still need work.
>>
>>140391089
I suspect it has to do with how you've stored the inventory and more importantly, how you remove elements from that list.
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>>140394416
It's even worse when you consider how difficult it is to build up discipline, when you have no discipline.

What a tiny oversight, with such massive consequences.
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>>140394018
Webm
I'm controlling the camera manually for now
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>>140394443
Yes, they require plugins to be 100x better than NP++. Out of the box they're still both 10x better.
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How to make dirt/paths look better?
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Reposting progress because I didn't have time to dev today.
>>
>>140394018
>>140394660
you make it sound like you just started working on this. I am assuming this is a very incorrect assumption?

>>140394676
I didn't suggest NP++ but I like it for quick source code review. Doesn't take long to boot and highlights. That's all I really need it for. For Atom and Sublime, they take too long to boot but aren't as heavy as an IDE but that just makes them obsolete in my situation.
>>
>>140395168
>Sublime takes too long to boot
?
>>
>>140395070
did theatrhytm influence this?
>>
>>140395003
I'd worry more about the completely fucked perspective
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>>140395168
I've been working on the game for a long time. I started working on this particular area just now though.
>>
>>140395283
It's not extremely long but it's long enough that it makes it not worth loading. I used it for JS development, which is the only time I ever used it for anything major.

I guess my point is, neither NP++, Sublime, or Atom beat out decent IDEs.
>>
>>140395464
Are you not using a SSD? Sublime boots instantly for me.
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>>140395003
little pebbles and specks. Also grass should wrap over the edges
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>>140392081
You will get tire of games eventually, you will realize how shit modern stuff is and how you could do it much better

Then you make a little bit of progress and get hyped,and hopefully the feeling takes hold and propels you to dev
>>
>>140395594
Nope. I upgraded ~3 years ago but I am on an 6 year old HDD. Still holding out for SSDs to come down in price and go up in capacity.

>>140395641
Not him. I have mixed drive. I no longer shirk vital work but I still TRY to play games. But when I do they don't feel rewarding anymore and that frustration fuels me to push forward.
>>
I need someone who can do HUD and menu UI in GameMaker. Already got most of the game made; I just don't want to deal with that shit. You'll get a decent credit, and I'm open to longer-term collabs.
>>
>>140395980

Maybe you should post a shot of your friend instead of doing the game dev equivalent of a craigslist personals ad.
>>
>>140396130

friend? I meant game obviously.
>>
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progress :^)
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>>140392081
because you realized how fucked up is making games
most of the people i know don't have the discipline to sit on their ass 10 hours a day just watching tutorials and program, including myself.
its simply too hard to make a game by yourself
>>
>>140396564
Damn, you're working in "Hammer World Builder" too bro? It's great!
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>>140396564
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>>140396564
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>watching "speed programming" videos on youtube
>a fuckton of really basic errors
>a fuckton of bad practices and newbie mistakes
>words like "super duper" "awesome" "fancy shmancy" are repeated thoughout the video
>mfw
>>
>>140396969
>implying programmers type impeccable, well-formatted code on the first attempt
>>
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>>140396969
>not using words like agile, nimble, scrum, KPIs, quick wins, critical success factors
No wonder they are awful
>>
>>140396585
This. Without the power of the Unity Asset Store, it's impossible for anyone but AAA studios to make a game. Just look at >>140396564 he tried to use something that's not Unity and the Unity Asset Store, and look how shitty it is!
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What do you call a group of frames?
And a group of groups of frames?
>>
>>140398559
track
animation
>>
posting progress!
https://www.youtube.com/watch?v=97IDWBeohAg
>>
>>140398475
im being serious.
look at stardew valley. his game is good but for 5 years worth of investment he could have done alot better, but he didn't. you know why? because he was 1ma and basically started the project for fun purposes
i don't have 5 years anon, and certainly not for a game like stardew
>>
>>140398559
An animation?
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>>140394074
but UE4 takes so many minutes to boot up

i just want to make a game and its not letting me

>>140398559
a packet and a message respectively
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>>140398652
Dear god the framerates man. But nice otherwise.
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>>140398652
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>>140398693
>links to that source image
Don't reply to anyone like that, it's a shitposter
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>>140395980
>>140396130
>>140396264
Maybe next time. Don't really like posting progress, but there's some occasional talent here for collaboration.
>>
>>140398693
I'm being serious too. The Unity Asset Store is the only way to make games. See my work in >>140398652 for an example, it really is the best way to make a game.

>>140398850
>framerates
Where is your game, nodev shitposter?
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>>140399034
>being this defensive even after I followed up with a compliment
>>
>>140398652
>6 months ago

uh.. I thought danny was a dev, why was his last progress half a year go??
>>
>>140399217
The person who posted the link isn't the actual dev, anon. Come on, you should know better
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If people missed it last general:

project.pixelships guy here. I'm ready to admit that I can't pull of this vidyagem myself. Tomorrow I'm rebooting my project from the ground up, and I could use an experienced programmer on board. The project is a Heavily stat driven Shoot-em-up RPG. Think Mechwarrior meets Tyrian 2000 or Raptor:Call of the Shadows.

The idea is to basically partner up, and do this as a two man team. This way I can shift some of my focus on the Art / Animation / SFX.

Project up till now:
https://some-pixel-dev.itch.io/pixelships
>>
You die in a zelda dungeon

Should you respawn at the start of the dungeon, or at the start of the room you died in
>>
>>140399321
maybe it's because he's on unity, if he used "Hammer World Builder" he could develop much quicker!
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>>140399586
Oh yeah. What I'd need is someone that knows some basics of Unity and has decent knowledge of C#.
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>>140399632

This is clearly your decision.
>>
>>140399632
At the beginning, like every other Zelda game? If it was just the room, there'd be little punishment in death.
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>>140399586
Don't start over, just keep chugging and posting progress
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Not sure what's all going on, but I just started learning to use Allegro. Def. not much but new hopeful dev here.
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>>140399858
He's asking for your decision
>>
>>140398652
engine warrior pukinggoose.jpg memes aside,

>game itself looks like shit
>mspaint trash everywhere
>no visual consistency
>those capsule people at the end
>numerous shots of the editor instead of the game
>footage of thumbing through a windows folder
>it's never made clear what the core gameplay is
>"Featuring Buttons The Paranormal Kitten"

is this a fucking joke? this is worse than greenlight
>>
Hey, question that I think could be answered here. What was the engine or whatnot that RE/RE2RE3 made on? Thanks in advance.
>>
how is godot for 3d? slow as shit or usable?
>>
I worked a lot but made no progress at all
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Latest hilarious bug in my snake game
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More RTS progress.
Animations are still fucked but my infantry aim and shoot eachother now.
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>>140399217
Shut up, dogposter.

What a funny coincidence that whenever there's source shitposting afoot, you're here...
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>>140400373

Already looks cool anon.
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>>140400368
make sure you set the position correctly, dev
solid progress though
>>
>>140400368
Clearly a feature
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>>140400374
Only shitposter here is you, shitposter.
>>
>>140399892
It has to be done. This project is about 50% spaghetti code at this point. It doesn't mean I won't be using ANY of the existing code or assets, it just means I'll reboot it, build individual systems as separate projects and then implement them slowly.
>>
>>140400151
Unity 2d. Capcom knows what they're doing.
>>
>>140400008
FYI the guy behind Allegro went on to play a substantial role in XNA, so if you like how Allegro feels XNA would be a good next step

Allegro is fun, its raw and simple
>>
Do you think for a demo, all the content should be unlocked? Classes, weapons, skills, etc. (of what's already implemented)
>>
>>140400368
>Now you're thinking with portals. :^)
>>
>>140400616

You should include a set of weapons and classes that show off the game's features well. Give them a taste.
>>
>>140400368
I think that could be a cool mechanic if you got rid of it as a bug and re-implemented it as a feature (since as it is, it seems to randomly kill you)

You sure you don't have an X and Y reversed somewhere or something? Is this being done ~~~~ENGINEDEV~~~~ style or with GM or somesuch?

>>140400616
imo a demo should be of a pretty late-game area. It lets you show off the most while not making the game appear to be super easy (since having things you're not meant to in an earlier level might lead players to think your game is casual trash for noskill nooblords)
>>
>>140400469
Pretty easy to solve. It was inserting the new SnakeSegment at the wrong end of the linked list.
>>
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Working on Big Jim is as tedious as usual (what with all of the loading and windup on every pass) but I still haven't come up with anything smarter.

Textured feet, textured legs, attack animations now support directional blending so that the attacks can be directed at the player (this is still in the early stages, though; there need to be marked segments when rotation stops (so that the dropped blade doesn't "run" from the player, for instance).
>>
>>140400829
That wouldn't have happened if you had been smart and used a queue instead.
>>
>>140400915

This is one of my favourite games that gets posted here. How long have you been working on this out of interest?
>>
>>140400801
Fuck OFF with your Full Sail garbage, already! No one wants your """""""""""advice"""""""""", reek.
>>
owari da
>>
>>140401046
LinkedList and ArrayDeque are the two common implementations of the Queue interface. I chose LinkedList for faster resizing.
>>
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>>140400613
Does XNA support C++?

Also, fixed that disgusting problem.
>>
>>140401195
Well, clearly you weren't using the Queue interface or else you wouldn't have been able to add anything to the wrong end.
>>
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Tinkering around with my guy's looks, and also gonna work on animation stuff, because I'm getting fucking frustrated with programming right now.
>>
>>140401387
weird anatomy and its hard to discern anything about him because of the colors. gj
>>
agdag questionnaire

How long have you been deving?
Current game? (include small description)
Team size?
How far along are you?
Which engine do you use?
What is your main area of expertise?

Pics welcome.
>>
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>>140401451
Did you fuck up the contrast on your monitor or something? Not hard at all to discern the colors for me. Either way, here.

Could you elaborate on what's weird about the anatomy? Shitposting doesn't help me improve the piece of art.
>>
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>>140401701
2 years
project.pixelships - RPG Shmup.
1 and done (LFM)
20% ?
unity
art
>>
>>140401228
just remember bro, every frame is a new frame. your hardware can handle it.
>>
>>140401701
>How long have you been deving?
Off and on for years, never really finish anything

>Current game? (include small description)
A simple Snake game for a school project

>Team size?
2.

>How far along are you?
Pretty much done.

>Which engine do you use?
Java with Swing

>What is your main area of expertise?
Fuck if I know. I dabble but never git gud at anything
>>
>>140401701
>How long have you been deving?
i rather not dev currently, im just browsing these threads
>Current game?
no game
>How far along are you?
no game
>Which engine do you use?
bge if anything
>What is your main area of expertise?
i fuck around with blender for the most part
>>
>>140401701

>How long have you been deving?
~3 years

>Current game? (include small description)
Hacking game

>Team size?
1

>How far along are you?
50%

>Which engine do you use?
Unity

>What is your main area of expertise?
Programming
>>
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>literally double the cost
>literally double the mem usage
>hurr double is superior in terms of evruthun
javamen, erryone
>>
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I used to play Aurora Feint on my phone and fucking loved it. For my first project I wanted to make something similar to it but the mobile store seem filled to the brim with bejeweled clones already. Is there any interest in that genre at all, or would it be best to start with something else?
>>
>>140401701

>~3 years
>2 programmers, 1 artist, 1 musicbro
>75% done
>C++ custom engine
>>
>>140400915
Fancy
>>
>>140402378
just do it

don't try to sell it
>>
>>140402248
>java"men"
>>
>>140401701
>How long have you been deving?
about a week
>Current game? (include small description)
shitty jump and run
>Team size?
1
>How far along are you?
Still coding basic game mechanics
>Which engine do you use?
GM
>What is your main area of expertise?
Art
>>
>>140401921
he has no neck
his shoulders are incredibly broad, to the point where they must be floating away from his body
his arms are bent back oddly in an uncomfortable stance
and yes, the colors you picked mostly blend into eachother, and he's hard to tell apart from the dark blue background of the first image.

>i-its not bad ur monitor is just messed up !!!
lol the least you could have done is fallen back on the classic "it's not bad, it's just muh style" thing instead of attacking my hardware to cover for your poor choices
>>
>>140402248
>double the cost
Is the intended audience running on potatoes?
>>
>>140398559

le reddit meme
>>
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>>140401701
>How long have you been deving?
3 years in May for this game, before that didn't really have a project, just programmed for fun
>Current game? (include small description)
2D beat 'em up/hack and slash or whatever you want to call it.
>Team size?
2, working with a musician and making the rest of the game myself
>How far along are you?
Not far because I restarted a million times, trying to make a demo for demo day 8
>Which engine do you use?
My own
>What is your main area of expertise?
Programming, spent most of the last 3 years working on my art
>>
>>140401701

>How long have you been deving?
28 years
>Current game? (include small description)
Rust mods
>Team size?
-1
>How far along are you?
i wrote a design doc, so 98%
>Which engine do you use?
source 2004
>What is your main area of expertise?
level design
>>
>>140401054
It was either 2 years this month or 2 years next month; I can't remember whether I started in March or May
>>
>>140402559
>actually giving criticisms
I'm surprised and impressed
>>
>>140401921
i think the main problem with this is that the color don't catch the eye, its so small i have to actually figure what it is at first
>>
Gogem is the only successful dev here
>>
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>>140401701
>How long have you been deving?
~4 years
>Current game
browser-based war visulisation (haven't decided how interactive it's supposed to be, i just want to see arrows and nato counters on maps moving around)
>Team size
1
>How far long are you
started a couple hours ago, still testing stuff
>Engine
custon
>Area of expertise
programming

>>140402390
rotate?

>>140402483
kekus
>>
>>140401701
>How long have you been devving
~2 years
>Current Game
Soapbox Adventures
>Team Size
SOLO UNO, PENDEJOS!
>How far along are you?
1.1%
>Which engine?
My own.
>Expertise
C++ and Java
>>
>>140403160
u mexican by any chance?
>>
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>>140401921
I also agree with the colours, everything is too dark.
Even though you used a lot of different colours, I can only see brown, light brown for the face, red and something near black.

I think his pose is too slouchy, and his head is too close to his left shoulder, maybe try something like this?
>>
>>140402559
I'll admit, I was convinced you were just saying bullshit to be an asshole because this is 4chan.
>He has no neck
There's a big ass beard and a scarf in the way. If you have any advice on how to convey a neck without making him look like a fucking giraffe, that'd be appreciated.

>His shoulders are incredibly broad, to the point where they must be floating away from his body
That's fair. I'll work on it.

>His arms are bent back oddly in an uncomfortable stance
You try looking comfortable when you're constantly about to deck someone in their face.

>Strawman greentext
It's hard to respect your opinions when you do shit like this. Please stop.

And I still disagree on the colors blending in. It really does not look like they do to me.
>>
>>140403269
No. Some white people have thought I was Mexican though.
>>
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>>>/tg/46923361

Where is your game?
>>
Why game dev?
>>
>>140402559
You also have to realize he's not particularly aiming for realism in this situation, anon.
>>
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>>140401701
>How long have you been deving?
Two years now, forced to use a shitty proprietary engine for school, minimal effort most of the time

>Current game? (include small description)
A Mario Party style board for Melee minigames

>Team size?
alone

>How far along are you?
About half way maybe? I'm bad with scope.

>Which engine do you use?
Schools "Zero" engine, moving to unity after school because they're similar in UI

>What is your main area of expertise?
Coding/level design mostly, just keep me away from art.
Shitty framerate in a simple game because this computer is ass.
>>
>>140403702
realism is good because realistic humanoid characters don't look retarded

even furry porn tries to have proper proportions and sensible color schemes
>>
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>>140401701
>How long have you been deving?
a year of nodeving, browsing
>Current game? (include small description)
I want to make a city sim in R, but I have no idea what I'm doing or why I want to do it
>Team size?
:(
>How far along are you?
:(
>Which engine do you use?
THE HADLEYVERSE
>What is your main area of expertise?
Math/programming, but the former's getting rusty as hell and I was never too great at programming.

If anyone has references for simulating aspects of a city, let me know
>>
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>>140403664
>tabletop game development requires skill equivalent or better to video game development
Please go back to /tg/ NEET

>>140403719
Why not say what engine? You know that makes people curious.
>>
>>140403843
>>>/g/
This is not your java homework thread
>>
In game maker studio, can I pass a sprite to a script, to let the script draw that sprite? Or do you usually use draw objects for that?
I want to have a script to draw 4x4 blocks of sprites for a chess board room.
Also, is there even a point to use sprites for the basic background work, or should I do a whole background and insert it as such into the room?
>>
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>>140403848
>No neck
>Shoulders floating away from him
>Arms in an "awkward" position

Think you're getting a little autistic.
>>
>>140403923
It's literally called "Zero", it sucks because the collision is inconsistent
>>
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>>140403664
>ideasguys: the thread
lmao
>>
>>140404240
I like this flowchart
>>
>>140403961
just import it as a background if the whole room is supposed to be the same.
>>
>>140404240
I don't like this flowchart
>>
>>140404240
I'm indifferent about this flowchart
>>
>>140404408
>>140404542
>>140404672
yeah, same
>>
>>140401701
>How long have you been deving?
2 years about
>Current game? (include small description)
RTS with space knights and mecha
>Team size?
1
>How far along are you?
Maybe 2 months in, AI and networking basics setup, starting on models and animation.
>Which engine do you use
Unity
>What is your main area of expertise?
Programming/design
>>
Lets all collab and make money I suggest we make basic addictive games
>>
>>140404203
Colleges are fucking criminal man. That's a complete out of date game engine. If it helps with fundamentals though I guess it's fine.
>>
>>140402390
>>2 programmers, 1 artist, 1 musicbro
What's your game
>>
>>140403843
because the "StudentsBean" class doesn't appear to be invoked?

<jsp:useBean <-- what is useBean and where is it defined?
>>
>>140403719
Holy shit I got accepted to DigiPen now I'm glad I didn't go for sure.
My college uses Unity and Unreal.
>>
>>140403719
>Schools "Zero" engine
Never heard of it. Have any real games used it?
>>
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>>140394496
It's a simple array and items in the inventory (actors) are assigned an index on that array. When removing an item that index gets removed and the actor gets destroyed.

It should work. I spent almost the entire day on this fucking problem.
>>
Don't know how many of you would be interested to read this, but I thought it was pretty good.

It's about storytelling and integrating it with game mechanics.

https://mega.nz/#!QhBygLDJ!T-pOpM-OLYtfB8PqnaOJXd7PEVA-7jyHddNrxn-U_C8
>>
>>140405175

A proprietary game engine developed by Pandemic Studios, first used Battlezone II: Combat Commander and later used in several Star Wars games including the popular Battlefront series.

gee this sure was hard to google
>>
>>140404795
They're updating it with complaints that we give at least, so it's not too bad.

>>140405091
I'm in their skills center class, and it changed my mind about wanting to go there LMAO

>>140405175
No, because they technically own the publishing rights any projects you make in it. It kinda sucks.
>>
>>140405175
https://en.wikipedia.org/wiki/Pandemic_Studios

>>140405091
How do you know it's DigiPen? Students have used UDK and stuff for their capstones. However, I'd advise against going to there, Full Sail, or any private arts college. They are way overpriced for what you are likely to get salary wise in the end.
>>
>>140405379
>they technically own the publishing rights any projects you make in it
What the fuck?
>>
>>140405182

It seems like the function that destroys the element of the array is changing the size of the array, which is why in the webm you can only ever remove an item which is at a smaller index than the last item removed.
>>
>>140390665
>AAA engines only edition
>Opengl, dx, c++, math books

>mfw the OP is now tainted by your enginedev shitting and subsequent OPs are gonna keep copying it
>>
>>140392870
Undertale and Risk of Rain were highly successful and neither of them had particularly good code, art, or story. Good music, maybe, but that depends on the player's tastes.
>>
>>140405306
>>140405405
There are two Zero engines I know of, one is Pandemic's engine and the other is DigiPen's engine. As far as I can tell they are entirely separate engines and no major games have been made with DigiPen's.
>>
>>140405219
thanks brah
t. shitdev
>>
>>140405379
That's good they are maintaining support for it then. Glad to see you plan on abandoning it at some point though. When Pandemic collapses, you're not gunna want to be dependent on that.
>>
>>140405681
What's wrong with it? Are you not secure enough in your choice of engine to use it without aggy dag approval?
>>
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Only 10 days left until demo day.
You are going to make it this time right?
>>
>>140405964
It's digipen's, not Pandemic's lmao
>>
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>>140401701
>How long have you been deving?
6 months
>Current game? (include small description)
medium ambitious engineering game and small game on the side
>Team size?
medium game:
1 idea guy/game designer/programmer/do-it-all, 2 programmers, 2 music guys, 1(?) 3D artist (maybe? hasnt given any signs of life in a whileso im looking for more 3D artists)
small game:
me
>How far along are you?
70% of the planned features for the first version are in, just gotta finish the others, make them work together nicely and polish. might be out in 2 months
>Which engine do you use?
ue4
>What is your main area of expertise?
game design or idea-guysing if you want to think of it that way, but i can code too (and am for the small game)
>>
>>140406121
How did you get all the guys for your team? Where did you find them
>>
>>140406062
>mfw the OP is now tainted by your enginedev shitting
>your enginedev shitting
>mine
I meant I wrote that op and the new op just copied it without reverting to the old engine list
>>
>>140405697
so they went on thin ice regarding art, i don't think it works for me or for the common developer
>>
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>>140405557
holy shit anon, this might be it
firing that editor up right now
>>
>>140405964
Who cares if it's "supported" if it still works?

Windows XP is no longer formally supported, but plenty of banks use it for their ATMs/ABMs.
>>
>>140394074
They just need some motivation. Anime sometimes provides that motivation. But it needs to be the good stuff, not the garbage anime.
>>
I want to make a 2d metroidvania arpg.

What is the best engine to do this in?
>>
>>140406121
are you looking for work? i might be interested because im not doing anything right now
>>
>>140406483
Game maker
>>
>>140406241
4ch and a large forum i go to. i posted progress and they asked what the game was about, got interested and asked me if i wanted help
i had to turn a few people down, but sadly no 3D artists have volunteered except this one
>>
>>140406524
which large forum?
>>
>>140406483
Assembly
>>
>>140406407
If you find a bug while trying to do something, having to work around it may be pretty cumbersome. Also legacy shit will eventually bite you in the ass in a lot of situations.

>>140406094
Well shit. That's confusing. Makes more sense why you'd be using it then though.
>>
>>140406483
Godot if you are a decent programmer and/or don't mind learning something new, UE4/Unity if you are
>>
>>140406483
>best
>>
>>140406483
>>140406680
this desu senpai
>>
>>140406512
i have a lot on my hands right now, bro, sorry. between these two games and my wageslave job i don't really have much free time anymore.

>>140406660
facepunch
>>
Ok guys. How do you make a game fun to play. I have the features implemented but how do I make them juicy? How the fuck do I make a fun level?
(This is for a platformer btw)
Are there any good books on this? Or articles? I'll take anything at this point.
>>
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>>140401701
>How long have you been deving?
6 months on and off, mostly off
>Current game? (include small description)
Turn-based RPG
>Team size?
1
>How far along are you?
Started this project 2-3 weeks ago
>Which engine do you use?
Unity
>What is your main area of expertise?
either programming or art, decent at both
>>
>>140406519
I know Undertale was done with this, but is it really feasible?

>>140406705
>>140406680
I've only got moderate java and HTML experience. It's been a while.

>>140406793
Best for someone who needs to relearn programming.
>>
>>140406857
im not looking to employ you, read my post again
>>
>>140406862
Play Super Mario Bros. Play other platformers. Play Mario Maker to quickly lay out and test levels.

Basically platformers are deceivingly simple in level design. You don't realize until you actually pay attention.
>>
>>140406898
>but is it really feasible?
Yes
>>
>>140406857
Finally a place where real game devs want to collab
>>
>>140406862
https://www.youtube.com/playlist?list=PLc38fcMFcV_s7Lf6xbeRfWYRt7-Vmi_X9
>>
>>140406898
Just look up all the popular titles released through GM. A lot is possible with it.
>>
>>140406898
I started with VERY VERY basic Javascript knowledge and went into Godot. I loved it, even though it did take a week to get up to speed in GDScript (since there's not a lot of documentation).

My honest recommendation is UE4. Blueprints will help a LOT, and UE4 has a lot of tutorials, documentation and answers to questions you might have in the Answer Hub.

Personally I think you should ignore Game Maker. It's really not great, most people recommend it just because successful games have been made in it. Doesn't make it a great engine just because of that.
>>
>>140406898
Imperative languages are mostly the same anyway, just download some engines you think seem nice and try them. Godot and GM are both good choices for 2D.
>>
>>140406483
c++
>>
>>140407181
>>140407251

It'll at the very least serve as a good testing grounds.

Thanks, Anons.
>>
>>140399632
tbqh I wouldn't mind respawning at the start of the room. Restarting at the beginning is just tedious. You're just playing through the same thing you've already experienced. It's like if you failed a test in school and they forced you to take the entire class again, when really all you need to do is retake the test. You already have to redo the current task, why force people to go back and do the same tasks they've already accomplished just because. I think it's just padding.

But the best way to go about this is to give people an option if possible. Some players like doing tedious tasks over and over again, some don't. Maybe have a hardcore mode that resets the entire dungeon when you die, and for an easier mode have each room load a save/checkpoint.
>>
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Very early work on "dynamic" lights. Mostly going to use this for muzzle flashes and certain projectiles.
>>
>>140407041
Oh, sorry, I thought you meant "do you want work?". What's your area of expertise?
>>
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>>140401701

>How long have you been deving?
Technically 8 years. Started in highschool, been going on and off since then.
>Current game? (include small description)
3rd person Action Dungeon Crawler
>Team size?
Mostly me? I was teaching a friend to code so some of his stuff is in.
>How far along are you?
The initial level code is complete. Its art time. Have to learn 3D modeling first.
>Which engine do you use?
Unity
>What is your main area of expertise?
Programming.
>>
>>140407306
coming from somebody who doesnt have that much coding experience either: gml is quick to learn and the documentation is great. tonnes of user created tutorials and articles exits aswell.
>>
>>140399632
>>140407348

The best design decision would be to punish the player by dropping them back to the beginning, but have them open up shortcuts as they progress to make returning to where they died not a pain. Opening locked doors, bridges lowering, the dungeon specific item allows you to skip significant portions and make general traversal easier, etc.

Death is a punishment, but you don't want to piss the player off.
>>
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>>140401701
>How long have you been deving?
4 years

>Current game? (include small description)
SpookyQuest
Action RPG with online multiplayer
Elysis died along with CC so now I'm trying out C2 and the new multiplayer stuff they added.
If the multiplayer stuff doesn't work out, I can just focus on the single player / local coop then.

>Team size?
Me

>How far along are you?
0% prototyping

>Which engine do you use?
Construct2

>What is your main area of expertise?
Pixel art, animations and coding with CC and C2
>>
>>140407420
3d modeling, but it really depends how is the existing quality of everything already is
>>
>>140407747
New demo when?
>>
>>140407770
Do you have a Steam account so I can add you? Let's talk!
>>
When are we all going to collab together and finish a game
>>
>>140407885
i don't like posting personal information here
send me somekind of message here and ill reply with my steam

[email protected]
>>
Would a person be more successful if they pick unity over unreal?
>>
>>140408058
You should feel bad about this post.
>>
>>140407840
probably demo day and maybe a few before that
>>
>>140408058
you wont be successful no matter what you choose
>>
>>140408058
there is an mmo developed in unity, i saw someone streaming it on twitch
oblivion level of graphics
>>
>>140408172
Neato
>>
>>140408046
sent
>>
>>140401701
>How long have you been deving?
For my current game, maybe a year, almost? I've made various games/prototypes and boardgames/card games on and off throughout my life for fun but this is my first 'real' game.

>Current game? (include small description)
casual 2D moba simulator

>Team size?
1

>How far along are you?
I have an extremely early/unfinished but playable prototype.

>Which engine do you use?
GM:S

>What is your main area of expertise?
Art
>>
Daily reminder you are all going to make it! When you do make it remember the Anon who told you and be proud!
>>
how's your fake loading screen progress going?
>>
>>140408790
Can i see that shit?
i have a moba side project and id love to see what youve done.
>>
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Ok guys a friend and i want to learn to develop 2d games, he suggested Stencyl but it seems pretty dead, is game maker viable?.

I know a little bit of programming and he knows graphical design if that helps
>>
>>140401701
8 months
none of your business
2
gotta do two tweaks with the engine and add some content like spells and powerups
homebrew
programming/sysadmin
>>
>>140409918
>>140408790
Guys, why are you working on ASSFAGGOTs?
>>
>>140409591
bro i know we are all ganna make it.

i post progress even thought i barely get replies because i know at least 10-15 people are noticing the changes
i honestly do it in hopes of encouraging others
Thread replies: 255
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