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
Making progress on my tilesets. Currently trying to fix the shading on this tree.
>>331250409
what engine are you using?
I made this cool effect, check it out
>>331249049
Does Visual Novels count as "games"?
I got mine ready in 2months
>>331250731
Unity. I'm making the tilesets in Photoshop.
>inb4 tree fuckers
>>331250792
Damn, cool.
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
Why is Unreal Engine GOAT?
>>331252090
because shilling is an art
>>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
>>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.
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/
shilling for this again. excellent program.just pirate it and see for yourselves
>>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.
>>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
>>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
>>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.
I'm finally getting somewhat close to having multiplayer...
>>331255770
fucking hell thats amazing
Is MUGEN a good fighting game engine, or is there something better?
>>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.
>>331253031
That's what I'm using, it's great if you can get used to its ui.
>>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)
>>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
Is anybody using anime/cartoon artstyle for your game?
>>331260065
the extra o is on your mom's face when i fucked her.
>>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?
>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 asnail's pace.
>>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
>>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 daysand 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?
>>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.
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
>>331265903I hope the pirated version will have the plain and ordinary as fuck designs instead of El Spacemano.
Has anyone in these threads tried using Source?
>>331265903
Why is the pirated one so much better?
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 gameabout horror tropes and with actual combat and gameplay, would that be best engine? Unity?
>>331249835
bump
>>331265903
Can't pirate a game thatisn't even started yet.
>>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.
>>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.
>>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.
Anyone use this? How is it?
>>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.
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
>>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.
map guy is procrastinating
but I'm still doing stuff, like drawing sprites for "bonfire" scenes.
https://www.youtube.com/watch?v=FNmbHkNFZ5Y
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.
>>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
>>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
>>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
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.
>>331280661
shit i forgot the pic
its java btw
>>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.
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.
>>331260763
Yeah. I enjoy cel-shaded games and what they have to offer.
https://www.youtube.com/watch?v=SZVfdFR3AuA
>>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?
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.
>>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.
>>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.
>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
>>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
>>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?
>>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.
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
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
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.
>>331287959
Fire #2, explaining status effects.
>>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.
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
>>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.
>>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.
>>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?
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.
>>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
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.
>>331290283
This could be pretty gnarly, like a PS1 or N64 game that should have been made but wasn't. Plus, with it being 3D like that you could do a million things with the floor.
>>331290283
Nice colours.
>>331290427
>she
well shit, I am >>331290129 and I guess disregard all of that.
Maybe add MORE eyelashes and a bit less chest bulk, maybe widen the hips a bit.
The toothpick legs see fine for a female, but those feet are just ridiculous either way.
>>331290516
I'm what?
>>331281873
A mecha fighting game that turns into ZoE about halfway through after completing some characters' story modes
Shit y/n
>>331290427
you might want to work a bit more on the breastal region, currently it looks like she has a man's chest
I'm genuinely confused as to what the two lumps on her left torso are meant to be, plus it appears that the middle of her torso connects to the right arm
>>331283434
You can probably half-ass it by multiplying your value by the room speed.
So, if you have some value that goes off of a timer.
if (timer_value == ((foo * room_speed)){ //room_speed is the variable that can be visually changed, or changed via code. More info in the documentation.
//bar
}
Then have your timer increment every frame, and have it reset after each event that uses it. Or something.This isn't the best programming though, and I don't recommend it. There's probably a better way to do it via modulus or something. But I'm tired as fuck, and only stumbled into this thread for some retarded reason.
>>331291219
>There's only one style and shape of boobs allowed
Oh /acomblr/.
>>331291328
That's a guide of how to draw them realistically. The truest thing about art is that in order to draw things well stylistically, you need to understand the natural body.
>>331291554
It's a pretty shit guide considering how contradicting it is.
>>331291662
Not him, but how is it contradicting?
>>331291715
Even if it's just for the sake of 'o's, drawing the "weeb" boobs in "How to boob" and then saying don't do that is ironic.
Clothes CAN suction onto boobs and anywhere else on your body.
Some boobs can look like his "lol no" example.
>realistically but doesn't even touch on asymmetrical irregularities
And he only touches on the most average size which I guess is the most relevant, but it's still pretty silly.
The connected to arm-pit point. is good though.
I'm decent at math /v/
Will I be decent at programming if I can work at it?
>>331292016
math is fine, but pragramming is a lot of logic.
Logic is a good part of math but theres more to come for programming.
>>331292135
Alright, thanks anon
>>331292016
Nigga, you can be decent at anything if you work at it.
Like this anon said >>331292135
Logic plays a big roll in programming.
But being the most logical, mathematical nigga doesn't mean you'll automatically understand it.
>>331292016
How decent? Do you understand matrices and 3D vector mathematics? What about trig?
Like >>331292135 said, programming in its rawest form is largely logic based. However for games specifically, there's a lot more maths compared to some other applications of programming. Math knowledge helps a lot if you have high ambitions, since things can quickly get complicated especially if you're working in 3D
making a pixel platformer because clearly there's not enough of those
>>331254304
the 1st one does, the 2nd looks ridiculous and off balance
>>331292336
it does tho
>>331291935
youve never actually seen a real pair of tits have you
>>331292575
Nope, never even seen a girl with my eyes either.
>>331292425
seems alright, but don't forget about an interesting story!
>>331292425
your arrow symbol looks a bit like a willy
>>331292782
rude
>>331294045
I tells it how I sees it
>>331249835
How's stencyl?
So anyone remember back when people were making those Paper Mario Wii U speculation threads a few weeks/month ago?
Someone in one of them suggested a streetwise Goomba/Gloomba partner (same person kept spamming the female Pokey image asking for what kind of partners people would want).
That faggot was me.
Here's where I am currently. Combat's getting close to finished in a general sense, but still quite a few things to do.
Working on a turn based RPG about video game characters escaping their games. They live on an emulation/rom hosting server, but the server is going to be shutdown soon. So you and bunch of other characters have to team up to find a way off the server or something.
This is the intro I'm playing with. You start as the main character of some terrible food-company-advert platformer game. Then you get "rescued" from your game.
All the art and stuff is temporary / placeholders since I don't know how to art.
>>331295571
That looks awesome.
This is entirely up to you, obviously, but if it was me, I would get the game and the mechanics down 100% pat, make it as close to the good Paper Mario games as possible, and then change the characters and the story just a hair, mostly to avoid the ever-vigilant cease and desist, but also I think a Paper Mario-like, on Steam, starring Cardboard Marlo in the Toadtop Empire could, if done well, be even more hilarious and exactly as in-character as any legitimate Paper Mario game could be, simply because the fact that there hasn't been a proper PM game in so long is, at this point, itself, an in-joke
>>331296084
cool effects.
>>331296084
neat fucking intro, the breaking kind of looks like a spiderweb thoughnot that that's a problem, what if the one responsible for it is a server admin final boss spider living in his mom's basement? dat foreshadowing thoalso, I RECOGNIZE THAT PEAR
>>331296137
That's sorta the plan.
For now I'm trying to recreate all the proper logic and whatnot from TTYD in Unity as the basic framework to build the game on.
From there, I'm going to be adding/refining mechanics and whatnot while building a completely new story (in the same sense TTYD was new compared to 64) and whatnot.
I won't be releasing it for profit anywhere. This project, if I keep going the way I plan to, will take like 2-3 years to complete.
I'm going to keep anonymous in that time and only release a build of it onto mega/torrents once it's finished to avoid any potential C&D.
I also was restless and decided to write out the first ideas for the prologue I've had so far. So people can read/give feedback on that if they want.
http://pastebin.com/4S61AVyz
Basically it's the same "collect the 7 mcguffins" story as the others. This time the mcguffins are literal keys and the villains will be a smaller, more fleshed out group like Bleck's crew was.
You have 20 minutes to explain why you're not working on your game right now!
>>331297413
because I'm about to go visit my childhood friend
>>331297413
I don't know how to program, music or art. I just check these threads in hopes of me getting fired up but I don't do shit
>>331298134
none of us really knows what the fuck they're doing
doing it anyway is the key to success
>>331297413
Because I have other, more urgent goals, and I'm procrastinating on them.
I am shit at time management.
>>331298475
You sound like someone who is sad that he doesnt do anything, and that prevents him from doing anything.
What a fag.
>>331275846
why don't you just model some trees
>>331281873
Too many, but ideas are cheap.
I dont got what it takes
What do you use to make your sprites and animations? I'm doing it with Photoshop, but surely there must be a more efficient program for this?
>>331281873
liero
but with more cool guns
also mouse/controller support
>>331287245
Fighting skeletons? You must make this happen
>>331288203
Can I see some of your art
>>331292425
If you make it hardcore enough you'll be sure to get the I Wanna Be The Guy speedrun audience
damn, can't believe the thread is still up.
>>331297413
Because I was sleeping.
>>331297413
because it's finished, i just can't find the file.
>>331299712
It's not like that. Doesn't mean I'm not a lazy fag though.
>>331303272
Not that guy, but i think you read that post wrong.
I see a lot of people planning on adding perfect blocks to their rpgs/action rpgs, but isn't giving the option to negate ALL damage a bit much? I plan on including a normal guard that suppresses damage, and I would like low HP/level strats to be possible, but making the game completely harmless if you learn timings seems a bit much.
>>331309117
Depends on the game and the mechanics. If you want to punish the player for blocking by still taking damage you're putting emphasis on either dodging, attacking, or health management, which has to be reflected in the mechanics of the game.
It's going pretty good, making backgrounds aren't as hard as I first thought.
>game
I've wanted to get involved with some people to make games, but have no clue where to look from a hobby perspective.
>tfw you really really want to make a game but lack any skills
>Try to sit down and learn some Java.
>Always get sidetracked and bored because I just can't grasp the way computers communicate.
Where the fuck should I start? I suck at tech and logical stuff in general. My brain is way too emotional and feminine, left brained shit is my achilles heel.
>after nearly a year after giving up on chiptune because I lacked the proper understanding of trackers
>still no video that properly shows how to make instruments function properly
>find a small guide on some forum somewhere
>it's a super small step that every major tutorial playlist skimmed over
I am reaching new levels of peeved.
>>331311230
>My brain is way too emotional and feminine
this has fuck all to do with it. you just need to learn how to concentrate.
>>331249049
Haven't worked on it for months.
Fukusima guy here,anons will know what up.
Unfortunately I'm broke and such is life.
>>331311230
if you never touched programing before, dont start with Java ffs. Start with pascal or C or even a Basic.
Learn your IFs and your FORs, then learn your ORs and your ANDs and then figure out what variable declaration is.
Then never go back to java.
>>331309630
are you sure? because that looks pretty bad.
>>331309117
There's quite a few ways to do it.
Good comparison is Diablo 2 with it's full damage block and rather hard to reach 75% block cap, also in D2 your block was reduced if you were moving. D2 block was really strong and only Paladin could really reach block cap comfortably because he had a buff skill for that. In Diablo 3 block is based on the block value of your shield and is a rather shit form of defense because damage scales so incredibly crazy after you reach max level. It's fairly easy to reach max block of 75% but it does barely anything in terms of defense and it's not really worth it.
I'd say if you want to have block not mitigate all the damage make it a % based value. That way it will scale well over the duration of the game.
>>331309630
What's your gameplay gonna be? LISA clone?
>>331311589
what tracker are you using? famitracker is some of the least user-friendly, intuitive software i've seen. luckily i had a friend who is a fami expert to consult. i rarely ever use it though because it's such a weird, nonintuitive way to write music. why would you read and write music top to bottom when no other music notation system has ever used that? if i actually want to compose a chiptune i'll make it in fl studio first with the 3x osc vst and then recreate it in famitracker for that more authentic sound
>>331313315
I'm using milky with the (new) control scheme as opposed to the fami2 controls, but I like the downward sheets honestly, that was one of the reasons I was interested.
>>331312590
Or he could just start withGameMaker
>>331313490
interesting. were you a musician before you got into trackers? for me it's hard to adjust to reading music top down when i've been reading it left to right for almost 20 years
>>331313678
That's the thing. Played guitar for a few years, and very rarely piano, as in, i knew how to play one, just didn't own one. The real secret to not being confused ishaving no idea how to read sheet music.
>>331313794
that makes sense. another thing i don't like about trackers is that your notes are just represented by a letter name, whereas on a piano roll or sheet music you can actually see a visual representation of the notes being higher or lower than eachother. it's much easier to ascertain relationships between them intuitively. i couldn't imagine someone trying to sightread off a tracker line
>>331314214
I guess it's just how you're trained. Since I just had guitar with no sheet music, I basically learned tabs only, which was just numbers and rows anyways, besides for stuff like drums the notes themselves should barely ever change.
I would like to make games, but I can't into art, so I'm screwed.
I contemplated making something with RPG maker and using mostly stock shit, but that's kinda gay too.
>>331314619
just make something that has fun mechanics without concerning yourself with art
>>331314619
>but I can't into art
literally a skill that you can learn by reading fow books.
Read /ic/ sticky start with Keys to Drawing and Fun with a pencil by Loomis.
>>331314690
>without concerning yourself with art
If it doesnt look good, it wont be good.
>>331314443
i never cared much for pure tabs myself. there's too much ambiguity in the timing that you might as well just listen to the song and try to pick it out yourself (which is a good ear training exercise anyway). back when i was more into guitar i used this program called guitarpro that used standard notation alongside tabs so you could get the best of both worlds. i liked that a lot.
for percussion, you can still aid a hypothetical drummer in interpreting your music if you arranged it so that your higher pitched drums/percussion instruments (cymbals, triangle, etc.) are represented by notes that are higher on the staff than your lower pitched drums. but obviously if you're writing videogamey tracker stuff you're probably not planning for a live drummer to play it any time soon. it's just easier to interpret and differentiate passages you've already written this way so you don't have to keep hitting Play again to remember what the notes you're looking at sound like. that's my biggest frustration with trackers
>>331314761
Yeah, but it'll takes years to have something worth using
>>331260763
Well I mean I would like to make a VN with my shitty attempts at Animu assets, but I'm not a writer and I can't program.
>>331314950
Not him, but if you have a solid base you can always get an artist on board later down the line
>>331315902
no,you can do art for money if you follow /ic/ guide in a year.
It takes practice and nothing else,there are only few major guidelines Keys to drawing that will teach you that repeat forever.seriously
Van gogh started painting on 27 years.
>>331316030
Looks cute,but she doesn't look like she's from space or a robot.
>unityfag hasn't posted yet
what kind of bizzaro world is this?
So, I'm currently starting to make my first real game in Unreal after fucking around with it for quite a while.
The basic idea is that it's a TPS multiplayer game in which you are playing in complete darkness. Like you can't see shit. Black screen, no UI.
There will be 3 items for now. A gun, a flashlight and glowsticks. Turning on the Flashlight will let you see, but obviously also reveal you to others. Same goes for the muzzle flash. The glowstick works kinda like a grenade you can throw it and illuminate a small area.
What do you guys think?
Fuck all these engines I'm using..Dream Maker.
>>331316512
Its called Penumbra.I get where you coming from I work on similar game stalker style.
>>331316239
>tfw when I'm 27
You just made me Genki anon
>>331316390
Yeah it's just one drawing that I did for someone, but they didn't need further designs because they didn't need the character anymore.
>>331285106
>no use of deltaTime
I'm pretty new to Unity, what should I be using deltaTime for? I'd assume you could just use fixedupdate and it would pretty much be the same as complicated deltaTime shenanigans
>>331316239
Time to make it big with my friend >>331316625
I have some great ideas for amobilegame. what's the best engine to make games for android?
>>331316684
>I'd assume you could just use fixedupdate and it would pretty much be the same as complicated deltaTime shenanigans
You're fairly on point but there are some things you want to update for each rendered frame instead of every fixed frame.
>>331316625
Seriously its not hard.
But its like any job,8h a day doing the same shit becomes repetitive.
There are nice skype groups on /ic/ that can support you in tough times.
Just remember everyone started from your position and hater fags always hate.
>>331316774
The best choice is to not make a mobile game. You won't succeed on the mobile market as a 1MA.
>>331316920
the flappy bird guy did.
>>331316512
Made a game with no graphics once but didn't pan out so well
Basically players could move north east south west on a map that they couldn't see, each action they took would trigger a sound like, different types of surfaces making different sounds of foot steps, if a player happens to walk into some stairs they'll start hearing someone walking up stairs, then again it might also be someone/something else.
Players had a command that allowed them to feel their surroundings, it would give them information like north: solid, wall etc
Meanwhile there's an AI that would go around, find players and kill them
Only way a player could know it was there is by listening and by using the command and they would see something like west: cold implying the ghost is to the west of them.
Have to turn and shoot the ghost to not die, but it didn't kill the ghost just make it respawn somewhere else. Players had to survive until a certain time.
Does Unreal Engine do runge-kutta 4 method automatically?
Should I be concerned about how I used deltaime vs. elapsed timings?
Does it handle this logic in its engine?
>>331317019
he got lucky as shit.
Like winning the lottery.
>>331317067
Why would you need to use runge-kutta for?
t. just had numerical analysis
>>331317050
Well, there will be graphics, just shrouded in darkness. When you turn on your flashlight you'll be able to see normally within the light cone.
I'm not there yet, but I think for my first level I'll go with a forest because of how easy it's to make and the added challenge of the geometry.
>>331317308
If people play at 10fps against someone with 200fps I want the animations to update at the same time - fighting game style without locking fps to 60
>>331317337
I think it'd be an interesting multiplayer experience if players' eyes could adapt to darkness and you allowed players to manually keep their eyes closed. Some people would use darkness to their advantage, never using their flashlight so they can sneak up on people. Then sometimes you'd run into someone doing the same thing, so you close your eyes and flash them, causing them to lose their darkness adaptation. Advantage is yours.
>nobody on /agdg/ ever replies to requests for help
>they just talk about traps and anime
Anyone here doing Unity? I am sure this is a very basic and easy thing to solve, but I am stuck.
>>331317963
A game dominated by blind people would be hilarious, they don't even need the flashlight and would still be able to shoot people if the positional audio is working properly.
>>331296084
m8 that sounds really fucking similar to the plot of Kid Radd
>>331317963
That's actually a pretty cool idea, Anon. I noted that down. Thanks.
>>331316684
DeltaTime is effectively the percentage of a second that has passed since the last frame. By using it instead of hardcoding values you can account for drops in framerate.
So instead of saying 'move 0.2 units per frame' you would say 'move 12*Time.deltaTime units per frame'
Even using fixedupdate doesn't fully solve the problem because there can still be circumstances where it can't run at realtime
>>331318052
1. Why the fuck are you multiplying it by negative speed?
2. Just, why all of that for finding the next step?
You need to explain more WHAT you want from this movement. Is it supposed to be moving a character towards something? Then you likely want something like MoveTowards instead.
Is it to just move the character in general? You probably want Translate.
In Unity at least, setting the object's position directly is usually just to pop something somewhere.
Or, if you can't figure out anything from all the available options, you can say fuck all that and just use like, iTween or one of the other free motion things on the asset store.
I have fucking no idea how to fit story into the game.
I keep putting it off, but I know I'm gonna have to eventually.
Someone figure it out for me.
Fuck.
>>331319385
forcing a story is worse than no story. just make shit as vague as possible and people will assume it's deep.
>>331319385
It was alla dream
>>331319497
that's a sweet render, bro. looks very realistic.
>>331319385
Just give your players an initial motivation (uuuh aliens are invading or something!) and then just forgo the story entirely and let the players interpret what happened themselves.
That's what I'm planning to do.
>>331319498
>>331319585
These two comments are fucking hilarious cause they're the two things I was leaning towards.
Thanks for the validation.
>>331319173
I am changing the position gradually, over time. Starts out fast, slows down towards the end. It looks really fluid actually.
Problem is it slows down into infinity just before the end. Gets too fluid, you could say.
Additionally there is a lot of fuckery with World Coordinates and Canvas Coordinates, because UI has to be hard.
I am trying out Vector3.Larp right now, which seems to do the job.
>>331319385
Look for a game with a similar premise to your game. Look for the patterns and the devices the game use.
For example for rpgs/adventure games there's something called the hero's cycle (google it). It involves a series of events that are present in almost every story of that kind. Wish you luck!
>>331309630
It's a nice start, but it looks a bit plane. Like there's no depth.
>>331319745
>>331319385
Avoid disjointed story effects, ie. audio logs, lore books. If you don't have some profound/pretentious epiphany to shove down people's throats then don't. Make the players feel engaged in the world before some arbitrary story.
Mystery and wonder easily cover up a lack of a story and if you include enough interesting bits, like whatever that giant sword in the ground is, players will create the story for you.
>>331320236
This is a good advice
>>331320236
That giant sword in the ground is most of why I want to stick with mystery.
Every single person that gets to that point in the demo and sees it always perks up to the world and their surroundings. We're trying to figure out how to get something like that into each setpeice.
Thanks for the advice.
A tenth of a second to block at just the right moment seems pretty tight though, it's like five or six frames. Maybe even four if you really wanted to make it seem balanced. You have length enemy animations before their attacks in Super Mario RPG and even then it's difficult to get that perfect block for no damage even 25% of the time. That's also why I'm thinking of a percentage system that would allow for low level strats and speedrunners and all those guys have more freedom to pick anywhere on the map they want, but at the same time giving them that hard out that they'll want to try. Combine that with enemies sometimes having feints and other tricks and suddenly getting that perfect block doesn't sound as easy as it first did.
Here's an example of what I would do, I think with this kind of scenario it would be difficult to have timing THAT good and be able to come out with 0 damage.
>>331320508
do a giant spoon next
>>331320551
Shit, this was meant to reply to
>>331309117
>>331320689
Should the twist be that you were just in a giant bowl of corn flakes the whole time.
Alright, lets say I want to learn how to program, draw, and compose music.I THINK I can already write at a semi-decent ability.Which should I start to learn first, or is it general preference?
>>331320508
Demo you say?
>>331249049
>Not using vulkan or openGL to make a game
>>331321019
We've been showing a tiny ass, bad demo at little hackerspace events.
We're working on an IndieCade build though, so that will be out there eventually. I'll shill in gamedev threads if people want to play that build.
VR support is coming along nicely as well, the scale is fucking crazy.
>>331320961
Those are strange looking cornflakes.
>>331321232
is it some kind of platforming/puzzle game?
>>331321393
It's a platforming puzzle game with some collectathon elements.
It's more of a learning project, but people are interested, so we're expanding it into a full game.
>Keep coming up with ideas, and compulsively expanding on it for months on end
>Just cant get up the drive to start learning programming.
Is there any cure for this horrible disease
>>331320963
why would the order matter? just try your hand at all of them as soon as you can. if you can juggle all 3 that's probably better since you won't be prone to learn some programming concept then completely forget it down the road when you stop thinking about it and immerse yourself completely in something else
>>331321850
You need to stop pretending that ideas mean anything, for one.
Everyone has ideas.
You're not special until you make them reality.
>>331322073
I wasnt even implying anything like that.
Did you just read the first sentence of my post, or am I missing something?
>>331322431
What he meant was no one gives a shit about your plight. Everyone goes through the same thing, except some people actually decide to stop shitposting and start working. The only problem is you're too lazy to do anything.
>>331322431
Yes I did.
You have ideas, wow, great job. Now get to fucking work.
>>331322603
>you're too lazy to do anything.
Yeah.
The whole point of my post was asking how to overcome that.
>>331323083
This is why you'll never succeed.
>>331323240
Well ok
>>331323083
Either you get over it, or you don't. There's nothing we can tell you that will make you more motivated
how do games like dwarf fortress handle terminal/command prompt display in a portable way? whats the easiest and fastest way?
>>331316030
The art is like 80% of what people care about in VNs. The righting can be corny or sappy or mediocre and people won't care. Programming them using one of the NV engines is actually very doable. I say go for it.
>>331323083
You just start working.
You stop waiting for some trigger to make you want to do it, and just start working.
And then you don't stop working. Find a schedule that won't burn it out and do it forever.
So thats why /adgd/ is so dead.
My game will shake the heavens. Im the next Notch.
>>331324184
I find good writing much more fappable than good art.
>>331323995
DF doesn't actually use command prompt display.
First attempt at modelling a human, progress is very slow, but at least I'm getting somewhere. Next up is the left leg, which should go faster because it's less of an awkward shape than the torso.
>>331324636
You've gone to highpoly to fast and lost it all anon.
>>331324751
I have no idea what this means. If you are calling it ugly, I know that, it's meant to be a placeholder + practice.
>>331249835
>Also, anyone here use Stencyl?
Bump.
>>331324636
shit polyflow. Yer gonna have problems.
>>331309864
Actually texturing those things is a good start.
>>331324751
>not just using zbrush
for what purpose?
>>331325289
I guess I'll have to experience them first hand, I can't tell what's wrong with it.
>>331325874
I have no interest in texturing, I'll pass that off to someone who is actually good at it.
>>331318052
Are you trying to move one point towards another?
Art/character making fucker here. I really want to make a simple action game that's like a 3D Kirby.
The problem is that I need a job in my field. Should I just work on this project and use what I make in my portfolio and resume? Or do I just shelf it for now and try to find a gig?
>>331323083
You start working retard. Guy already implied that.
>>331325990
does anyone actually like texturing? takes me twice as long as it takes to make the damn model
>>331325990
No ones gonna want to texture that because you did an awful job modelling it.
>>331322603
ZANKOKU WA TENSHI NO YOU NI
SHOUNEN WA SHINWA NI NARE
>>331326183
looks fine to me, what's wrong with his models?
>>331326183
Thanks, I try for efficiency.
>>331326157
There are people who actually love to do manual UV unwraps and texturing.
>>331326157
Making a high res with vertex colors that looks around what you want and then baking a texture can work
>>331324840
I'm not calling it ugly, I'm saying you've added to many vertices to fast. You've got tons of edgeloops that literally does nothing. That arm alone probably contains more vertices then your entire model should've have.
>>331324840
No, he means you are using too many polygons to convey the figure there when they are pointless.
Also are you using a T or A pose reference for this? Just follow a tutorial to get an idea of good topology. What you have created is essentially useless. Continuing it would be a waste of time.
>>331326008
Yes, and apparently Lerp produces a similar result. They all almost get there, then loop in infinity.
Imagine all these Unity games which used that method, posted all over the internet, and all of their position calculations on each update cycle.
I got it to work with
>gameObject.transform.position = Vector3.MoveTowards (gameObject.transform.position, chosenPos, Time.deltaTime*speed2);
I also had to increase my speed a few thousand times to get a similar animation rate going.
>>331325990
Then you are useless in a hobbyist pipeline and honestly in any pipeline these days.
>>331326157
Texturing is really fun because you get to make things look insanely cool and unique in that stage.
The only shit part is UV unwrapping.
>>331326412
Lerp will not loop to infinity. At 0 and 1 lerp returns the values so I don't know what you are talking about. Just use lerp.
>>331326356
>that awful thumb
wew lad
>>331326541
that's mostly why i hate it
>>331253031
I never liked the Clickteam products, but that's probably since I've been using GM in some capacity since 2004, and MMF and co didn't have any direct coding ability.
>tfw still haven't finished a game despite using GM for over a decade
>tfw haven't worked on my current game in 3 days now
did they give MMF a scripting language yet, or is it still all mouse driven?
>>331326443
>in any pipeline these days
Yea no, Texture artists are their own job now days, And to top it off the only job the modeler has to do with them is making sure there isn't any problems with the texture screwing up, if there is they go in and fix the model.
It's almost like you are a faggot.
>>331326712
Lemme see you do better then anon.
>>331324751
>1700 faces
>high poly meme
So tired of hearing this. Using UE4 with 4 year old hardware, 2.5million faces in my unoptimized level (everything is being rendered, no LODs, 0 optimization) runs at 120fps steady which is capped.
If your target demographic is toasters, yeah maybe you should worry about polys but 1700 is nothing. Get with the times grandpa.
>>331325891
>>331324840
Study up on proper topology.
>>331319783
>larp
It's lerp not larp
Is FL Studio alright for composing music, or should I use something else?
Been working on design for a pokemon style game for the Vive. 3rd person in the vein of 'Lucky's Tale', with a western cartooning style and humour.
If anyones interested, I've got some character models to share, and monster designs too.
>>331326749
I'm not sure, but with the shitton of extensions and plugins i doubt there's anything you'd want to do with direct coding that you won't be able to anyway.
>>331326884
Most engines today should be capable of rendering +100 million vertices on screen at time, that doesn't mean you should use them all on a single cube because you can.
>>331326818
It's actually almost like you have never had a job or looked for employment.
Hey though, go find me anybodies portfolio though where they simply post a bunch of textures or untextured models ever.
If you ever actually worked in a studio you would know your job is always more than "just" doing something like the model and sometimes you can follow your assets through the entire pipeline.
>>331326947
Oof
>>331326703
I am fractal speed, less than one. I think it was 0.05f.
As it nears the destination it gets infinitely slow. I tested it multiple times with different setups and data.
Lerp will work fine if your speed is >= 1. It wont if your speed is less.
MoveTowards works fine, since because of the way it calculates with deltaTime you are required to use some big numbers as speed and it still produces a good animation.
>>331323319
Don't listen to them anon
Start small. Either make something really simple like "Pong with a twist" or just take an idea you already have and simplify it so much even an ideasguy could make it
>>331326884
Except he said too fast, which is right. Please show me what forms in there actually exist that require that many polygons? For example the arms are still square as fuck when to get that level of curvature he could of made the entire model including omitted parts with 1700 faces.
Stop giving people shit advice.
>>331326356
Huh, you are probably right. This many vertices was the only way I match the reference image.
>>331326947
Anon I don't do art, but the character on the right looks terrible imo
Left is better, but not by much
>>331323083
>The whole point of my post was asking how to overcome that.
Take a sheet, write down what you will do tomorrow. Small tasks, something you know for a fact can be done in a day by someone with your ability.
Then you put that somewhere on the wall. You tell your friends that tomorrow you will be doing that thing. Tell your relatives, tell whoever.
Basically bully yourself into doing the thing, else you will feel eternal shame as everyone will know that you tried and failed, and it wasnt just that you never bothered trying, you dont really care, you are just easy going like that, etc.
Let everyone know that you want to do something, and let yourself know, out loud, for a fact, and you will do it our of shame and guilt.
>>331326947
I mean, it might work if you aim it at tumblr
>>331327165
Then that is a precision error.
You can fix it by making your own implementation of lerp but making it more precise for your needs IE don't just rewrite it with floating point values again.
>>331326818
>he expects to walk into some job where he only does models
>hobbyist
WEW lad. Your shit is way too high poly unless thats your high poly to bake your normal map off of which means you have a proper low poly version of it. So your model is very substandard for any game dev involving "passing it off to someone else to texture" because its all done wrong if thats your plan. Need to rework the entire thing, they are worthless in that respect.
I think you should have studied more before you made le epic high poly model, because in and of itself, its worthless.
>>331327080
>portfolio
You mean all the portolios where people post really fancy multi person works and then point out in a little note that they did the lighting, or they did the textures, or they created the model or animation work and thats it.
Because that is 99% of the industry.
You either do your job and become really good at 1 thing and know how the other fields work, or you are sup par on everything and no one hires you.
There are very few people who are good at everything and also know how to do everything, and they are 1 person every 1000 companies.
>>331327583
>high poly
None of those are "high" poly by any standard, unless of course, you are talking ps2 tier shit.
>>331327583
>video games
>high poly
>can't get a job
https://www.youtube.com/watch?v=IYL07c74Jr4
It's like you have no clue what you are talking about. Video games are less efficient then movies.
>>331327029
>>331327227
>can't read
I told him to study topology, retards. 500+- faces aren't going to make or break any project. The issue is hardly the amount of faces, its the shit topology that won't shade well or unwrap at all.
>stop giving shit advice
Take your own advice. For his first time, the amount of poly isnt the issue, its the shitty polyflow as one of you even touched on.
>>331327710
>You mean all the portolios where people post really fancy multi person works and then point out in a little note that they did the lighting, or they did the textures, or they created the model or animation work and thats it.
You really have never seen a persons portfolio, have you? The only thing usually not done by the person is the concept art. If you can't model AND texture you are not going to get a job, period.
Sure, you may be able to avoid doing things like rigging, but if you honestly think you are never going to be texturing in the video game industry you are a retard who is just exemplifying you have no idea what you are talking about. Same with your shit about lighting. The only place you can get a job with a portfolio like that is the movie industry, but that has jack shit all to do with video games.
>>331328081
>texturing in video games
It's a good thing I have no plans to go into gaming, it's a shitty field that makes you cut corners, work at 100 times faster than the movie industry, and even faster then TV production.
>>331327818
That cathedral was insanely high poly. If all the buildings in BB had that poly count the game wouldn't maintain 1 fps. Almost all that detail can be expressed with normal maps, which he openly admitted was "somebody elses job" topkek.
>>331327978
>One of you touched on.
You mean everybody replied too him touched on, but YOU can't read so you interpeted "too many polys too fast" as "too many polys" which nobody said.
Only one who can't read is you mate. Stop giving shit advice.
>>331328207
...so why are you in a game design thread??
>>331328240
>consoles
I keep forgetting these exist, Especially since I modeled that on a laptop.
>>331327978
To bad I don't have the article where a level designer had to spend a month fixing the polycount to earn a single frame so the map would run at 60 instead of 59.
>>331317090
oh baby i can see this being iconic.If you change his jumpsuit(or hair) to a different color it might be god-tier IMO
>>331328207
>Moving goal post
>Somehow implying the argument wasn't about modeling for video games in a thread about making video games
Dumbass.
>>331328367
I'm in a game design thread to see if people are working on projects they may want a modeler for.
Never hurts to do additional work and practice.
>>331326820
you got me there. i made a hand model like a year ago and i'm looking at it now and it's not great. i blame the reference i used, i should have used better reference photos. also if i redid it now i'd probably just use zbrush
>>331328372
It wouldn't not be able to maintain 1 fps because it's on a laptop. It would do WORSE on a PC. Stop posting.
>>331327978
Is there something I can do to see why it's wrong? Like jumping to the step that previous mistakes will turn into a massive headache?
>>331328474
>I am here to see if people want a modeler
>I will not actually do my job properly though, I have already openly admitted I hate the video game style workflow and will only create movie assets for you
>>331328565
>game would run worse on Pc over PS4
>stop posting
take your own advice
>>331328565
>It would do Worse on a PC than on a Laptop/PS4
>>331328207
>posts models thinking they are good
>talks about passing off for textures
>get told they are shit with 0 forethought
> W-well its not like I want to make games or anything, they are s-stupid
Lol holy shit you can not maks this shit up
>>331328681
>do my job properly
>unpaid hobby project
Yea, no you are retarded, kill yourself.
>>331265435
I know you're probably really anxious about this, but i'm sure it's nothing. My brother had almost the exact same thing, where he would go into seizures when something flashed, or if he was exposed to really bright light, and it turned out to be a reaction from being too much infront of a computer screen in a dark room. He sat inside every day for hours playing vidya, and that was the reason, once he stopped overdoing it so much, the oversensitivity to light stopped too.
Your situation sounds almost identical to his, so i would seriously not be too worried, anon.
>>331328757
>getting told they are shit on 4chan
>4chan /v/ memes thinking their opinion means anything
>especially when they bought the Division
>>331328684
>Segregating the models into millions of tiny little models would not make it perform worse on a hardware that takes a higher hit for exactly this
lol
>>331328587
Study topology dude. Google "blender topology" I cba explaining it to you when you can watch a tutorial.
You don't have to get as autistic about topology as the tutorials will show you, but you should understand the concepts.
>>331328758
>It's a hobby project so I don't have to put any effort into doing anything correctly
You sound like exactly the kind of person I would want working on my project. A pedantic retard who doesn't want to even try.
>>331328964
>millions of tiny little models
>>331283842
>>331282549
This shit is gonna make you filthy rich, Anon. If you need a concept artist, i'm your guy.
>>331329069
>my project
You are getting free work, I'm EXACTLY the kind person you would get, as I'm the only type of person that would apply.
Free hobby projects are for learning, you shitter.
>>331328758
You are literally an idiot, son. Sit down
>>331329069
>free job
>must have 20 years experience
>must be able to model, animate, rig, texture to leading industry standard
>must be able to also pay my rent
>will not be paid if product sells
>will be replaced if bought out
>>331329196
>Free hobby projects are for learning
>I have clearly however demonstrated in this thread that if I produce unusable assets I will make no effort to correct them because that is not my job and I know exactly what I'm doing
>I have also openly expressed I don't even want to make video games because making them is shit
Sure thing buddy. Your first lesson is video game models are textured and it's your job to do that.
>>331327327
Awww... but, like, I modelled him and everything already...
>>331329286
>thinking someone from Sony is going to work on his shitty 3D rpg clone
>>331329196
Nope, don't want morons working with me who can't accept criticism. Your work is shit I told you why, its unusable. Stay mad I guess. You need to practice more.
>>331282549
I'm awaiting the Gamasutra post examining why your game failed and how it's totally not the fact that it was a boring bland looking game.
>>331287837
Looks interesting
>>331329373
>its your job to do that
>says no one
>not even indy devs
Look I get that you wanted to be a game developer when you grew up, and I get you wasted 4 years and 60k in debt for it with nothing to show. But stop fucking shit posting.
>>331326921
A sheet of paper is alright for composing music. Don't worry about the tools and learn how to use them
>>331329314
>must be able to model, animate, rig, texture to leading industry standard
No, but you must be willing to TRY, which that person has clearly stated they are not even going to attempt those things except making high poly models.
Puzzle design concept, going to be similar to SpaceChem.
>>331329469
>you are shit
>but I have no experience with modeling
>or texturing
>or heck I've never even open 3d modeling software
>but yea you are shit
10/10 will respond again.
>>331329531
>Indie devs have a dedicated texture artist who only sits around and makes textures and doesn't model
Holy shit what fantasy world do you live in? This is hilarious. You must be talking about those 500 man indie teams where one guy just paints in substance all day.
https://sketchfab.com/models/9ede42def26e411995695496b955afb7
Guys like this, and everybody on this site are magical wizards because they create these things in their entirety!
>>331329616
>except making high poly models
>bottom left image
>probably 50 polys
>high
Even that one on the bottom right is clearly low poly compared to what is in most games.
Lets see yourcharacter artwork.
>>331329795
>textures
There isn't a single texture on that. That is base level painting without shaders even.
>>331329713
>>331329427
>>331329196
>being this mad
>btfo so hard you resort to /v/ memeing
Sorry that you aren't as good as you thought, anon. Its hard getting your first criticism. Good luck advancing your skill, but it seems youre unwilling to learn. Its a shame, some of your models look good. If only they were functional. Bye
>>331329835
>Even the one on the bottom left is clearly low poly
The pillars are fucking cylinders, how is that low poly?
Go open your favorite video game and look at the shape of a cylindrical object.
Spoiler alert, it's most likely an octagon. This must be how Sakurai feels when people criticize him all day and why he eventually just says "have you ever made a video game? No? Then shut up and go away."
>>331330038
>>331330134
>HURRR YOU GOT TOLD
10/10
It's just several shit posters over and over, responding to a shit poster, who isn't even the shit poster who posted the image. You guys are litterally trolling each other and its sad.
>>331329946
>This is base level painting
First post in the thread that legitimately has me laughing out loud.
What is this person painting on guy? Do you think this is vertex painting or something?
>Without shaders
Holy shit did you just learn these words? You can literally cilck the box on the bottom right to change the shaders. You can actually see what it looks like with an unlit shader. 3d images don't render to the screen without shaders. Holy shit you are dumb ahahahaha.
>>331329380
The character actually looks much better in 3D. Good job anon, that's a really good model.
>>331329380
Your concept art is shit but these models actually look cool so just keep it up.
>>331330391
>taking this thread seriousl
>actually responded to that post
go to bed
Just came from GDC. VR is hot right now. Some of the games are cool, but I dont expect this to be very practical in the living room.
>>331328820
Thanks, I hope so. Ive played video games all day in a dark room for years but this only started recently. But my game is much more taxing on the eyes than most, I hope its just that, and that a break completely away from it will fix it.
How's game maker studio for RPGs?
>>331330721
My first VR experience was with a cute girl in San Fransico.
I now can't tell if I like VR or if I just think really fondly of it because of how enthusiastic and cute she was. The game wasn't even that fun, but I have a very positive VR mental image.
>>331330815
>>331328820
>tells someone who actively works to kill themselves
>supports the faggot who is slowly dying and provides nothing
>>331330884
2d = gamemaker
3d = unity/ue4 just like the 90000000xpi people have said before. if you want, you could use rpgmaker to make a prototype
>>331329795
>posts shitty low poly work
>thinks these people actually get hired
They don't pick up jobs, these are the sort of people who spend 100-200 hours on a low poly model.
I've started working on the military buildings. I wanna have some in-depth defense mechanics kinda like Stronghold but not as much.
>>331330965
>act like a faggot
>get told to fuck off
>act like a normal person and don't spreg out
>people respond normally
Wow social interactions are hard
>>331330679
Well, I'm glad you liked the model then. You might prefer my partners art who has been working on monster designs.
>>331331748
>posts a blog post that has nothing to do with the thread
>provides no content
No anon, he is worthless garbage and deserve the death calling on his door.
>>331331848
Alright Truthpaste is pretty clever
>>331331626
Is this game some kind of banished with town defense against something?
>>331328387
you can easily create a low poly model from the high poly though
>>331332236
Pretty much, except I want to avoid some stuff Banished did. For example I want the players to have as much information as they need.
>>331330562
Thanks, I'm glad the models better than the concept, and not the other way around. Here's another.
I know she's not animu and probably /tumblrfat/ but WHATEVER.
>>331329380
the model looks much better than the concept art imo.
>>331332392
That is worse then sims quality.