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How's the game comin', anon?
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You are currently reading a thread in /v/ - Video Games

Thread replies: 255
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How's the game comin', anon?
>>
Don't have time at all. So only 'idea' is there.

Also, anyone here use Stencyl?
>>
Its coming...
First game just starting out, working in Unity.
Does anyone have a link to any assets or tutorial resources to make this just a little bit easier?
Thanks
>>
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Making progress on my tilesets. Currently trying to fix the shading on this tree.
>>
>>331250409
what engine are you using?
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I made this cool effect, check it out
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>>331249049
Does Visual Novels count as "games"?
I got mine ready in 2months
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>>331250731
Unity. I'm making the tilesets in Photoshop.
>>
>inb4 tree fuckers
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>>331250792
Damn, cool.
>>
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Was working on some terrain tiles (read: buildings) for the past day or two, but they're still on the desktop. Ill upload some WIPs tomorrow if I see another thread.

For now, here's a little concept/sketch wot I dun
>>
terrible. I remembered a game I made a few years ago but never completed and thought i can just dig it back up and complete it now, but i fucking lost the project file, likely when i switched computers. I could probably redo the whole thing but it's such a hassle to remake something you already had pretty much done.
>>
How do I write interesting characters?
>>
>>331250792
is that a recording of a youtube video, brah?
>>
>>331249049
so how do i learn how to make a vidya gaem?
even if i learn a language i still don't know how to make a game.
i'd love to make an rts
>>
>>331251792
base them on real people you know who are interesting and accentuate one primary characteristic
>>
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Why is Unreal Engine GOAT?
>>
>>331252090
because shilling is an art
>>
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>>331251673

And I'm just gonna post that old replay webm too. Ill try to have something new to show within the near future.
>>
>>331251831
Nah it's just a screenshot I used to test the effect
>>
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>>331251792
Better yet, how do you name characters? I mean, you don't want your character's names to be generic/associated with other characters, but you also don't want it to be randomized since it will be impossible for others to remember.
>>
>>331252150
Yeah yeah, go and buy a PS4 chap.
>>
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I finally figured out how to draw a human in pixelart.

Took me a fucking while, looking at BoF3 spritesheets certainly helped a lot though.
>>
>>331252552
make them have literary meanings.
for example, a guy who's a total dick, call him Moby.
>>
>>331252680

Show me!
>>
>>331251792
by having an interesting world they live in

>>331252552
you'll be surprised by the great sounding names you can get with an anagram generator
>>
Made some skis for my character today, and some satchels, I tell you hwhat :3
>>
>>331252680
well? let's see them
>>
>>331252015
I'm writing a story with some really fucked up ideas, my main antagonist is a star eating knight who travels between solar systems.

Basically I'm making a simple RPG with some extremely campy, kitschy and exaggarated stuff.

>>331252552
I like to modify real names. For example, the character I mentioned earlier is called Symon. Also this >>331252734
>>
Factorio murdered my productivity
>>
Fuck off

>>>/vg/
>>
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shilling for this again. excellent program. just pirate it and see for yourselves
>>
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>>331252801
>>331252849
it's just the general shape for now

it's supposed to be a child but I accidentally drew a mustache when trying to decide on a haircut for him

my last attempt at a human is below
>>
Does anyone know if Unity has support for playing facial animations while running a separate body animation? I think you need some add on, if so I'm switching to fucking Unreal, it's @System.Today.Date.ToShortDateString() after all
>>
as a break from combat part, got webm of random eye movement.
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>>331253926
i like it.
make her more pretty.
>>
>>331253273

Cool, you're getting there, but think about how he's standing. He seems to be leaning back by about 10-15 degrees. Try moving the head and shoulders forward. Also, the legs are different sizes, it looks a bit odd.

Keep practicing and you'll get there eventually!
>>
>>331253273
looks better than undertale
>>
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>>331254048
I was actually thinking of him standing like this, his right foot angled accordingly

it's actually isometric so I should probably squish him a little bit more
>>
>>331254015
Thanks!
While this is an RPG and not an waifu selling game, we also want to make each character attractive in their own ways, not sexually(at least not for every single character).
We're working on better quality hair and cloths and trying new shaders.
>>
>>331254602
>not an waifu selling game
Tch. I was going to ask.
>>
>>331253926
>fraps

i don't get it, don't these top of the line, super advanced game engines have a video file export option?
>>
>>331253926
Nice! Can you run facial animations with a separate body animation at the same time?
>>
>>331254464

Sorry, I meant the lower one, not the top one.
>>
>>331254797
oh
that one's trash

I keep him in a small corner of my canvas to remind myself to never give up learning art
>>
>>331254769
Thanks!
and Yes, in Unity that is easily possible.
We have facial blendshapes(expressions) already made, and waiting to be implemented with upcoming codes. Blendshapes work on top of animations, so it's convinient for such as facial expressions.
>>
>>331250409
Try Gibbon. It has tileset support
>>
Suffering, just learned that I'm using a tileset plugin that scales to 100 so I have to switch all my 16x16 tiles to 15x15 if I ever want things to look proper without white lines, uneven pixel sizes, etc.

fug.
>>
>>331255261
Gibbo2D *
>>
>>331254747
I'm pretty sure someone already made that in asset store, on top of my head, there's frame capture function built-in, but not a convinient one. So yeah, I had to use fraps. I don't have problems, but it sure'd be nice if they have such tools.
>>
Not a game but I made a level in UE4.

https://youtu.be/aAJMUTTNZ6c
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>>331254708
I'm not 100% against that, and actually our game has 4 male and 4 female characters each unique in appearance and personality. Our artists are working very hard to make all of them as attractive as possible while reaslistically fitting them in the game world. We're just a bit uncomfortable with Senran Kagura-type sex selling strategy, and we believe it'll derail players from the main game's combat, story and more.
>>
>>331255770
that's way to good to be in this thread.
>>
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I'm finally getting somewhat close to having multiplayer...
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>>331255770
fucking hell thats amazing
>>
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>>
Is MUGEN a good fighting game engine, or is there something better?
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>>331256178
I didn't model everything it's all free assets, some of which I resized and shaped. The walls of the buildings for example are plant pot things I stretched. And the first person display comes with it.
>>
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>>331253031

That's what I'm using, it's great if you can get used to its ui.
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>>331257092
well i'm used to it since Games Factory from way back in 2001. It has come a long way (well not really, you can still make games for windows 98 on it)
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>>331257489

Yeah I was using the original TGF too. The backward compatibility convinced me to upgrade to fusion 2.

Fusion 3 should be coming around anytime soon, they said they'd reveal it around this summer
>>
>>331253031
How much?
>>
>>331256178
>to
>>
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Is anybody using anime/cartoon artstyle for your game?
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>>331260065
the extra o is on your mom's face when i fucked her.
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>>331260763
Right here, best girl.
>>
>>331259595
I'm liking that game, when is it coming out?
and are all levels black and white? do you have music? I want info, dammit!
>>
>>331260763
i can actually draw pretty well, but i'm total shit when i try to draw on the computer.i actually have a wacom tablet with a pen and everything but it's just not the same, my hand eye coordination i guess is off when it comes to that. great quality for a game designer, i know...
>>
>>331257092
>>331259595
Is this yours, anon? Looks pretty good!
>>
>>331261484

What about hand-drawing some art then scanning it and tracing over it in adobe illustrator or similar?
>>
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>seizures
>over sensitive to light, sound, and motion
>can't work on game
>brain scan next week

I hope I'm not dying. Ive joked about it til now but the reality of it is finally hitting me
>>
>>331260763

I want to but hopefully some artist picks up interests with my game at somepoint later on.
>>
>>331260763
I'm trying, but this project's moving at a snail's pace.
>>
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>>331249049
It's going ok. Added junk that appears when you break stuff. It's only bones at the moment, so feel free to imagine the pots as filled with skeletons
>>
>>331262278
what kind of shitty healthcare you got when you wait a whole week after having seizures? unless it's a common thing for you?
>>
>>331262636
I like it, did you design those sprites yourself?
>>
>>331259595
I'm now trying to port one of my old games to android. is it true that you MUST have the developers edition to put ads in your app? that's kinda shitty.
>>
>>331262636
it triggers me that he's left handed.
>>
>>331262856
The player and pots are by my artist, the skulls and tiles are by me

>>331263013
>he
>>
>>331252552
I combine a regular name with the first thing that comes to mind. for instance
Gregory + Boobs = Grood
George + Boobs = Judice
Mark + Boobs = Mobos
I don't even get the logic behind it, it just works out
>>
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>>331261072

>when
I wish I knew, we'll probably try for greenlight soonish (before summer?). I really don't have the time to work on it these days and I started spriting for another project

Yes, it's almost entirely monochrome

also some music here :
soundcloud.com/lobsterwing-delusions
>>
>>331249049
Working on Boss AI. The boss moves now, and some other minor things. Also warping into an enemy doesn't get you stuck anymore. Need to give it some more basic attacks though, then I can work on the hard part.
>>
>>331263306
I like it. you got a steam page?
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>>331262921

I really don't know about that, sorry. I don't even have the dev edition, the license I have allows me to sell my app as long as I put the fusion logo on the splash screen, and I'm okay with that.

You could try to contact clickteam to make sure if it's true, they can be really chill, at least that's how they've been with me in all past communications
>>
>>331262806
No healthcare, can't afford it, merrica. They are triggered by light so I avoid light and don't have them but feel so close sometimes. I think the stress of working on my game 8-12 hours a day for months and a multitide of other reasons caused them. I don't know. I can't afford thousands of dollars for an ER visit. I'm just waiting. If I can't finish this I don't care what happens to me. It took me over 3 decades and many failed endeavors to realize this is what I really want to do. If I can't finish this id honestly rather just die, nothing made me as happy as this.
>>
>>331264156
Damn. Sounds like you need to take a break, relax a bit, but I feel for your position too.
>>
>>331263860

not yet, i'm currently recording gameplay for the required trailer

we already had one done but then scrapped it because it was eeh, and I had changed the whole camera/movement/jumping physics in between
>>
>>331264471
Thanks. Ive avoided working and trying to distract myself, its just a bad feel being stagnant. I'm glad I can still see others work at least.
>>
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I've made some adjustments to my Anti-Piracy Keikaku. We're almost ready to get some actual work done.

TL. Note: Keikaku means Plan
>>
>>331265903
you're just making me want to pirate it more and more
>>
>>331266158
I'll make it a cheat code in the legal copies

something like ABMURACYA
>>
>>331265903
I hope the pirated version will have the plain and ordinary as fuck designs instead of El Spacemano.
>>
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Has anyone in these threads tried using Source?
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>>331265903
Why is the pirated one so much better?
>>
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Been working on a networked TD game that supports up to 16 players, almost all the work has gone into code up to this point, just starting on art now.

Gotta replace the placeholder world tiles I made back when I coded the map generator and figure out what my art style is gonna be. HUD needs a complete redo as well but for now it's functional and low priority to improve.

Honestly it's nice to finally get to start on art, it's been nonstop programming up to this point only using making an art asset when I need to test a feature like runtime anim loading, networking, HUD info, projectile effects and shit like that.
>>
>>331267605
So if I wanted to make a Stanely Parable-esque game about horror tropes and with actual combat and gameplay, would that be best engine? Unity?
>>
>>331249835
bump
>>
>>331265903
Can't pirate a game that isn't even started yet.
>>
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>>331267716
source pls
>>
Working on AI for a remake of an old "grab stuff and run from monsters in a house" game I did. A* pathfinding works so now I'm adding things it should do with it like waiting, patrolling, stalking, chasing, etc.
>>
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>>331249049
I just finished a CRAZY fuckin' AR project. It uses two Wiimotes and an AR marker to capture the position and orientation of my dog. It doesn't work very well at all, but the concept was a success.

The AR did a much better job capturing than the Wiimotes did. No surprise there. The Prof is gonna eat this shit up.
>>
>>331268150
Ohai Green Hill Zone.

Still. Looks neat, Anon.
>>
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>>331272078
someday
>>
>>331263729
i see your faggot ass in every single one of these threads
why is that?
>>
>>331268150
>OVEN

Effective against Juden enemy type?
>>
>>331273673
Is your dog named Hiro?
>>
>>331274451
Nah. That's just the default ARToolkit marker. Her name is Monique.
>>
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Anyone use this? How is it?
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>>331274659
>Monique
is she a sassy independent black woman
>>
Was someone here working on that Ao Oni kind of game with the jimmies gorilla?
>>
>>331274739
No, not Mo'Nique. Monique. It's a French name. Poodles n' all that.
>>
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Working on a platformer/RPG with combat similar in vein to terraria, but aiming for more in-depth.
Just finished building a damage absorption buff which can, depending on settings, absorb specific schools of damage, specific percentages of incoming damage, optionally magnify all damage the shield receives, and has an optional setting to absorb healing instead of damage (which will allow it to be used as a debuff which hinders afflicted units' attempts to heal themselves).
Took me a while to do, when I get back to it I'll start working on damage reflection buffs
Old webm showing a different debuff because despite all the work I haven't implemented visual feedback for receiving damage and nothing on the UI to indicate how much the shield has absorbed, so there's nothing to actually show
>>
What would a 3D game end up being like if it was made in Game Maker?
>>
>>331275440
It would end up like a 3D game, but in gamemaker. I've seen it done before.
>>
>>331265903
You should subvert your image/texture resource control in pirated versions to use checkered blocks
>>
>>331249049
I'm looking for a development suite that fits the following criteria:
>Can develop game mechanics with no code, object-based code, or at the very most, a little bit of C++ or C#. Lua / Python / ML support would be nice.
>3D, Shaders, Dynamic Lighting, and even Memetic Aberration
>Competitive and Simple NETWORK SUPPORT
>Gives me tools to animate cutscenes in a 2.35 widescreen format in either pre-rendered or real-time
>Realistic acoustic models, surround sound, source audio streams, .wav
>Environment design with a grid based "in-game" editor, textures, wall lengths, thinking along the lines of Halo 5's forge but without objects
>liquids that aren't gobos
>To be able to sell it on Steam
>>
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>>331275524
>>
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>>331274139
Fuck off nigger. Are you capable of seeing how in depth his logic is? The fact there are placeholders is hardly of importance comparatively.

I don't think a non-dev could appreciate it.

>>331263729
Continues looking better each time.
>>
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map guy is procrastinating

but I'm still doing stuff, like drawing sprites for "bonfire" scenes.

https://www.youtube.com/watch?v=FNmbHkNFZ5Y
>>
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>>331275754
10/10
>>
Its coming along good, OP

Im working on saving and loading the last couple days, I do have to run a script when I create a new class, but besides that it'll automatically be incorporated into the save system, including populating field references. Also its not simply loading up a serialized snapsnot, its recreating the objects one at a time, so I can do events or whatever per type.

The downside is I relied heavily on coroutines and events in my game, which now I don't know how to incorporate into a save system.
>>
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>>331275750
Multimedia Fusion has no coding. It's basically Lego Mindstorms. It's a 2D engine made for literal children, though. Wouldn't recommend it for a serious game.

If you want to make a 3D game then you have to learn to code. Sorry, but it's the truth. You need to learn vector math and learn how to use it effectively.

Welcome to video games.

I believe in you.
>>
I'm getting strange lag when I shouldn't be. Engine dev sucks.
>>
Is itch.io a good place to share beta/finished games? So far I usually just put bullshit on dropbox for people to dick around with, but I'd like to push my next projects onto something else, or try to get them greenlit.
>>
>>331275754
More entertaining than most indie dev trailers
>>
I'm gonna start this weekend for real this time I swear. Tomorrow.

Maybe sunday.
>>
>>331276637
Let's say I want do some wacky shit, like walking on walls and your perception is perpendicular to the wall, or fuck, the ceiling, would I have too learn some Herbert Hoover bullshit?
>>
Should I make my gamemaker game run at 60 fps or 30? I don't know if there are any complications with making it 60 fps or not
>>
>>331277389
If you can manage to keep it at 60 consistently, you definitely should.
>>
>>331277389
Silky smooth cinematic 16fps or bust
>>
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>>331277187
>full release never since he had his fun and wanted to work on actual projects instead of 3D gamemaker jokes
>he wouldn't want to go back to make it as a meme game since it would lose its charm if he intentionally made it shit while using an actual engine
>>
>>331275846
Looks cozy.
>>
>>331277882
you ain't seen nothing yet
>>
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>>331277314
Wall-walking and Wall jumping ESPECIALLY. YES. You need to know how to work with vectors, velocity, Normal vectors, rotation, all that jazz.

Basically, to make a wall jump, you'd need to cast a ray from your character's front towards the wall. You then need to get the Normal Vector, which is basically the reverse of the ray you hit the wall with.

Think of the wall like a mirror and the ray like a laser! It bounces off!

After those calculations are made you just need to make the player jump off of the wall at that angle when they're touching it.

As for wall-walking and ceiling-walking, that is NOT as easy as it seems. You're playing with and against gravity in different ways, shifting it around, it can be a mess if you're not careful.

Read some tutorials and see if you can't find some free packages to get the job done!
>>
>>331277389
No, do 60. Set it now so you don't have to fuck with timing and speed variables if you set it later.
>>
>>331278126
What if the walls and hallways are just linear and you move left and right by moving to the wall centrifugal to the center, like strafe right would be to move unto the right wall, kind of like in Super Mario Galaxy.
>>
>>331275750
>>Can develop game mechanics with no code, object-based code, or at the very most, a little bit of C++
Unreal Engine 4
>>
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Worked on fixing the vitiligo on a character after some anons gave some good criticism.
>>
>>331278729
Networking?
>>
>>331278649
So, you're talking about making an Endless Runner then? I'm afraid I don't understand. Please provide a more expansive design concept with images if you can.
>>
>>331278794
I don't know shit about online competent of any kind but they have a tutorial for it so I assume it works in some fashion.
https://www.unrealengine.com/blog/blueprint-networking-tutorials
>>
>>331278769
hmm, i have vitiligo
>>
>>331278889
Let's say that you're in a long hallway, but there are 'rails' of sorts. You can still rotate and look around, but when you bump into the right rail, your character hops unto the right wall and the camera rotates in a "roll fashion" so that it is perpendicular to the wall so that the old floor is now the new left wall and the old right wall is now the new floor. It's not a railshooter because you can rotate and move back and forth on one of these "rails".
>>
>>331279194
Gratz on having cool looking skin.
>>
>>331253289
pretty sure it does, look through the documentation for the current animation system. i remember reading on there about how you can blend different animations together affecting different parts of the body. haven't really messed with it myself yet as i have yet to make a human model im really satisfied with
>>
>>331261484
i know that feel, i recommend following that other anon's suggestion and just scanning in your artwork. i wouldn't say i'm great, but drawing with a tablet is like 10 times harder. i just use mine for coloring in my scanned artwork and for zbrush
>>
I've actually added most everything i wanted to at this point. now i gotta start adding quests and populating the world and shit.

if anyone wants to take a look here's a mega
#F!X00TWQIa!MujmyIKkUiftYhEuXml_wA
tell me if anything breaks or whatever,
you will need something to compile all this shit though, jgrasp is free if you have nothing.
>>
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>>331280661
shit i forgot the pic
its java btw
>>
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>>331279265
Oh, so you're running down a square-shaped tube and shifting from wall to wall?

If that's the case then that's WAY easier! In that case just rotate the room and ensuing obstacles themselves when the player hits triggers on each wall! No messing with gravity, no nothin'.

I literally just whipped this up in about 15 minutes in Unity. Is this kinda' what you were going for?
>>
>>331280808
Could you do that in an environment that's not just a tube though, like a fully fledged 3D arena map built with "tubes"?
>>
>>331281308
Oh, yeah, totally. Then you would have to mess with gravity, but it shouldn't be too bad. Then you make a "shift engine" that shifts gravity to wherever you need it to be based on triggers placed at key points.

Again, it takes SOME coding knowledge and research, but it's totally doable.
>>
>>331281575
How would that work with cameras, because the cameras should be perpendicular to the floor so that wherever you are, you appear upright.
>>
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do you have a game eyedea yet /v/?
>>
>>331278769
you mean albinism?
>>
>>331281774
You can literally attach the camera to the player which would solve that issue, but it might limit the camera's mobility. It'd take some research.
>>
>>331275846
>hard pixel grass
>filtered trees
>high resolution character art

get your shit together anon
>>
>>331281906
No, Albinism and Vitiligo are two different things.
>>
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>>331260763

Yeah. I enjoy cel-shaded games and what they have to offer.

https://www.youtube.com/watch?v=SZVfdFR3AuA
>>
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>>331281873
no
>>
>>331281873
A big one. At first, I wanted to do a novel, but then I got caught up in the idea of someone adapting it into a film later and doing a bad job, So I wanted to make it a movie, but I have no experience in the film industry and my story is basically /pol/ the epic, so I'm making it a game.
>>
>>331281873
way too many. how do you pick one and stick with it?
>>
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Soon... soon I'm done!
Mostly just bringing levels into a decent order.
Then hoping it works just as well on iPhones (dev'd on Android).

And I'll be done!
I will really have finished creating a (as i see it) halfway decent video game, can you believe this?
>>
Has anyone tried using Cry engine yet? It looks pretty cool, I wanna play around with it.
>>
>>331282442
COMBINE YOUR IDEAS and then you have a dream.
>>
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>>331282442
you have one eyedea and stick with it
>>
>>331282319
this looks neat-o's
is this your gemu?
>>
>>331281873
Make a copy of the giant Clank segments from the Ratchet and Clank games using robots from a show I like.
>>
>>331282563
then you have a mess that would be impossible to finish even in the best case scenario
>>
>>331264156
what about obamacare?
>>
>>331281873
A mech game where you genocide furries is a good eyedea right?
>>
>>331282681
A dreamer is either a Master of all trades (in this case, for me, it would be writing, dialogue, gameplay, everything) or jack of none.
>>
>>331282549
Puzzles? Cats? Mobile game? You're gonna make bank with this, Anon.
>>
>>331282549
That's great anon, give yourself a pat on the back, you deserve it!
>>
>>331281873
I have a vague idea on the settings and characters, but I can't draw and don't know anything about character design so I'm putting it off until the prototype is somewhat presentable. The gameplay comes first though, and I already know what I want to do with that.
>>
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>>331282594

This is my 'gemu', yes. It made it through Greenlight, and there's even a Christmas-themed prototype available if you want to give it a shot here:

https://codybean1.itch.io/christmas-satellite

The final game on Steam is going to take some time, but would have all the stuff the Christmas iteration had and continue from there. Essentially the Christmas version is "Part 1".

Christmas version is free at the moment, and you get a Steam Key for ColdNite when that's out. Have fun!
>>
>>331278261
>Set it now so you don't have to fuck with timing and speed variables if you set it later.

please tell me gamemaker uses delta time
>>
>>331282549
The way the debris clips through the wall and stays in mid-air outside the playfield for a moment before disappearing looks a bit bad. Could you improve it maybe?
>>
>>331283043

Can I ask how you're doing the outlines? Is it a shader or just a slightly bigger black mesh with inverted normals?
>>
>>331283467
Not really, it's not realtime physics since it's for mobile.

I noticed too it doesn't really look stellar, but you only notice it on a few stages where those blocks are near the small outside walls.
The one in the webm might actually be the worst of where it's used.

But it doesn't affect gameplay, so i thought: eh, whatever generally the breaking effect looks nice.
>>
>>331283501

I use two cel-based shaders, depending on the job at hand. Unity's default toon shaders use outlines that appear the same size regardless of distance, so I opted for an alternative called "TSF" for most outlined objects. TSF has weaknesses of its own that the default shader is good at, so I switch them out depending on what I need. Most outlined objects you'll see have TSF as their shader.
>>
>>331263729
Dude, I just started today, and I was worried about assets at the same time as programming, and this has easily calmed my nerves down.

Thanks.
>>
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>look through old folders and projects from the past decade of programming and trying ideas which didn't take off
>find horrifying and/or hilarious shit
>>
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>>331284261
Just don't do what I do and take 5 years to make any rectangle [with or without fancy light blue/red streaks] at all. When I have to make more assets I usually do something else for like an hour before I kick myself enough to do it.
>>
>>331284652

>tfw made an hour long game with a single unity scene
>didn't group or order objects in the heirarchy

>tfw looking at your old code
>300 line long methods
>duplicate code everywhere
make it stop
>>
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>>331284907
>flash game runs at a cinematic 12 FPS
>>
>>331285043

I forgot to mention
>hundreds of active rigidbodies in one scene
>no use of deltaTime

And people ask me why I don't touch my old shit
>>
>>331284725
Dick edits? anyone?
>>
>>331285149
Anon, I don't know if anyone remembers that whole trip thing anymore. Hell I don't even remember the name. Started with a 'T' maybe.
>>
I pissed away my whole spring break screwing around, doodling junk and making no progress.

But I made some tiles today so that's something, right?
>>
>>331285298
toady or w/e it was, those were fun days. He couldnt post anywhere without dicks plowing his face. ohwell have a free bump.
>>
>>331250409
Nice. Need a little more of work, though.
>>
>>331252385
Always makes me laugh. Looks fun
>>
>>331257092
Looks pretty good, but I think that the screen is a bit too zoomed in.
>>
I had an idea for an RPG battle-style that used character positioning with one side against another, something ATB but maybe turn-based if I had to. Was kinda inspired by the Battle Network Games and general D&D battles.

https://www.youtube.com/watch?v=-PZFPvaVVMA

Then I found out that Grand Kingdom was a thing and it does it a million times better. Is this battle style super common? Should I give up for not being original?
>>
>>331286617
>Should I give up for not being original?

Nothing is really original at this point. Just do what you want to do and improve or modify the concept.
>>
>>331286617
If you were making a text editor, would you give up because other text editors let you edit text just like yours?

If you were designing a car, would you give up because other cars have 4 wheels just like yours?

If you were designing a message board, would you give up just because other message boards let you post messages just like yours?

Your game requires gameplay, just like every other game out there. No, it doesn't have to be original.

Long as your art and story are unique, go for gold.
>>
>>331285597
wait a minute that card
weren't you the one working on seafarer a long time ago?
>>
Say I want to make a VN, what engine would be good for that?
>>
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>>331287123
That was a different dude, but I can see the resemblance. I was the one making the game about fighting skeletons back before college started kicking my ass.
>>
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how's my electricity effect look?
>>
>>331287391
Really good.

How'd you do it?
>>
>>331287224
renpy probably
>>
>>331257092
anon, bud.. this looks great! my preferred aesthetic for sure
>>
>>331285298
I'll always remember Toady since the dick edits always getting a chuckle out of me
>>
>>331262278
if you're dying smoke weed

if not smoke weed
>>
>>331287439

It's a combination of cycling images (that's what the white thing is) and vertexes that randomly scatter and snap
It's using unity's built-in line renderer, I hope it's not that resource heavy to use, I never like trusting unity's built-in stuff
>>
>>331287391
Very Ratchet and Clank-esque
>>
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Working on a racing game. Something like mario kart + rocket league + f-zero.
>>
>>331287837

How do you handle collision of the cars? Capsules work for most FPS/third person games, but cars are much more rectangular than that
>>
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Clarifying and revising some of my ideas since they weren't clear with my original illustrations. Hopefully these three I'm about to post do a better job.

The main idea is that I want to make an RPG that emphasizes battles, which are my favorite part of the genre if the combat system is good. Rather than strategy or basic math, I wanted to build a system around reflexes, and to add, within a certain range, a random window that affected enemy speed upon approaching your party that made you have to think about the audio cues and other factors to correctly time your blocks to their attacks.
>>
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>>331287959

Fire #2, explaining status effects.
>>
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>>331288029

And the last one, explaining most of the combat system.
>>
Finally figured out how to save any choices a player makes throughout the game, so any choices a player makes can finally matter

>>331287224

Probably renpy or unity2d, just dont be like me and do it in unreal engine.
>>
Any artists looking for a programmer to work with?

I hate doing my own art. Would like partner with someone on a 2D project!
>>
If I wanted to do a cRPG of similar scale to Fallout 2, for example, how big of a team would I realistically need? I'm a professional artist and have even done a lot of writing. I could do all the art assets and writing for the project, the only issue is I've never done any programming or game development so I don't even know the first place to start looking for people.
>>
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I am trying to make a Rock-Paper-Scissors game in Unity as my first project.


You click on an image, math happens, and score goes up or down.
It is very hard and sophisticated to do, and I expect it will earn me a lot of money.
>>
>>331288279
Normal mid budget game team:

>3-5 people that deal with marketing, branding, communication
>3-5 people that deal with organizing, managing, business
>6-10 people that deal with art assets
>2-3 people who deal with writing and concepts
>5-6 people who deal with gameplay logic and content
>2-3 people who handle music and sound
>1 guy who codes the whole thing
>>
>>331288527
With a team that size you should have at least 3 programmers unless you want to bottleneck development.
>>
>>331288683
The "gameplay logic" guys are also programmers, they script the game with the API developed by the lone soldier at the bottom.
>>
>>331288107

Actually sorry, not the last one. These other three should help to further clarify things.
>>
>>331288107
I've been coming up with a combat system for a while and have been having trouble trying to decide how positioning would work for battles of 6v6.
I want positioning to matter in some way.

What I've been thinking lately is that I have the user able to place their character anywhere on their side, as long as it's not within a radius of other characters (their width). Then attacks would perform calculations to see if they can hit or not. So you'd be able to block, but also you may not be able to block from certain angles.

It sounds interesting in my head, but I think propositioned locations would work better since the AI would have difficulty if you could just cheese them.
>>
>>331249049
I'm sorry, I'm only an idea man.
>>
>>331288863
pitch me an idea, idea man
>>
>>331288527
>marketing, branding, communication
Background in graphic design, that's completely up my alley too.
> organizing, managing, business
I'd likely need a lot of help here too I'm sure.
>art assets
Completely within my skillset too but maybe help would be needed for expediated development.
>writing and concepts
Already have all the concepts done and even much of the writing done.
>gameplay logic and content
Yeah I'd need programmers for sure.
>music and sound
Definitely not my field.
>1 guy who codes the whole thing
Same as above.

Would I really need that large of a team? I've got a huge amount of the writing for this project done already, I'm a fast artist on top of that, and I've got a background in branding/marketing so I'm not worried about all that. My biggest concern would be paying everyone full time.

And I do understand all the art and writing takes a huge amount of time by itself so I wouldn't be averse to other artists or anything, though I'd ideally like to keep the project as small as possible while still attaining the scope and scale of what I want to accomplish. Pipe dream I'm sure though.
>>
>>331249049
>How's the game comin', anon?
kinda of lame since ive worked out the general concept and know how and what to do to implement it all

its just that im lacking in the art aspect since i cant really seem to find someone to work with who is willing to partake in something that has both to do with mother son incest and bestiality and at times bestiality at the same time as the mom is doing sexual things with her sons.

kind of niche shit that i want to make as i know it will never exist otherwise but going at it alone is going to take while untill i can get the money to hire an artist out of pocket to help me make the assets i need to complete my project
>>
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>>331288757

I'm trying to imagine what you wrote, but I'm visual guy, I can't really see it right now. In any case, 6v6 is rare in an RPG and could be interesting from the scale alone.

Showcasing potential terrain for the overworld, here. Apparently you can pixel and draw anything you want as long as there's an invisible collision map layered over it. That means that, essentially, I can customize art assets for every part of the game. How exciting.
>>
>>331288947
>Would I really need that large of a team?

Nah, this is more like the team for Serious Sam, or Pillars of Eternity.
The golden middle ground between AAA++ and indie.

If you just want to make a game, you can do it alone. It will take a tremendous amount of time and effort, but its possible, and done many times before.
If you want to make an economically viable product, you need to hire people, and pay them. Gotta risk if you want to earn.
>>
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>>331289053

The planned resolution of the game, zoomed in 200%. Drawing the assets is fairly easy, but rendering them thoughtfully and really making them pop with a good palette? Gonna have to hit the tutorials and get some tips from pixeljoint.
>>
>>331289060
True, and I've no problem with getting a team though I myself am poor and have no idea how to fund such a thing. I think the scope may be a little too big for me doing it alone (especially if I needed to learn programming in addition to doing the music without any background in those fields).
>>
>>331289053
just code it already
>>
>>331289259
But planning the plan is more interesting and fulfilling than doing the deed.
>>
>>331288884
A base/settlement building kind of game where your resource harvesting changes the environment and creates new problems that you have to adapt to. Alternatively, do it in an RTS format where you have to compete with neighboring settlements, including the possibility of ecological warfare.
>>
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>>331289192

Overworld actions, a lot like Super Mario RPG. Isometric, jumping, running, enemies visible in the overworld, some platforming (nothing too intense), and climbing, if you find rock walls and suspicious looking fixtures. When it comes to castles, since they can be so big I thought it'd be fun to have more than one way to go up in it, along with finding secrets (relics, secret/rare enemies, etc).
>>
What software do you use to manipulate images - GIMP or Photoshop or some other?
>>
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Something like this.

Based on the attack you are trying to do, you would be limited on which targets you can pick based off of where you are.

The key point to balance would be preventing cheese formations from winning, or allowing the AI to move around and predict which attacks would hit the most targets.
>>
>>331289192
Be careful with maps like that
People tend to keep them open all game and it really ruins the experience even if they're doing it to themselves
>>
>>331289590
Reminds me of how Blitzball worked in FFX.
>>
>>331289642
>the player is a dumbass and you have to force them to have fun via restrictions

It is known.
>>
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>>331289387

Okay, now it's the last image. The protagonist.

>>331289259

I was planning on paying a programmer instead and further incentivizing them joining by having all the art assets prepped and a bunch of pseudo-code written down that would make him not have to guess what I want or see what was feasible.
>>
>>331289717
>Okay, now it's the last image. The protagonist.
dropped.
>>
>>331289717

Were you going for androgynous?
>>
>>331289741
why
>>
>>331289741

Whatsamatter

>>331289642

I'd probably make it so the room doesn't show up on the map until you've entered and exited that section. There's no big, giant overworld, but rather six to ten points, each representing an area with several rooms, including one town and one city.

Here's where it gets tricky - I want to keep the game to where you can select any "world" to enter and explore first, like the first Legend of Zelda game. Some areas would naturally be more difficult than others, but to reward speedrunners and great players, I want the damage to be based on percentages (still showing up as integers in battle). So if a weak enemy takes 5% of your max HP, it takes 5%, whether you have 100 or 1000 HP. Hopefully it can be done.
>>
I haven't worked on it.

I suck at combat systems. I've been stuck on this for months, and I don't want to dev because FUCK combat systems. Nothing about it feels right, and I'm fairly sure it's an animation and effects issue, rather than a coding issue.
>>
>>331289717
id fuck it
>>
>>331289717
It's like a wimpy polnareff
please don't use toothpick legs
give him an actual ribcage and stomach muscles please
make the eyelashes less feminine
drop his right-side clothing some more so a manly nipple shows
put some powerful insignia on his arm bands
make his bet strap dangly thing a bronze/gold chain instead
and either downsize the top hair swirl thing or upsize the lower portion of hair, it's too lopsided
>>
>>331289958
i can neither identify with this character now find it attractive, cute or anything. It disturbs me.
A little like those bodybuilder women, just more unreasonably deformed. It makes me shudder thinking of those.
>>
>>331289686
It was a huge problem with Diablo and similar games
It's why blizzard made an effort to slim it down because you just kept it open the whole time while playing
>>
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making PONG WITH GUNS and spooks
check out my progress and let me know what you think

neetdev.tumblr.com
>>
>>331290138
Can you identify with a car? What a stupid argument to make.
>>
>>331289852
>>331290129
>>331290138

I understand. The pants, striped shirt and physique were meant to hint at her being a pirate, she was an orphan who mistakingly stowed herself away on their ship, and was raised by the crew. If it helps, my imagined voice for her is Moira Quirk.
>>
>>331290283

Pretty fucking sweat bro, really original idea too.

I'm wondering how simple or complex you are going to make it though. I could see alternate guns/weapons as being a method of changing up the gameplay but it might make it too complicated. Any planned multiplayer?
>>
>>331290283
I love this idea. Simple, fun, and potentially thrilling due to how fast that fireball seems to move.
>>
>>331290129
Anon, you are the focus test group.
>>
>>331290159
An easy fix is to have it only be usable when you're not moving. If you want to look at the map (you can keep that screen), you have to stop and pull it out. You can even have a little reading animation and a pull out/put back animation for it that takes less than a second or so. Game stills goes on in background, so it's a risk/reward thing.

Now you're map usage is limited, and you have to learn the areas by memorizing the map, and figuring out where you have to go with the layout and landmarks. It even heightens the immersion, as you can see the character reading it, and the whole game doesn't pause.
>>
>>331290381
no but i can find the look of a car cool or can asprire to get a certain one. And if they can play one in a game it's abit like owning one. People can also find designs of cars sexy.
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