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/agdg/ - Amateur Game Deve General
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Your game general

> Next Demo Day (Nine)
https://itch.io/jam/agdg-demo-day-9

> Next Game Jam (Space)
https://itch.io/jam/agdg-space-jam
Collab: http://pastebin.com/NEPv0pPC

Helpful Links: http://tools.aggydaggy.com/# (Still in beta)
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/Qi63yBxd

> Previous Jams
http://pastebin.com/hVhvNWLw

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/

> 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/
http://freemusicarchive.org/
>>
First for I will never finish my game
>>
>>146138042
There are Pajeets that put in the bare minimum to clone some popular mobile game, make it even more P2W, and make money off of that excrement.
Step up my man.
>>
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ayy
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>>146138212
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>Try to get a dialogue system working
>It doesn't work
>It doesn't play nice with my setup
>Gotta completely redo it tomorrow
Fuck :(
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/thread
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What are some good tuts on Pixel shit?
>>
Dead general
>>
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Fixed that. Since one hit to any of the outer ring will remove the whole ring, I changed the graphics to communicate that
>>
There's so many game ideas I have that I don't even know the proper methodology of getting the systems to work
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>>146140329
And damage to the rings
>>
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I've almost finished the main menu UI. Then I get to waste more time with the in game UI.
>>
>>146140571
You should change that gray in "tier"
>>
>>146139780
How does the idle rpg exactly work? So far I see you having to click and move stuff.
>>
>>146141008
well as the game progresses the health of the enemy increases exponentially so there would be some bosses that have like say 100,000 health and lets say you have a sword or something that does -50 health/second so that boss would take 33 minutes to defeat assuming you were to be afk and the sword that does that damage is your only equipped item that deals damage over time.
>>
>>146141974
interesting, reminds me of IRC idle games.
>>
>>146142097
if you want to email me i can let you try an early rendition of the game contact me through tumblr
>>
>Spend 1000 years in Blender trying to get this loli booty just right

Godammit what has my life become?
>>
>>146142589
pics. now.
>>
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Ok, I haven't given up!
Here it is! Swinging works in JavaScript now!
Going to bed soon. Tomorrow, I figure out how to ZOOM THE FUCK IN and draw the vine / rope sprite.

Don't give up, fellow anons!
>>
>>146142634
B-but anon-kun... She isn't ready yet.
>>
>>146142847
>implying that's ever held anon back
>>
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Added some pop-up damage text for attacks.

the battle prediction panel has a spooky skeleton model, but I think I'm going to ditch the 3D idea for that and just use 2D drawings, so I'm not going to fix it
>>
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fucking around in Game Maker trying to learn the ropes, how do I stop this smear? it isn't mentioned in the tutorial
>>
>>146143853
Looks like what happens when you don't have a background.
>>
>>146139780
>>146141008

there's a reddit community of idle game players at https://www.reddit.com/r/incremental_games

post to it, and get feedback
>>
>>146143853
are you properly clearing the screen?
>>
>>146143853
Turn background color on.
>>
>>146143853
>>146143953 (cont)
Note: Something like drawing a flat colored rectangle over the entire screen space would do the trick.
>>
I want to make what is basically a 2D musou

What are the advantages of Game Maker vs Unreal
>>
>>146139009
http://pixeljoint.com/forum/forum_posts.asp?TID=11299

>>146142650
That's a neat idea, I'm glad that you're not giving up. As I know Phaser has the biggest community, so you'll find help if you need one. For JS-s that handle networking:
eureca.io
peer.js
It is possible, anon, you can do it!
>>
>>146144235
Game maker is made for 2D.
Unreal can do 3D easily if you want 2.5D
>>
>>146143853
looks like he's not QPU-aligned
there's nothing you can do, you lost him
>>
http://blog.indiegamestand.com/featured-articles/steam-key-reselling-killing-little-guys/

IndieGameStand has had $30,759.42 in fraudulent credit card charges and transactions.
>>
>>146144235
Game Maker is much simpler overall.
>>
>>146143953
I want to learn how to have a background that isn't a single color (because that wouldn't be in a real game unless it was minimalist), so I'm trying to figure out how to give a room a background.
>>
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>>146144430

>key resellers

protip: don't be a retard by putting your game in a bundle.

there, solved. bundles are shit.
>>
>>146144641
M-most of my sales have been through bundles.
>>
>>146144641
great image my friend
>>
>>146144313
Thanks anon! Very helpful of you. I'll check out these libs tomorrow.
>>
>>146144641
That article isn't about that, it's about basically using game keys for money laundering.
>>
>>146144430
Answer: keys with expiration dates
>>
>>146143853
Are you literally just creating the object each time you move it instead of actually moving the object itself? If so that is why you are leaving behind a snail trail of Marios.
>>
>>146144867
Huh. Not a bad idea.
>>
>>146144867
If you have high volume, you'll still make a healthy profit with the credit card fraud before the keys go stale.
>>
>>146144824

>That article isn't about that

Yeah it is

>The problem with these sites like G2A, Fast2Play, Pingwin, etc. is that they have created an ecosystem for hackers, scammers, identity thefts and other internet assholes to steal from indie developers and other small websites.

G2A in particular buys keys from bundles and resells them up.

http://tinybuild.com/g2a-sold-450k-worth-of-our-game-keys

In case site is down: http://i.imgur.com/lK2HNFb.jpg
>>
>>146144401
>>146144891
>>146144029
>>146144041
>>146144571
figured out how to create a background image, that fixed it!

If only I could learn how to create a real game though ;_;
>>
>>146145189
You will succeed if you keep trying!
>>
>>146144759
I don't know how much you lurk here, but as I know there are two anons at this moment who work with eureka. Sometimes they leave here a link so they can test if the multiplayer works. You'll need your own host for that.

I've only seen one game with peer so far (not here), and in that game you have a key which you have to give to the other player who you wish to play whit. However that does not require any sort of hosting as far as I'm concerned, so that should be easier to set up.
>>
>>146145047
>>That article isn't about that
>Yeah it is
It literally says in the article (if you actually read it) that it's not about that so much as about stolen credit cards and money laundering. With Humble Bundles that is kind of a problem but its one game developers have control over because they can choose whether or not to feature their games and weigh the risks/rewards (which is true for any kind of sales or discounts as well). Buying games with stolen cards is completely outside of the publisher's control and they just straight up lose money from it.
>>
>>146145272
>big ideas, drawing capabilities
>no experience in coding or music composition
>>
>>146145363
>that it's not about that so much as about stolen credit cards and money laundering.

And who gives a shit?

If your game is on Steam for $60, and someone decides to use a stolen credit card on it, guess what, it's the same shit. You get just as screwed.

Which is why the price point of the bundle is the issue
>>
>>146145440
>he has a dysfunctional sense of how learning works
>>
>>146145486
educate me
>>
>>146145189
The same way you figured out how to create the background image you will keep figuring out more stuff, and checking tutorials and examples when you get stuck on smething doesn't hurt at all. Also keep in mind if you are just starting that you won't make the next Mario64 as your first game. Start with something simple like a pong or arkanoid. Then you can move onto bigger stuff like a small platformer, and then keep adding stuff to it.
>>
>>146145716
You practice, and you get better.

All of the skills needed to get good at gamedev (music/art/programming/etc) are all well within the grasps of average intelligence people.

Note you still need:
Sufficient free time
Sufficient discipline (a knowledge issue, not a willpower issue)
A teacher of some sort (book, tutorials, other people)
Willingness to get shat on by people better than you in order to get constructive criticism.
>>
>>146143114
is this something something saga?
>>
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>VA11 HALL-A releases tomorrow
They did it, those fuckers are going to make it.
>>
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>>146143957
>Q. What are incremental games?
>A. There are no official hard definitions against which all games are measured against. However, the consensus is that incremental games are incremental if the feature mechanism is improvement and that the player's interaction is mainly making decisions on how to improve. Improvements can be points, or unlocking new gameplay methods, or new resources, etc.

THAT'S THE STUPIDEST FUCKING THING I'VE EVER HEARD HAHAHAHAHAHAHAHA

>This subreddit is for us lovers of games that feature an incremental mechanism, such as unlocking progressively more powerful upgrades, or discovering new ways to play the game. This genre is growing at a break-neck pace, be part of the revolution!
>This genre is growing at a break-neck pace, be part of the revolution!
>This genre

HAHAHAHAHAHAH
>>
>>146146254
>will they ever learn?
>>
>>146146254
jesus christ how horrifying
>>
>>146146254
google the Berlin Interpretation
>>
What's your favorite MC game? If you haven't caught the buzz, MC games are games which feature a Main Character
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>>146146835
I still don't understand your question. What is an "MC game"? Every game has a main character, or something you control. Are you asking what is our favorite game then? Or simply who is our favorite main character?
>>
>>146147096
you're getting memed on son
>>
>>146146003
Thanks for the daily doze of motivation.

I'm not him, but I've just started learning/understanding drawing. I'm at the drawing lines and boxes stage, so I'm pretty far away from giving life for my waifu, but I hope I won't give up.
>>
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Still gotta work on the proportions for the legs but is this decent for a loli gymnast?

Will post butt later.
>>
>>146147136
Have memsters really set the bar that low? Come on guys, you can bait better than that!
>>
Thanks whoever brought up Return of the Obra Dinn, watching some of this it looks like a very interesting game.
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>the game i want to make is the hardest possible game to develop, even at a basic level
>>
>>146147313
Post topo, dumbass
nobody cares about your solid shape
>>
>>146147482
Are you developing real time strategy?
>>
>>146147313
legs are too big, pubic area is too smal
>>
>>146147565
fighting games
>>
>>146147313
MODS
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>>146147313
tits are too close to each other and legs are too long and a little too wide, if you wanna go for the thick tighted loli kind check Tera's Elins or Tree of Savior models for reference.
>>
>>146147720
>one-man developed fighting game
may as well kill yourself now, I'm waiting until I have a bit more success and people wanting to help before I even think of a fighter
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>>146146193
>Dumb as fuck concept
>Retarded name
>No actual content

Weebs will still eat the shit up because muh waifus.
>>
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>>146147669
I literally said in my post I need to work on the legs...

>>146147534
Except that's what I'm asking about is the shape.

>>146147851
I'm not going for that at all. I'm going for a gymnast look. Like pic related. Her tits are "close" to each other because they're under a skin tight suit, but I can work on that.
>>
>>146147720
why are you doing this


also rts are harder
>>
I need some NPC names for townspeople in a fantasy RPG
>>
>>146148161
i like fighting games
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>>146147395
AGDG's been pretty low for awhile now. Probably all of 4chan (I don't really go to other threads though).

Gone are the days of beautiful trolls. Now it's like people are starved for (You)s, a fungible commodity.
>>
>>146148120
>Except that's what I'm asking about is the shape.
topo helps people see shape better if you're into that, also allows people to see if you're horribly fucking up in some way at modelling in general
>>
>>146148120
Yeah, legs to big, pubic area too small, and I would say you'll have to define the muscles a little bit more, but not too much either so it doesn't loose the cute appeal. Other than that its pretty good. What's the game about, besides loli doing gymnastics?
>>
>>146148228
Bagu and Eraa are an obligatory easter egg in my opinion
>>
>>146148250
All the entropy is on /pol/ now
>>146148228
seventhsanctum.com
http://fantasynamegenerators.com/#fantasyNames

Also post a specific character and you'll get more responses
>>
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>>146148357
Fair enough.

>>146148389
I haven't gotten to the sculpting yet, I don't want to waste a bunch of time if shit is way off. But thanks for the input.

What else would a loli game be about?
>>
>>146148624
Sorry, what do you mean by "entropy" here?
>>
>>146147395
>memsters
>>
>>146148676
You. Have. Been. Memed.
>>
>>146148676
noise
information
randomness
memes
content

why you come to 4chan

even boards that are still pretty fast, like /fa/, don't get new information that often. but /pol/ is driven by the real world, so you get new info hourly
>>
>>146148820
Oh. Neat.

Perhaps I should give it a look. I just always assumed it was the domain of racist retards. I mean the actually stupid / mental problem sort, not the racial realist sort.
>>
>>146148651
I would look at other 3d models of people to look specifically at joints and how they get their range of motion - your model cannot effectively deform and move in the ways you will want it to. That's why I asked for topo, I kinda assumed that you were new to modelling and might not know how to properly model things you want to have move.
>>
>>146147979
I'm eating it up because I like the writing. You can't even romance the waifus man.
>>
>>146148995
I mean... I literally just started on it. I'm more concerned right now with the shape. I'll put more edge loops in once I have that down so I don't make things too convoluted.

What looks okay to me might not look okay to somebody else, which is why I'm looking for input.
>>
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I have the day off work so I can do some dev.

Going to work on the boss's second attack.
Although soon I need to get it into some kind of playable demo.
>>
>>146149393
It looks really laggy, can you make a webm in 60fps glory?
>>
Which LPers should we alert to DD9 to make fun of our games?
>>
>>146149490
I will do, i'm in blender at the moment so will take a few minutes.
>>
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>>146146193
yfw it does as well their country
>>
>>146149593
Wow, summer has surely begun.
>>
How is Gone Home, for fans of that type of game? I thought Firewatch was fine but too short and the story dive-bombed. I'd really love to make one of these kinds of games, but I have no confidence in my skills.
>>
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Ran into some issues doing dual wielding, so I've got to go back and designate grip locations for these weapons so that they don't look awful in the off-hand

>>146146101

Vindis Saga Tactics, used to be Red Tactics
Got a tumblr here http://vindissaga.tumblr.com/ if you're interested
>>
>>146149985
You should make more of a myst like game where you actually have to solve puzzles, nobody likes walking simulators.
>>
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I took a break to think about how I want to design my town. The general idea is you spawn and go through a little entrance to the town - there's some NPCs to greet you and a tavern where you can heal (so you know where to come back to later). Each NPC wandering around town will give you a different tip.

The path will continue leading to a small area with shops on both sides of the road. At the end, it will fork into quest houses on the left and trainer houses on the right.

Around the town there will be a few barrels/crates with tier 1 randomized items in them. There will be a fountain in the middle of town which restores HP. There will be a couple single-use stat increases wells or something scattered about, too.

I have everything programmed to do all that except the tavern, so I'll have to do that at some point.
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>>146150114
I would have puzzles that make sense to the story, multiple ways of advancing, all that kind of shit.
>>
>>146146193
Shill elsewhere, you already had your own /v/ thread
>>
>>146150240
Then it's fine, use UE4 for this. It's easy to make first person puzzles, I know from experience.
>>
>>146149985
If you are into walking simulators, may I ask you what would you think of a 2D walking simulator? Imagine something like the ending of Castlevania II, where you walk in the empty castle and let all the feels of the desolated, abandoned castle in.
>>
>>146150136
>NPC greeter
>tavern for healing
>each NPC gives a tip
>quest houses, trainer houses
This will feel very much like a programmer built this town. It's your game but I get sick of that in games, like how in recent bethsoft games, everything seems to be built with the idea that someday an adventurer might pass through. Get what I'm saying? Instead I think you should think about the history of each town, why it was settled, how it developed, etc. I don't know your goals for this game but that's my 2cents.
>>
when you walk in the game you walk for real
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>>146150681
Well, my end goal isn't a game but merely a tech demo. Normally I'd agree, but I won't be putting in effort for a proper tutorial or manual or anything like that. There will only be 3-4 houses in each section - nothing major. I just want to show off each feature that exists.
>>
>>146150650
I could be into that. Specifically a Castlevania 2 sort of environment? I have really fond feelings for that game so it's hard to tell if I just feel good about that game or what. Battle of Olympus too.

Tell me about a 2D walking sim.
>>
>>146150650
Not exactly 2D but 2.5D, Castlevania Mirror of Fate nailed that kind of ambient perfectly, mostly thanks to it gorgeous soundtrack.
You are walking through the castle without any music playing, you only hear some ambient sound effects and your own steps, then as soon as you reach the clocktower this starts playing
https://www.youtube.com/watch?v=pLW8htvk0Jg
I would love to have more games like that.
>>
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>>146149646
Speaking of blender... the lewd 3D guy posted a new animation from his game and it's futa
>>
>>146150650
Kentucky Route Zero did it, if you are into these atmoshperic thingies I recommend it.
>>
>>146151089
i remember when people were like DUDE PLAY LE KENTUCKY GAME LMAO and i thought to myself "nah i'll wait until they're all released" and here i am 10 years later
>>
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So, I got some complaints about the level of quality on the snowy trees I posted yesterday.

First I thought you were all just being dicks, and that the reasonable thing would be to just ignore you.

But then it irked me to no end, and I decided to see what could be done about it. And fuck me, but I’m much happier with it now.

I suppose life outside the hugbox does have some perks, after all.
>>
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>>146151528
Previous version for comparison.
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>>146151528
Looks good. What were the trees like before?
>>
how come all the devs I've sub to on tumblr don't post shit? i thought i'd at least get some progress posts.
>>
>>146151701
Thanks!

>What were the trees like before?
Like this:
>>146151613
>>
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the pigs are now in their proper place

the troll does't exist yet though, so you can't actually complete the quest
>>
>>146151773
I poste for the first time in probably a month today.
I feel bad for letting it go that long, but feel good for doing it.

Gotta post that content, bro!
>>
>>146151773
your subbed to the wrong devs then.
>>
>>146151528
Great job, the improvement is really noticeable.
I want to lick up that snow, it looks delicious as fuck.
>>
>>146150920
I can not tell you anything about it, I haven't even played a decent 3D walking simulator, but your post has reminded me how much I adore parts of 2D games when there's no fighting or any sort of action, but they are simply building up tension or let the atmosphere sink into your soul, and that has given me the idea that maybe it would be something worth a shot. I'm not sure what kind of game play elements should be involved, since walking up those stairs to Dracula's room maybe wouldn't be so intense without the actual fight at the end (even tho in SOTN it always gives me chills even after the fight there). I don't know how a game would work which gives you the feeling, you shouldn't be here, constantly. Wouldn't it wear off after a while? I hate 'puzzles' where you have to find keys to unlock new parts of the game, however I wonder how a game would feel where you have every route opened up for you right from the beginning. So it would be basically just a maze watched from the side. Again, like SOTN without any fights or whatever, but with more small moments like that part at the confession room in the chapel, which gives you hints of the origins of this place. Are people interested in a silent narrative like this? I know I am. I always tried to imagine the backstory of every single stage and corridor when I was a kid, but wonder if it's a common thing, and if a game would work if there's nothing else but this.

Oh, look at me, idea-guying like this in the morning! However, I have to learn to draw first, so it'll remain as an idea for a very long time.

>>146150928
>>146151089
Thanks for the recommendations! Will check them out.
>>
>>146151996
Thanks!

Would've thrown a tantrum and been unable to progress for days had I gotten another barrage of "it's shit" after investing so much work in trying to improve it - so really, thanks!
I'm glad I haven't turned into Phil Fish yet.
>>
>>146151528
Now that's more like it!

Don't forget: https://www.youtube.com/watch?v=S6vTI5g198E
>>
>>146151528
Beautifully done, you can really feel the shape of the tree and where the snow is catching in the new version.
>>
>>146152103
Don't listen to the haters, ideaguying is good fun to write and read too. I know exactly what you're saying there. Have you played any point-n-click adventures? They were fun when I was young but I think they all suffer from similar problems.

> I don't know how a game would work which gives you the feeling, you shouldn't be here
Yes! The Quest for Glory series was some of my earliest gaming and man, being a thief and sneaking around where you weren't supposed to be was the best feeling. But usually there it was a series of "oh if you touch this, they wake up, game over" and so you learn the pattern to do it successfully. Kind of empty mechanics by today's standards, but it was exciting at the time.
>constantly
I don't know about that, probably hard to maintain. You need that narrative arc. Like how being somewhere after hours is more impactful if you were visiting there while it was open.
>>
>>146152103
>Are people interested in a silent narrative like this?
I would, and I can imagine other people would too. Of course you will need beautiful art, proper music and a very deep story to keep people interested. Maybe you will need some kind of interaction so people don't feel they are watching an interactive movie, and that the game has an actual goal after all. A ruined caslte gives you a lot of advantage there because you can have platforming, hanging, sliding, swimming and other mechanics to surpass obstacles, and danger created by the castle falling apart, like stones falling from the ceiling, or the wooden floor breaking under your feet.
>>
>tfw you are the director and lead programmer but have no ideas but your artbro and musicbro are also "idea guys"
Feels good man. Am I only here who just likes to code neat shit?
>>
>>146152103
not that anon but
>I wonder how a game would feel where you have every route opened up for you right from the beginning. So it would be basically just a maze watched from the side.

Toki Tori 2 basically lets you go anywhere and whenever you want, as long as you know how to solve the puzzles. new players don't, so progression is basically tied to what mechanics they learn about by following the most obvious path.

also yeah, fuck, that feeling of anticipation in video games is fucking incredible, and the "you shouldn't be there" thing can make your heart pound when done right.

if you're interested in a game with a silent narrative + great tension building, I recommend Teslagrad, a pretty neato puzzle platformer which tells a good story with absolutely zero words (and, granted, the help of few automata theaters every now and then).
>>
>>146151613
Will you ever post gameplay or dont you have game? Art isnt game, you know.
>>
>>146152447
>"oh if you touch this, they wake up, game over" and so you learn the pattern to do it successfully. Kind of empty mechanics by today's standards, but it was exciting at the time.
Something to note here though, those games definitely had a sense of humor, and pretty much every "You died-- game over" message/animation was unique to the situation and amusing, so there was reason to try out the different ways you could die, too.
>>
>>146152321
>>146152379
Thanks - will keep on fighting!

>>146152731
Art is all I do - The programmer is from TIGSource, so he doesn't come here.
I could post his progress, but I still think it looks very ugly, so as the graphics guy it's not something I'd like to show (yet).
>>
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>>146138096
Stop removing haxe/phaser from the op, if anything it's love2d that should be removed because it's redundant as gm does 2d well but we have no web+multiplatform engine in the op.
>>
>>146153001
I feel like all that Engines/Models/Audio should just be deleted and the website emphasized for that stuff
>>
>>146152917
I'd like to see his progress if you don't mind.
>>
>>146153187
That's a good idea so we can have categories instead of autists just removing and adding stuff they like.
>>
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Reimplemented my level collisions. I can now have tiles of any arbitrary shape instead of only squares. Now I still need to make my character stick to the ground while running downhill.
>>
>>146152447
I've only played Maniac Mansion, Syberia and Machinarium, and I only loved the latter. Maybe because the atmosphere was superb (Floex's music is beast) and the puzzles made sense.
>narrative arc
Wouldn't it be interesting to let the player have his own arc? Like if you know the exact route, I don't know, to get the treasure or something, then you can complete the game in 10 minutes, but will learn nothing or very little about the place, however if you wander around enough, maybe the skeleton at the end at the said treasure will have a totally new meaning for the player. It would be something like a multiple choice game with multiple endings in this way, without actually making the player aware of it.

>>146152580
>platforming, hanging, sliding, swimming etc.
That makes so much sense. In a silent way it would tell the player that the character he's in control is really an adventurer, and I think the gameplay this way would create good chemistry with the environment. So the mechanics and the world would go hand in hand, and neither would be there just as a gimmick for the other.

>>146152708
Toki Tori 2 is an interesting experiment, however I don't think it's done in the right way. I can not really name my complaints, but I feel it could have been done better, yet I'm glad you have brought that title up. Also thanks for the recommendation!

You've really made me think about this, anons. Now I see I'm not inventing anything new, yet it would be a great experience to see how it could be executed well.
>>
Hey fags, it's been a while since i posted here, so are you still pice of shit nodevs just like me, or you made some progress or - even better - a game?
>>
>>146153393
>I can now have tiles of any arbitrary shape instead of only squares
HNNNGH I need to learn this asap. Is this GM:S?
>>
>>146153859
No, it's C++ with SDL2.
>>
>>146153393
Is that a bug? I thought that she's gained so much momentum from going down that she's sorta jumping/flying.

>>146153859
I second this. I know your working with SDL2, but I'm also wondering what kind of algorithm you've used.
>>
A game where you sit outside and feed any birds or squirrels that come by
>>
>>146153991
>Is that a bug? I thought that she's gained so much momentum from going down that she's sorta jumping/flying.
Yeah, it's not really a bug, but gameplay-wise it's a pain when you occasionally can't jump while running downhill, so I'll add stickiness to make it more fun.

>I'm also wondering what kind of algorithm you've used.
Bitmasks. Basically, both my level and character colliders are arrays of integers which I compare with a bitwise AND operation (after first doing a simple AABB test to find out which tiles the character is occupying). I'm not sure if what I'm doing is very efficient, but I'm testing this game on a P4 laptop from 2003 and it rund without a hitch, so I'm not too worried about performance for the time being.
>>
>>146154334
Its a metaphor for the decadence of morality and the increase in gain without work
>>
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>>146154334
How about a game where you just look. Like, you in a park just staring out at the lake for three hours where nothing of interest happens and then the credits roll.
>>
>>146154634
Insomnia simulator. You can roll over, turn on and off your bedside lamp, read a (public domain) book in-game, and the game is over when the sun rises.

also it's real time
>>
>>146154634
t. Gogem
>>
>>146154787
>oscillating fan whir
>>
Keys when?
>>
>>146153859
Am I missing something? Making slopes and other shaped floors isn't difficult.
>>
>>146154787
Maybe a little mini-game where you decide whether you should get up and get a snack from the fridge, and it culminates in you just staring blankly into the glow of the fridge for five minutes.

Or maybe
>Mash A and B to readjust your blanket
>>
>>146155060
4u
>>
im making a game today adgd

i hope it will be good
>>
>>146156042

yes you can!
>>
>>146156090
i was making a statement i didnt ask a question
>>
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>>146154787
A sleep paralysis game would make a shitton of money IMO, especially with the youtuber/meme crowd.
>>
>>146149234
I think you need to get gymnasty first.
https://www.youtube.com/watch?v=RUIZDOTMlz0
>>
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>>146156128
>>
>you will never be able to make the game systems and mechanize that synchronize with each other so perfectly like a symphony

Why even live, devs?
>>
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>>146156353
>>
>>146155060
Teach me senpai, using GML.
>>
>>146157291
1: assign curve for every walkable block
2: make character follow the curve of the block the character is currently on
whew, that was hard
do you want to know more
>>
So I've been trying to use Playmaker for Unity.

Visual coding is something I should've done from the start.

Any one else using Playmaker?
>>
>>146157291
Not the guy but https://zackbellgames.com/2014/10/28/understanding-collision-basics/ is good tutorial
>>
>>146157523
No, I don't enjoy shooting myself in the foot.
>>
>>146157738

Explain.

I can't code for shit. Hence why I wanted to solve this problem.
>>
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>>146156532
>not the gif
tch tch
>>
>>146138467
>scalpal
>property of hospital

Hospitals throw their scalpals out for infection control purposes. They don't reuse them and they come prepackaged in sterile kits.
>>
>>146157761
You solve that problem by learning to code
>>
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Damn Valhallah dev really hit the right crowd
He's gonna make a lot of money.
>>
>>146158018

Or I could do whatever the fuck I want to do with my game.
>>
>Gamemaker
>Barely any knowledge of coding
>No skill in drawing or music
This is easy
>>
>>146158028
>good style
>good music
>cyberpunk
>waifus

No doubt.
>>
>>146158048
Wow so unique! so smart, so edgy, so brash, so bold, so contrarian, so intellectually superior, a true patrician, a free spirit, a free thinker, an unique snowflake, clearly you can see what the rest of the population can't because you're so gifted, you have a talent unlike no other, no one but you could deliver these unique pieces of criticism that shows why thing that people enjoy is actually shit.

Can I follow your blog? You clearly are a renown critic famous for his incredible critical thinking skills and unique thought provoking arguments, I would JUST die if I couldn't follow your blog and have these incredibly amazing deep criticisms of popular media by (you), please have mercy on this poor pleb's soul and give me your blog so I can follow you, I'm just DYING to see what you criticize next, I'm sure it will be an incredible eye opening experience just like this one.

My you must be so popular, you must have thousands of followers ready to die for you if need be, eagerly awaiting your next thought provoking piece barely able to contain their orgasms as you hit enter and deliver that next blogpost, only to get an outstanding ovation, dozens of new followers, and the cycle repeats as your loyal fans wait for your next masterpiece of critique.
>>
>>146158028
He covered all the bases. Corgi memes, loli maids, tsundere catgirls, cyberpunk fanservice, etc.
>>
>>146158157
Apparently the games super short and full of bugs, so that might hurt a bit, but I think the qts will save him.
>>
>>146158206
Hopefully it is over 2 hours long.
>>
>>146158258
Some anon in /v/ already finished it at an hour and a half.
But who knows if that's a regular pace or just skipping through text.
>>
>>146158028
>started deving around the same time as him
>still no game

Thanks I nearly forgot I was depressed today.
>>
>>146158048
ok
but
consider

>There is a community of C# devs for Unity.
>Programming skill in a real language transfers to another language or engine
>No one here can help you with Playmaker

You're making this game easier to make at the expense of long term coding skills. It's a fair tradeoff, but think about it first.
>>
Say I know nothing about coding but it is my life's dream to make a game, where should I start?
>>
>>146158327
Welcome to the club, get Gamemaker
>>
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>>146158163
my game has no memes and no waifus i am not going to make it am i?
>>
>>146158327
YESDEV
https://www.youtube.com/watch?v=iQ0e3QUADw8&list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR&index=1
>>
>>146158327
http://www.learncpp.com/
http://www.codeblocks.org/downloads/26
>>
i want to make a game like agar.io

should i use flash or adobe?
>>
>>146158391
Sadly not. You'll forever be bound to the bottom tier of Humble Bundle indie bundles where most will only pay $1.
>>
>>146156306
make sure to have the old hag then, because honestly the hat man and the shadows are fairly unremarkable for a game
>>
>>146158494
Algol 68
>>
>>146158327
Learn programming obviously.
>>
>>146158494
use ethereum
>>
>>146158391
You can still make it, it just won't appeal to autists as easily.
>>
>>146158048
have you seen spaghetti mayhem's blueprint code? I don't have the screenshot but visual "coding" seems fine so long as you're doing basically nothing, for complex projects it's a living nightmare from which you cannot awaken
>>
>>146158028
Here's hoping they can make enough to escape that failed state.
>>
>>146158389
>>146158406
>>146158462
Thank you.

Any games that came out of here already?
>>
>>146147313
The legs aren't too big, it's the calves that are.

Use references you dope.
>>
>>146158327
Don't take any advice for the retards telling you to buy something or learn C++ (lmfao) forget about steam greenlight, start small with something like a webgame and go from there.
>>
quick poll
http://www.strawpoll.me/10543253
>>146158658
http://www.homph.com/steam/
>>
>>146158658
RoR guy at least
>>
>>146158658
http://www.homph.com/steam/ + Valhalla and a few others.
>>
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>>146158697
>>
>>146158697
>RRPS sales
Look at gogum and laugh at him
>>
>>146158759
how many sales does your game have
oh yeah
you have no game
:)
>>
>>146158673
kill yourself, normie
>>
>>146158847
But i dont pretend to know everything about gamedev like him.
>>
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>>146158327
learn to program

you will never learn to program if you don't learn C, win32 and COM
>>
>>146148930
you'd do genuine /pol/acks proud, assuming the board's recovered

agdg related: what's the best way to transition a position vector between points defined on a spline?
>>
I was thinking of asking /emu/ but I felt here was the more appropriate thread.

Does anyone have any good guides and websites on making sprites for NES and SNES and other consoles like it?
>>
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Zero sales.

Although 8 people from agdg downloaded it, so that was nice.

Well, in the end it was a game about ducks.
>>
>>146158847
BTFO
>>
>>146158978
genuine pol has moved permanently to shillchan, 4pol is basically controlled opposition now
>>
>>146159039
m8 did you really expect much else?
>>
>>146158161

> Making your own choices in video game design is now a bad thing and frowned upon so badly, that the contrarian meme is used whenever choices are made

The fact that Reddit is the most hated web page here has become ironic because of people like you
>>
>>146159029
there was thread about the snes limitations on pixeljoint or tig i don't remember but you can google it, also you can read about shovel knight dev team

ultimately you'll have to just practice and grind that style, you can start by copying existing sprites
>>
>>146158326

I have thought about it. I have 2 developers in my team but I want to do something small on the side. I don't want to spend more time to learn to code for such a small project, hence why I chose for the asset.

>>146158623

I concider Game Design living nightmare anyway.
>>
>>146158697
>>146158708
Oh I played Risk of Rain before, I had no idea!

That's really neat.

Well I'm getting to work starting TODAY. It'll probably take way longer than I'd like it too but I'll get it done for sure and when I do I'll be back, be it a year or a decade.

Actually nevermind that, I'll end up here all the time looking for sempai's advice, I'm sure

>>146158970
How long would you say it generally takes someone to learn the basics?
>>
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>>146159240
couple of weeks to a month depending on how slow in the head you are
>>
>>146159240
>looking for sempai's advice
that's the point of the thread
if you just show up to launch you'll be called a whodev and a shill
you should post progress daily
>>
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>>146159121

I did hope for more.

But I knew what I was getting into, I wanted to practice creating a model, rigging, and moving it in Unity.

Should of made something a bit more appealing though.
It was a good experience though, I enjoy the gamedev process.
>>
>>146159357
It's should have you fucking idiot
>>
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>>146159431
>>
>>146159180
if it's a small project, playmaker will probably be fine.

it makes transitioning into anything more a lot harder than its necessary, so make sure that's really all you want to do.
>>
>>146159489

No that's fine. Thanks for the advice.
>>
>>146158673
Works fine as long as your only aim is to make low budget games. If you have any kind of ambition you'll have to get proper experience.
>>
>>146159318
That's it? I thought it'd be much, much longer.

>>146159335
I'll start by learning all I can so there won't be much to show but once I start working on it per se I'll be sure to show up.
>>
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>>146159532
it'll be much longer if you start by trying to understand high level OO handholding garbage designed to put corporate monkeys in line
>>
here he comes
antioop man, saving us all from making a game
>>
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>>146159685
that sounds like commie speak to me
>>
>>146159685
reminder that 50% of this thread is shitposting by devs
t. a dev
>>
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>>146159082
nigger they're both controlled, especially after some viral videos and during election time. pic related if you're a vet
>>
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>>146158970
>D3D11
Have fun being outdated.
>>
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https://juicybeast.itch.io/right-click-to-necromance

>made in 48h
>better than everything I've ever done
well alright.
>>
>>146159919
I just paid 0 for it but I'll pay something later, I can't be arsed to get my card out of my pack right now and I want to try it out.
>>
>>146159514
No, making those games is proper experience and nothing is stopping you from making small but polished games. Look at all the devs that are stuck with "large" scale low budget games here, it can be a trap for some people.
>>
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Minor progress. Tried to make the walk animation a little better and made a lot of basic edits to my code.
>>
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>>146159240
don't listen to the anime posting nodevs, c or c++ is terrible advice for amateur game dev and even more so if you're new to programming, go for GM or Haxeflixel if you want 2D, Unity or Godot if you want 3D or UE4 if you want 3D and easy programming with blueprints but you need a good rig to run the editor

Hopoo made risk of rain on an outdated and shitty version of GM that had huge performance issues, don't listen to the nodevs, both GM and Haxeflixel are beginner friendly and have a lot of tutorials I'd go with that

Gamedev is not just about programming, you'll have to learn design and potentially art and music
>>
Should it be

[ Cancel ] [ Save ]

Or

[ Save ] [ Cancel ]

?
>>
>>146160529
>Gamedev is not just about programming
But you won't get to implement design, or art, or music if you can't program.
[insert smug s4s face here]
>>
>>146160171
This is not my game anon, I just stumbled on it. Sorry for the misunderstanding.

Click "No thanks, just take me to the downloads".
>>
>>146160559
[ Save ] [ Cancel ], you'll never press cancel when you want to save right?
>>
>>146160559
Save - Cancel
of course

>Exit
>Options
>New Game
>Credits
>Load Game
see?
>>
>>146160559
I fucking hated cancel being default for old games.
>>
>>146160559
be consistent with everything else
>>
>>146160262
>bob's game
Jesus fuck I remember this mess. It was fucking surreal.

>>146160559
Save / Cancel
We read from left to right; the first option is the option the player will be using most often. Sometimes there's no downside to convention.
>>
today i'm learning about bit flags and masks and why I'll probably use them for just about everything now.
>>
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>>146160608
>tfw I can make game with no programming with UE4 blueprints
Feels good man
>>
>>146160529
>Haxeflixel
The hell is this.

Well otherwise I agree with you. These shitty "spend a year learning C++" replies are very misleading for newcomers.

People should look learn how to make game, so if possible newcomers should look for tutorials, guides and such teaching them the basics with direct results. And I'm not strictly speaking of GMS here, if you want to use Unity and C++ then look for that. Don't spend a year on that C++ learning page because chances are you won't learn shit and will give up after a few days.
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