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Can we have a game dev thread? Not a general, just a once-off.Are you working on


Thread replies: 413
Thread images: 95

Can we have a game dev thread? Not a general, just a once-off.

Are you working on something?
Post your progress here.
>>
>>339939560
More /tg/ than /v/, but I'll post in a ded thred.

A browser-based (ES6, Pixi.js) hexagonal grid terrain generator, to be used as an aid to Game Masters without enough time to plan a campaign. The basic idea is you get a randomly generated world full of random points of interest, and you can roll for a random encounter on each hex and it will spit out some interesting one-line story prompt. To be combined with some good improvisation on the part of the GM of course. Not tied into any particular RPG system, so no stat blocks or any of that shit because I can't be arsed integrating them.

ATM I've got a simplex noise based heightmap, and a falloff gradientmap, generating islands like in pic related. Next step is to add some user interaction (pan and zoom, dialog boxes when selecting a hex). Then I've got a wishlist of things to add:

>Tolkienesque map styling. Draw perturbed edge outlines along the coast, insert hand draw elements like compass rose and waves, try to give everything a hand drawn look and present it on a parchment texture.
>Place points of interests in appropriate places (no idea how to do this). Towns, castles, settlements etc.
>Write, steal and maybe crowdsource the random events.
>Various save/export features. Save on the server, email a link to yourself so you can take it on your tablet, export the entire world state as JSON, let the user modify it, then import it back in (A built in editor is waaaay out of scope, so this seems like a simple way to let GMs customise the random world).
>>
No because these threads devolve in dick measuring circlejerk over engines and code languages.

There's a reason all of the /v/faggots who published a game never bothered with these threads.
>>
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I've done some work on ui elements, added a functional "zelda-style" health bar, some HUD stuff, and an inventory panel.
For now, the inventory is nothing but a picture, I will work on the logic soon, maybe next week.

>pic related
>>
I eventually realized anything I care to make really isn't possible for me to one-man-army, so I got a full time job and will hopefully revisit it someday when I have some money stocked up to pay some freelancers and some more experience working on larger teams.
>>
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Been making a bunch of progress lately, I get motivated to work on the game when people play it and there have been a decent number of players.

Recent changes include some map tweaks and an engine mod to fix some integer and floating point problems I was having.
>>
Writing my own engine here. Been using SDL, but I've got an issue. I'm only making a 2D game but I was thinking about leveraging GLSL shaders for some effects, but they probably don't really need to be shaders. Do 2D games really need it? I can't wrap my head around OpenGL easily and porting to SFML is going to take time too. Is it worth it?
>>
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Got a minecraft level importer working
>>
>>339940704
I like it
t. GM
>>
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>>339939560
VR Gesture recognition spellcasting game
>>
>>339942447
ha thats cool
>>
>>339942447

Holy shit, that's great !
What kind of game is it going to be?
>>
>>339942619
Concept currently:

You are a lich, you are tied to a circle distance nearby your phylactery. You are climbing a tower to retrieve some object (tbd), and along the way enemies will try to stop you.

You can move your phylactery with various spells, summon various allies, and deal damage using many different spells that are cast by combining multiple runes in unique ways.

The Webm is a very early video, I have much more implemented now, but it's all a WIP. Hopefully it'll end up being fun.

A lot of the 'meta' mechanics (permadeath, skill trees, etc) are not set in stone just yet, so I'm mostly experimenting to be honest.
>>
>>339943024

That's nice, hope to see more in the future.

Good luck with that VR stuff though
>>
>>339943198
I'll probably shill again at some point in the future, thanks!
>>
>>339943024
What's it like developing for VR? Especially the roomscale stuff. I can't imagine the flow of working on something then having to don the headset, step away from the computer and start playing is very productive.
>>
studying drawing for now kind of put c++ off to the side
laptop too potato to practice 3D and I have had 3 interviews of all the 25 places i applied to and no job
help
>>
Im thinking of making a small pokemon-like game over like a month or so, and see how far I can get in the alotted time. Does anyone have any experience with turn-based combat systems? Willing to give any tips?
>>
>>339943475
How comes you're finding it hard to find work as a programmer? We're in perpetual demand.
>>
>>339943432
It's not too bad actually, generally I'll have my headset resting on my forehead, and just drop it down when I go into test mode. I'm lucky in that my dev space has a 2.5x3m space so I'm all set up to just jump out of my chair as and when I need to.

Anything that doesn't require direct interaction with the Camera Rig or Vive controllers I can do with standard game dev interaction.
>>
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I'm and art fag and currently I'm messing around with Bokunatsu style hand painted prerendered environments.
>>
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Working on adding the item system to my game.

Starting with the ITEM GET animation.
>>
What should I name the caveman and cavewoman brother and sister duo who star in my game?
>>
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AI is broken
game is broken
dev is broken
>>
>>339942096
Why not do it on SDL? SDL uses OpenGL
>>
>>339944548
hey I haven't seen you in ages, hotline-security-cam-miami dev
>>
>>339943682
it wasn't just work as a programmer it was also store min wage jobs
can't get shit
>>
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>>339943024
does stuff spawn depending on what shapes you draw? How on earth did you implement that? Is this going to be for the Vive? I see it works with a handheld device.
Do you need help with the multiplayer networking?

Here is my progress ( this is a cross post from AGDG I hope thats cool )
>>
>>339944437
Why are you calling this game Rape Island?
>>
>>339944918
At the moment it works as following:

You draw a glyph -> glyph manager event procs

Spell manager is subscribed to this event, and logs the glyph. If the glyph (or sequence of glyphs) corresponds to what i've defined as 'a spell', it casts that specific spell. At the moment I've only implemented summoning a skeleton, and shooting a fireball, but it's completely arbitrary what you can do, and with what rune/combination of runes.

Currently i'm only planning on Vive support.

I don't need any help just now, thanks for the offer though!
>>
Boring things like tracking memory leak and setting up a proper version control
>>
Whats an easy to make game that will make me money?
I need money to set me free from my wageslave job
>>
>>339945140
hello fellow aggydaggy-er
>>
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designing fungeons is HARD
the theme is a giant skyscraper and the doors are elevators to different floors
>>
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>>339939560

finally finished all customization options by finishing 320 different bodywears.


Thank god for Spriter
>>
>>339945631
>easy to make game
No such thing. It's one of the harder programming / creative efforts.

You'd make money much more easily with some boring niche SaaS built with Rails.
>>
what do you think of when you hear this tune?

https://clyp.it/em3qxahh
>>
>>339945485
Thank you for the explanation.

I would love to collab on a vive indie game, and I like your prototype. I am an experienced coder, so if you need help coding let me know. I also have my own networking engine, so if you do want to have multiplayer sessions working just let me know. I think it could work well as multiplayer game.

Whats your twitter?
>>
>>339946153
I think you should stop posting this every thread
>>
>>339945952
is the white part supposed to be teeth?
>>
>>339946103
I'm pretty sure the flappy bird dude made the game in like 10 minutes.
>>
>>339946237

nah just a doctor mask so I know where to put lower face customization sprites.

beards, mustaches, nothing.
>>
I was to going make video games on but changed my fat neckbeard. I'm such a can't do lazy seen her naked.
>>
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>>339946493
Try again except attempt to make a coherent sentence.
>>
>>339946493
Is this a markov chain bot using posts from /v/?
>>
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>>339939560
>Are you working on something?
Trying to make a video to put on Steam, part of it is showing the desktop so I spent some time making things work again. And, doing Screenshot saturday for the first time.
>>
>>339946153
Some chill city ambiance. Maybe some kind of lax bar.
>>
Does anyone suggest a tutorial for the basis of a hack and slash type of game?

I'm thinking on trying to make one over summer break, but i haven't touched programming in like 3 years.
>>
>>339946160
@drifio
drifio on youtube
/id/drifio on steam.
>>
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>>339947557
Nice peppers, Stallman would be proud.
>>
>>339948067
thanks
>>
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Making a starter select screen for my game Crowns.
>>
>>339947557
Please, never change from your dev graphics.
>>
>>339947557
i love this
>>
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>>339947557
>>
>>339947557
Undertale but with GIMP peppers
>>
>>339951084
>GIMP peppers

that's like saying ATM machine or PIN number
>>
>>339950438
Fuck you
>>
>>339951179
>Graphic Image Manipulator Pepper
???
>>
>>339951272
>Green is my Program
??????
>>
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>>339951272
>green is my pepper pepper

straight from the man himself
>>
>>339951468
RMS memes are truly the worst
>>
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Whatever heppened to the guy who was working on the game in pic related? I believe this shot is almost 2 years old now
>>
>>339951563
*best
ftfy
>>
>>339943024
>>339942447
Please make a Black & White mod, Anon-san.
>>
Thinking of making a simple turn based tactics for my first big project

Don't know whether to use hexes or squares though. Squares fit easy but using diagonals feels wrong and panzer general is one of my favorite games.
>>
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>>339939560
Is there any information out here on how to make DRPGs?
I was thinking about using criware but I'm still undecided.
>>
>>339946153
poker
>>
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>>339948067
>>339950149
>>339950258
>>339950438
>>339951084
Thank you for your support my friends
>>
>>339951970

>making DRPGs

you need a lot of good art and waifus to make it work.

There is simply way too many indie DRPGs nowadays, some with good quality production value as they are the easiest RPG to make and code
>>
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Just finished high school so I'll have allot more time to work on this. It's going to be a .io game where you give your troops commands, and they all execute simultaneously.

Just pretend the last G isn't there I guess. It's a pretty bad G anyways.
>>
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>>339939560
Trying to learn how to make hand painted textures, but I'm no good at drawing.
>>
>>339952153
>you need a lot of good art and waifus to make it work.
I can draw good art no problem. I was going to avoid the whole waifu thing.
>There is simply way too many indie DRPGs nowadays
Don't really care all that much other than I want to make and play it. But nice to no they're to code for.
>>
>>339952256
Use hard edges.
>>
>>339952486
>that last sentence
Nice to know they're easy to code*
>>
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How do i make Pomf links clickable?

https://a.pomf.cat/bveeam.webm
>>
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>>339939560
Any decent programmers out there who want to work with a team long-term? Making an SRPG and my team is full-up on artists and designers but we're sorely lacking programmers. Dumping some concept art to see if anyone's interested.
>>
>>339952731


Show the game, not concept art.
>>
>>339952486
protip: make exciting mechanics that both AI and players can use to make the battles fun.

then shill those to stand out.
>>
>>339952731
>my team is full-up on artists and designers

But your concept a shit?

Hire better artists. Then maybe I'll consider lending my programming talent.
>>
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>>339952604
>>
>>339952507
How's that gonna make it better?
>>
>>339952832
Can't show game because don't have programmers to make game with, only art, animations, and a ton of story write-up.
>>
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I am going to make dungeon crawler

Would Order, Chaos, Life, Death(like from HoMM IV) magic system be good or just go classic elemental magic?
>>
>>339952731
2d or 3d artists? What engine are you using? What languages will the programmer need to know? You need to post more information.
>>
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making a plane for ue4 level.
>>
>>339952731
>>339952832

i don't think he actually have a game yet.
just art and design.

I don't think anybody willing to risk it without at least a simple demo just to demonstrate you know how much suffering coding is so you will not overwork people by underestimating the work required.
>>
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the sprite editor is nearly complete, just need a few more option in the palette edition (probably picking colors from the sprites by click or something, and a way to check what color I change before changing it), then it's about saving/loading the data.
Gonna use basic palette and rle to store the picture in the global bin, will take less space that way.
>>
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>>339953194
>>
>>339953104

why would I play your shitty game when I can play that instead?

think about that and try to innovate instead of blinding copying the mechanics
>>
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>>339953304
>>
>>339953304
That seems absurdly overdetailed depending on what you're doing with it.
>>
>>339953326
You didn't evenmention mechanics, it was just a simple question you idiot
>>
>>339953126
Working in 2D, already have a team of artists, probably using Unreal, I assume knowing at least C++ is good enough? Programming isn't an area of my specialty, which is why I'm desperate enough to come to /v/ for such a thing.
>>
>>339953029

show us some more art then. also post your shit in forums like tigforum to get coders
>>
I'm making a text based game. Originally I wanted it in 3d, but then I realized it would take me far far longer then I'd like, and it would just be easier and quicker to make something that only uses text. Plus it wouldn't be as complex.
>>
>>339953893
You can do it anon.
I did mine in Matlab and it took ages but I did it.
>>
>>339953835
Tigforum, cool, got ya, probably better than just casting a net on /v/
>>
>>339953817
I'd be willing to work with you if you would move to html5 / javascript.

Otherwise you should really have higher standards than /v/ if you have a team of artists. How did you pull that off anyway? I can't find a single pixelshitter that doesn't want 100 bucks per sprite.
>>
>>339953817

>2D in unreal

if you are actually a team of artists looking to make your own indie game to escape from AAA hell, best you work with the easiest tool available, GameMaker.

Unreal require not just one coder if you want to exploit your team artistic talents to the max since coding shaders and effects will be a bitch to do in unreal compared to GameMaker
>>
>>339942447
NIGGER YOU STOLE MY DREAM IDEA
>>
>>339939560
>tfw too many cool games have come out this month

i havn't drawn anything or coded in weeks
>>
>>339942447
Funny how all it took to the wii's control to become cool for the "hardcore" gamers were a pair of expensive googles.
>>
>>339953791
It's fine, It's going to be a setpiece in a desert level.
>>
>>339954272

only titty ninjas worth playing though
>>
>>339954134
Went to an art school and have a background in business so the connections were easy. Also raided a game design college for some young blood. Mostly what I need right now is one programmer to assess the work that needs to be done so that I can move forward with hiring an actual team of programmers.
>>
Not really making a game with it, but I need to make a fantasy continent in Unreal to use for drawing reference. I find it too hard to work on it bit by bit, as I don't have too well of an idea of scale, so I was thinking of making the general continent in Zbrush and then making a tiled heightmap from it. What do ou guys think?
>>
>>339942096
It's always worth it to have shader support. Particle effects are usually entirely managed in a shader program for exemple.
>>
>>339942447
FULL METAL ALCHEMIST GAME WHEN?

BLACK & WHITE WHEN

HARRY POTTER GAME WHEN
>>
>>339953104
Please make MM6-styled dungeon crawler, i want it
>>
I updated my game recently:

https://thetagames.itch.io/dienworlds

It's a freeware power grid management game based on cellular automata.
>>
What would be the best jumping point other than off a building for making an 'incremental' game like Candy Box, [whatever] Clicker, or A Dark Room?
>>
>>339952969
I'm out right now so I can't demonstrate but your shapes need proper definition. Without edges it just becomes a blurry mess.

It's simple to do. Just hack off the edges using the eraser tool and you'll have the color of the layers while having a definite shape.
>>
I want to make a simulator similar to what is seen here

http://brantsteele.net/hungergames/reaping.php

What skills should I acquire to start something like this?
>>
I hate these threads so much.
Why not just post on Tumblr or /vg/ you fucking cunts?
>>
>>339955232
There's a big difference between the unfolding games like A Dark Room and the Cookie Clicker clones.
>>
>>339955449
Why post here then, testicle tickler?

Hide the fucking thread if your turd chopper involuntarily gapes at the sight of it.
>>
>>339955392
A drive to do it and the ability to code.
>>
>>339955449
I hate you so much.
Why not just post on Reddit or SA your fucking cunt?
>>
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What should I do to make the game look fun when zoomed out?
>>
>>339955463
Not necessarily. A Dark Room is just less garbage than most other games that it gets grouped with, but the general mechanics before ADR becomes an actual game are drawing from the same idea well.
>>
>>339955702
Add screenshake
>>
>>339955392
>>339955610
Let me correct my statement: What LANGUAGES should I acquire to start something like this.

I already know how to code and took a CS minor in college.
>>
>>339955859
If you have a CS minor you should know that language doesn't matter for that kind of shit.
>>
>>339955859
Use an engine like Godot, its got a cuck license (MIT) so you can do whatever the fuck you want with it.
>>
>>339942447
>>339943024
did you play arx fatalis? the spell casting system is really similar
>>
>>339955836
if I do that, it'll mess up your aim. At the ranges you're shooting at you need to be really precise.
>>
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I made this, just now, for my "not" Castlevania game.
>>
>>339955702
What? I think it's fine when zoomed out. Gives the impression of the vastness of space, that these large ships and their battles are really insignificant in the grand scheme of things.

I wouldn't put any fancy effects exclusive to zoomed-out mode, other than maybe some GUI stuff to let the player know what's going on.
>>
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>>339956476
Made this earlier today.
>>
>>339951595
Looks like a mock-up, like you see on TIGsource
>>
>>339956496

listen to this man
>>
>>339956627
And this

Today was a good day.
>>
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>>339956476
>>339956627
>>339956703
Tasty. The flowing blood kinda jumps on the loop, but overall those look pretty good.
>>
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>>339956703
Oh, and this lightning effect, but I couldn't get it to look the way I had imagined it.

Damn, it feels great to be able to spend the whole day making shit again.
>>
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All the asymmetrical multiplayer games about a slasher vs survivors this year has seriously get me in the mood to do something similar but singleplayer as the slasher. I've had an idea for a while but put it aside for other projects, guess now may as well be a better time than ever.
Not that I'll ever finish it.
>>
>>339942096
You can easily write your own effects in software.
Thrust me I've done 2 years of 2D graphics programming and it's easy
>>
>>339956814
Thanks, anon!
Yeah, I see what you mean. Might have forgotten a frame or two.
Easily fixed, though.
>>
What type of game takes the most to least effort to make?
>first person
>third person
>2D pixel shit
>>
>>339956973
I wish all these new horror games would implement bots to play with offline.
>>
>>339957149
2D pixel shit
>>
>>339957149
visual novel

For actual game shit, Unreal gas the default setup for a lot of game types in 3d, so something quick and dirty using the default is easy but everybody will immediately know it and call you out
>>
>>339957149
Most: Third person
Least: 2D pixel shit
>>
>>339957149

pixel art platformers

3D card games

pixel art scroll shooter

these three are the easiest to do and can be done by one person within a few months

just don't include any RPG elements. Those require a lot of time in balancing and planning.
>>
>>339957272
It's the AI that's stopping them. If I DO end up doing this game, that will be the toughest part for sure.
>>
>>339942447
Reminds me of one of the early demo's of the Eye toy had something similar. shame nothing cam of that.
>>
>>339957374
Yeah and even if you do use the templates you still need to create assets and levels. I guess you can use their starter packs or whatever to make environments, but for character models and guns etc. you kinda have to make your own.
>>
I wanna make a DOOM-like FPS.
Where should I start?
>>
>>339957486

nah, most 3D indie games use stock 3D models from free websites and Unity store that they bought before.


work in Unreal as well.
>>
>>339957562
I think one of the Game Makers actually has support for that variety of 2D. Look up a game called Gun Godz, that was made in GM.

It would be extremely easy in Unity too though, it's just arguably overkill for something like that.
>>
>>339955298
Instead of using the eraser tool wouldn't it be better to use a lighter brush and add highlights?
>>
>>339957149
Depends on the engine.

3D first person is easiest in Unity and Unreal

2D pixel shit is easiest in Game Maker
>>
If people are making an engine, consider looking at this (possible) code from Kero Blaster

https://gist.github.com/Wunkolo/039f8c727edfa6cdddec
>>
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I can draw and probably do sprites. How do I learn to code? It seems impenetrable.
>>
>tfw found a way in unity where the OnCollisionExit method doesn't get called

FUCK
TIME TO LEARN COLLISION ALGORITHMS AND WRITE MY OWN SYSTEM
>>
>>339957789
The unity website has a load of tutorials and excellent documentation for c#. and any questions that rise up after that, no matter how retarded it seems, have probably been asked before on unity answers.
>>
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just finished all the party members graphics, including weapons, special spell effect, facesets, etc.

https://www.youtube.com/watch?v=FNmbHkNFZ5Y
>>
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making a joke vn for a friend
>>
Could you guys recommend a pixel shit program? Been trying to use Graphics Gale but it does some wonky ass shit. Maybe just go back to paint.net?
>>
>>339958176
paint
>>
>>339957789
There are countless tutorials on programming.
I'd start with C#, because that language is the most consistent and logical
>>
>>339957838
Explain more

If it really is that bad you could probably bootleg it by doing something like "this function will get called on the next tick unless oncollisionstay is called that frame", but surely this has to be an extreme edge case that never happens in practice or someone would have fixed it already.

>>339957789
Honestly those visual/drag and drop type of programming languages are a great start for getting you in the right mindset. Having used the WC3 script editor a ton before learning programming put me like a year ahead of the curriculum.
>>
how hard is it to make a turn based RPG with some gimmicks?
>>
>>339958142
Looks gr8, I'd r8 8/8, too dank for me.
>>339958308
Depends on the gimmicks.
>>
>>339958308
The balancing part is the most difficult thing
>>
>>339958243
>C# is the most consistent and logical
Lmao look at this fucking jabroni
>>
>friend and his brother both want to "make games"
>do comp sci for 1-2 years at a great university
>find out the math is too hard/boring and they drop out and are going to some shitty community college to do game design
>their first year ended and the "game" they made for their final project was a buggy pokemon clone that looks like it belongs on the original game boy

anyone else got some funny stories?
>>
>>339958058

I'll take a look, thanks.

>>339958246

Are you talking about stuff like GM? I thought that was a trap if you ever wanted to actually learn programming.
>>
>>339958506
Nigger look at other popular languages:
Java: convoluted mess
JavaScript: convoluted mess
C++: complex if you want to do useful shit

Dunno about Python, it seems good
>>
>>339958246

I haven't thoroughly tested the conditions or replicated it in a controlled environment yet because I have deadlines and that could take a long time.

Basically, I have a 'teleport' ability which for the sake of live demo purposes allows you to instantly go to one of a few preset positions in the world

It seems that when teleporting while inside a trigger region (read: in one frame going from one position inside a trigger box to another position far away and outside of it), OnTriggerExit does not get called. OnHold does stop being called, but OnExit never is.

In a week or two I'll try experimenting in a sandbox to see if I can replicate it, but it's deeply concerning that such a thing is even possible. I would have expected onExit to always be called on the first frame that a colliison is no longer being registered, but it seems that isn't the case.
>>
>>339958648
My friend was working on a game, it looked pretty rad and he was almost finished with it.
I ended up pulling a prank on him and fucked up his HD, He hadn't backed up in a long ass time so he only had a 34 or so percent complete version.
>>
>>339958506
and you are basing that epic counter argument with......
in before second hand copy pasta to prove you never code shit in your life but somehow still need to be taken like an authority in the matter.
>>
Bought RPG MAKER XP for £4 from Steam sale last year. Just playing around with it. So I've made a basic town with a short dungeon. It's a little painstaking to learn things but I bet the new RPG Makers are better as they likely added features with messing with scripts.
>>
>>339958648
>anyone else got some funny stories?

Just search 'game design project' or 'university game design project' on youtube and go wild
>>
>>339958793
Are you just changing transform.position or are you using one of the physics functions like rigidbody.MovePosition?
>>
>>339958858
How is that funny? Ignoring the fact that you're probably making that up, pieces of shit like you are why we can't have nice things.
>>
>>339958739
I don't know anything about GM but things like Scratch, the WC3 script editor, and UE4 blueprints are all essentially programming with a lot of the details removed. You can fill in the details later with a conventional programming course, I just think they're great for understanding the fundamentals like loops and if-statements.
>>
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>>339959035

I have a non-unity-default character controller that handles the positioning but ultimately it does just move transform.position - I'm not using a rigidbody for collision physics, just as an obligatory so it can still interact with unity standard trigger regions

Does that matter? Is unity's system that messed fragile?
>>
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>>
>>339959382
>>339959301
looks nice what is it?
blog?
>>
>Making porn game
>Spend an hour debugging scenes
>Get really horny
>Masturbate
>Loose interest in working on the game
>>
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>>339958957

https://www.youtube.com/watch?v=wUOkQaRZt9w

Think about how much money they're spending to do this
>>
>>339952604
People have to have either embedding on or installed linkify user script.
>>
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I AM GOING TO BE RICH!

;_; can't even make Tetris right. although then again, it's a lot more than a normal Tetris game.
>>
>>339958868
If you're going to switch I think VXAce is a better option than MV. As far as I know it has way more assets, scripts, and documentation/help online.
>>
>>339959460
Yeah I think it could matter, basically you should always use moveposition on objects that need to interact with stuff physically. I'm guessing Unity uses some middleware like bullet that doesn't integrate cleanly with their other stuff, so when physics are involved it's best to use the rigidbody functions as I'm guessing they go directly to the physics engine rather than first going to Unity's own stuff and then being force fed to the physics engine in some kind of synchronization later on.
>>
>>339957789
It is best to learn a language like C++ since you get a better understanding of what is going on. In C# you are just suppose to memorize a bunch of functions that do specific tasks, but you attain no knowledge of how to build those functions yourself.
>>
>>339960189
You want a webm of a four-frame animation? Are you retarded, Anon?
>>
>>339960047

That makes sense somewhat, though it's still baffling that OnExit doesn't get called - I have to wonder how the physics engine works, I would have imagined it uses a simple state system where when calculating collisions, if a collision is false and it was colliding in the last frame then it would automatically call the OnExit function. It seems really strange that there's a way around that

I've been wanting to abandon unity's built-in physics system for a while now and go full manual, this just solidifies that position
>>
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some recent stuff
>>
>>339960262

While you're not wrong, it's better to learn C# or java first because there is much more handholding. After you get a basic grasp of how things work, learn C++ to get a proper understanding of the low level with pointers and shit
>>
>>339960189
4chan does not support losslesss webms (even though there were requests for this) so it makes sense to use a format that supports lossless compression for pixel art
>>
>>339960401

the bullets casing can afford to be less shiny
>>
>he doesn't use raw OpenGL functions in unity

get on my level
>>
>>339960427
C# greatly hinders your ability to learn. You can't get a grasp of how things work because it is all hidden away from you.
>>
>>339960401
Someone has played metal gear solid.
>>
>>339960401
That's ridiculously cool, holy shit.
>>
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>>339960262
>>339960427

I'll keep this in mind, thanks. It just seemed daunting whenever I tried in the past.
>>
>>339960401
That looks really, really good.
>>
>>339960325
Yeah it is a bit strange. I have been working on a toy engine using bullet but I haven't tried forcing stuff to change position like that yet.

I guess it could be something absolutely disgusting like the physics engine doesn't allow the transforms of objects to be directly modified, so the "synchronization" step actually deletes an object in the physical world and creates a new one at the new position. In that case, onexit doesn't get called because the object doesn't exit, it gets destroyed and recreated at another position. Though that's just pure speculation.
>>
>>339960710
>greatly hinders
In what way?
>>
>>339960654
>he uses uni "$125/month with a 1 year minimum commitment" ty

wew
>>
>>339960654
>I want to use opengl like a real man but want unity to hold my hand like a retarded baby
Lmao
>>
>>339961078
>with a 1 year minimum commitment

FUCK
is that actually a condition?
I knew there had to be something like that, it seemed too good to be true that you could pay for one month and publish a game with no watermarks
>>
>>339961078
Is this true, you have to pay extra to use OpenGL... You have to PAY to use ____OPEN____GL in Unity.

This is the funniest shit I've heard.
>>
>>339961238
>you have to pay extra to use OpenGL
you don't though
>>
>>339961190
Yes

>>339961238
No it's not for OpenGL specifically, just if you have a specific team size working on the game, want to get rid of the splash screen or make more than a certain amount of money (even if you're not making any of it off using Unity)
>>
>>339961412

It's still better terms than Unreal "we take 5% of your profit forever" Engine
>>
>>339957789
Just imagine it as a language. All programming is is talking to computers.

And computers do exactly what they're told to do so if it fucks up you at least know without a doubt it was something you did.
>>
>>339961483
Not if your game makes less than $3000. And Unreal doesn't take a cut of your other business. Unity requires you to pay them even if none of your income is from games made using it.
>>
Whats an easy game i can make to get some money?
I dont want to be a wage slave anymore
>>
>>339962006
h visual novel about transexual wolves
>>
>>339962006
Cookie clicker type games. I think the market has died down though.
>>
>>339962006

nothing.

you will earn more money working for McDonalds than making game if counting profit per hours.

this is pretty much the fact.
>>
>>339961828

Looking at these supposed beginner codes and reading the descriptions still leaves me feeling like I haven't learned anything, which is why I gave up years ago. It says things like "the class keyword is used for declaring a class" but that doesn't mean anything to me. I still feel like I'm missing a foundation of understanding the material, somehow.
>>
>>339962006
You're gonna need to invest some dough but make some simple phoneshit (nothing serious, just a 2 week project or so) then hire a shill firm to get it to the top of the app store. Worked for flappy bird.
>>
>>339962006
You can't.
Enjoy being a wage slave.
>>
>>339962191
It depends on the idea
There are games that make more than working at mcd's and games that make less
>>
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Working on the less entertaining bits today, like menu designs.
>>
>>339941951
>2016
>still modifying tribes 1
>>
>>339962191
This. It's a labor of love.

Unless you hit it really good like Toby Fox and become a millionaire after your first game.
>>
>>339962342
Okay then stupid shit begin with Game Maker drag and drop and work your way to GML and then to a proper language.
>>
>>339960401
MGS1 HD right there
>>
>>339962342
>he can't understand abstractions

get a fucking book on logic nigger, THEN try programming
>>
>>339963643
I don't think he even knows what you mean by abstraction in this context. And "logic" barely plays into programming unless you're using prolog aside from boolean shit which is so simple that a 10 year old could probably intuit it.
>>
>>339960401
This looks like a late PS1 game.

And that makes my dick rock hard.
>>
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Anything I can do to improve this place?
I've never been good at designing areas
The actual rooms will have objects and enemies placed in them so don't worry about that too much
>>
>>339963643

It's more they use all these different terms for processes like but I don't understand clearly how they work. I was looking through a C# tutorial.
>>
>>339964460
Is this going to be 2D, or top-down?
>>
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>>339964460
This all seems a bit incoherent. Maybe you should start with a strong theme in mind for the dungeon.
>>
>>339962362

games that make more is less than 1%. Try counting them versus the amount of games released.
99% including most indie games give less per hour spent than waiting tables or serving counters at McD
>>
>>339965042
As long as you make enough to live then at least you got to spend that time doing something you like rather than working at McDonalds, even if you don't earn as much.
>>
>>339964821
2d
>>339964927
Its a skyscraper built by a psychopathic shapeshifter. Everything being incoherent is a feature :^)
And it just a rough draft at the moment, I can probably make some sense out of it when I actually put some effort into it.
>>
>>339959634
Whats this game called? Would like to follow its development.
>>
>>339966537
Is that not undertale? All indie retro trash looks the same to me.
>>
Post beginner tutorials.

https://www.youtube.com/watch?annotation_id=annotation_274120851&feature=iv&src_vid=QUCEcAp3h28&v=Ep0rlBQRcVc
>>
>>339962457
Now this is pod racing.
>>
>>339946153
Something that would be playing in a title screen, or a location interior (shop, bar, character's home etc.)
>>
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I'm making a press kit for me.

it fucking sucks right now, I think im gonna draw more art related to cyberhive tek and throw it in and try to redo the whole text part, try and get some quotes, etc.

i also made a final pass on my ks video, redid the whole thing. what do you think? https://www.youtube.com/watch?v=9OjPZi-sZSU

I want it to make you intrigued by the story and want to learn more? Did I do a good job?

Almost ready to launch. I just hope I make my target. It's all I want out of life.
>>
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>>339969765
i keep posting this screenshot when i have drawings lying around

and i dont know why
>>
>>339966681
HA HA HA! That is a funny meme friend! You sure showed those indie dev- I mean, indieFAGs, LOL!
>>
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Is making multiplayer FPS hard? I know how to make single player game but I am not sure about that multiplayer stuff

Today at the work I got a great idea: Overwatch but without a faggotry
>>
>>339966681
Edgy
>>
>>339971439
Making a multiplayer game is a bad idea as an indie dev. There is a pretty high chance that your game dies at launch due to lack of players.

See: Googum and Restricted RPS
>>
>>339971439
Never tried it but supposedly in Unreal the engine does all the hard work for you. But it's probably still significantly harder than single player.

In Unity as I recall the network stuff seemed completely fucked, like "I'd rather write it from scratch" fucked.

As for writing it from scratch, it's pretty fucking hard.
>>
>>339971439
I think designing netcode is a whole other area you'd need to learn. There is no way you're planning on hosting official servers.
>>
>>339971797
UE4 deals with movement replication/prediction for you which is one of the hardest parts.
>>
https://discord.gg/0wjqct9qJ3JlMthP Join our shitty indie dev circlejerk
link is permanent if you want to bookmark it
>>
>company low on inspiration creates this thread to steal the unique game idea you've meticulously perfected in your mind over the years
>actually falling for this
>actually giving away your idea

and you wonder why your only two choices in life seem to be NEET or wage slave. good job fuckos
>>
>>339972419
Implementation is more important than the idea, and vast majority of the 'ideas' posted will not see any implementation anyway.
>>
Implemented an Item Get state and tried making jumping off enemies work but it needs some serious tweaking (probably make the range slightly larger, and some kind of dust effect I guess). It causes a really silly thing to happen when you use it on the boss as well while it is jumping upwards but other than that it lets you jump over it just fine without having to rely on an ice block or wall jumping over it.
>>
Would a Thief ripoff be popular in 2016?

Y/n and why?
>>
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>>339973101
>Would a Thief ripoff be popular in 2016?
panty thief please

11/10 weaboo points
>>
>>339973101
Yes, because the most recent not-ripoff was shit.
>>
>>339973101
Stealth is still pretty niche, I mean yeah you have games like MGS and Deus Ex hitting the big money but I don't think the majority of people who are into those are looking for other stealth games.

On the other hand I feel like stealth games have a strong following who are always looking for more and it's not a saturated market like 2D pixelshit or FPS or something, so it could probably still do well, just not Minecraft/Undertale/FNAF well.
>>
>>339973601
Probably worded poorly but I meant stealth games have a strong but smaller following compared to other genres
>>
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>Can't decide if I want to do hand drawn sprites or pixels for my game
>More familiar with pixel art and easier to produce
>Hand drawn stuff would require more frames, detail etc but look better
>>
GM has people like Shaun and HeartBeast

Who are the tutorial go-to people for unity?
>>
>>339973731
If I see a game with pixel art on greenlight I just press no immediately at this point, so probably avoid that.
>>
>>339973815
>"I'm such a massive faggot that you better only make things that are to my liking."
>>
>>339973772
The unity website itself has some good tutorials. Other than that it's so well documented and has so many answers on their own stack overflow clone that you can get by just googling everything.
>>
>>339973938
I'm just saying that when there's literally thousands of games that all look the same out of which 99.99% are unredeemable garbage you shouldn't be surprised if people don't notice your game in all that noise.
>>
>>339971439
I remeber once some guy on /v/ made a small instakill game obviously it wasn't commercial but it was fun.
>>
>>339974085
I hate pixel art that is mostly comprised of shit like this.
>>
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I'm making a fighting game engine in c#. Working nice so far.
>>
>>339956496
>>339955702

id do this but with fleet approximations and battle plan arrows. like war documentaries do but in space
>>
>>339973731
it depends if your pixel art is good like paul robertson or momodora. Though clearly having good pixel art doesnt make or break your success.

I personally love hand drawn stuff, but usually that stuff takes a shit ton of time and effort or people resort to tweening stuff in flash or similar software and at that point I'd probably prefer pixel art.
>>
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>>339973101
My first project was actually meant to be a Thief ripoff but I got literally no response at all from people. The point was that it was meant to be hub based and you were based in a big town and would gather jobs/missions or just loot by either scouting the town or visiting new places. Might've just been my project but I wouldn't touch a stealth project with a 50 meter pole.
>>
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too lazy to ever make a webm or gif for anything so I'll just take a screen shot of a cinematic I was working on yesterday
>>
>>339974601
ANON!

I want to do the same.

Please tell me how you got started with C# and how you made your own engine!
>>
>>339975461
It's a difficult genre to sell because it looks boring in screenshots/videos. You're actively avoiding action and the you can only really experience the tension while playing the game.

Is a shame but I think if you had finished it you would've had a niche that would've played it.
>>
>Want to share your work
>It's furry RPG Maker shit that would cause a shitfest
Good luck on your projects, anons.
>>
>>339975947
I would've probably have gotten a small niche, but working on a game for 1 year posting webms and getting zero replies was to harsh for me. My main idea for the game was to have the town guards be active, talk with each other and share information. I had a wanted system in place with boards that the player was meant to be able to influence so guards would ignore the player if visited, guards had a job cycle and didn't just patrol the same place back and fourth.

I were really passionate about the project.
>>
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>>339976301
could be worse
>>
>>339976301
you had me until RPG maker. Sorry, Anon.
>>
>>339962123
Web developer here, that sort of thing is well within my skillset (I arrogantly assume despite never having made a game). Gibe cookie clicker clone ideas pls.
>>
I'm working on a game heavily grounded in Greek mythology where you're stranded on an island and do cool stuff.

Never gonna finish it.
>>
>>339976791
If it helps, I am focusing on NOT using the stock assets, I want it to NOT look like RPG Maker.
>>
>>339957789
Start learning Unity. Start with the official tutorials.

Coding is pretty impenetrable at first, but it quickly starts to make sense if you pay attention to what you're doing.
>>
>>339974085
>>339973815
You don't even bother to look at the GAME's GAMEplay?

I know indie pixel art is extremely overdone, and yes, by nature, most of the games won't have imaginative gameplay (but this is true across all games of all styles) - but to dismiss a game just because of its art style is just plain foolish. You might be missing out on a really fun game (even if it's generic to look at).
>>
I animated the placeholder sprites as a learning experience, it was more complex than what I thought. Other than that I haven't worked on it much because of end-of-semester things
>>
>>339954206
I remember seeing a Jon Blow hour long conference where he showed an old demo he had made for a first person gesture magic game. That was like 2006.
>>
>>339977574
This is how /v/ and the general public are. You better get used to it m8
>>
>>339977579
>afterimages

Do they have mass?
>>
>>339977574
I did ~500 greenlight games where I actually cared, and out of those I accepted 5. So if I say no to everything there's a 1% chance I'm wrong. And if one of those games are worth playing they'll get overhyped and circlejerked about on /v/ and other sites so I'll hear about them later anyway.
>>
>>339977836
They're purely cosmetic as of now. I suppose I could add a mech part that makes them do damage or something, but I haven't implemented customization yet
>>
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I spent a whole night trying to make progress in learning some blender. Made better progress with modeling than I have on any previous attempts. However, looking for front/side view sheets, the only one where it didn't look like garbage on GI was furry stuff, so I just settled for that. The geometry is way too complex, but I think it was good practice
>>
>>339977727
Well yeah, I'd care if I was on the developer end, trying to sell something. And yeah, his post was indicative of the kind of behavior that the average Steam user would express.

But still, I thought people in this thread would be a little less pedestrian in consideration of games.
>>
im not making a game because i hate:
>programming
>making music
>drawing
>>
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As I posted in /agdg/ yesterday:

I always thought it was weird how MGR promos focused on the fact that you can "Cut anything"

when it was far more interesting, mechanically, that you could PARRY anything.

Gigantic robot arms, chunks of flying pavement, whatever.

It is a legacy I hope to replicate.
>>
>>339978158
It's hard not to become cynical after trawling through all that shit. Steam has become google play tier at this point, and it's hurting everyone involved. People looking for good games have to sort through piles of shit to find even a single good indie game. Developers' work gets completely devalued - and of course I'm guilty of this too, but people look at games and go "Oh, I've seen hundreds of games that look similar to this, and lots of them have been in $1 bundles, what makes this one different?", etc. so even if you pour 2 years of full time work into a game people will look at it and think "$1 game".

At this point the market is so saturated that it just sucks for both developers and players. That's why I think you shouldn't make pixel art games unless your pixel art is REALLY good, because your trailer/promo images need to stand out something enormously for people to not just see a game they'll get for $1 later on.
>>
>>339978979
Good job, senpai.

>>339979089
More like "dynamically cutting things is too hard to replicate as an indie dev but I can manage parrying!"
>>
>>339951595
This game got on Kickstarter.
>>
>>339979089
Yo anon, your game is cool. I love it. Best wishes to you on your development.

I kind of wanted to make a game like dmc/bayo, but I wouldn't know what the special "gimmick" would be. like, dmc has different styles, bayo has witch time and stuff.

i don't want to rip off those games, but i would like to create a game just like them. get what im tryn to say?

got any ideas for an "action-gimmick"?
>>
>>339958136
Why does the middle one have more frames than everyone else?
>>
>>339976683
Oh fuck! I remember this!

I thought it looked pretty cool, but I wasn't really sure where you were going with it. I thought I commented to ask you about it ages ago, but I guess I'm mistaken.

Sucks that you stopped, I like the idea that you had for it, and I would have played it.
>>
>>339979335
More like "I'm so jealous of someone else's work that I'm gonna pout like a little bitch before heading off to suck some cocks!"
>>
>>339979335
not at all

Dynamic cutting was a nifty visual Technologyâ„¢ gimmick but it contributed essentially nothing to gameplay.

Meanwhile the ability to trigger a unique parry reaction against every enemy attack was pretty cool in conjunction with large bosses, especially in contrast with something like Bayo where MMK could parry things but on large enemies it just gave you i-frames and WT but didn't actually stagger the attacks back.

In terms of combat design, the ability to actually parry-reaction every incoming threat, including large enemies and environmental damage, was really interesting.
>>
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>all this pixel art

wew lad
https://www.youtube.com/watch?v=2k0SmqbBIpQ
>>
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I'm making a trash can pack to sell on the unity asset store to start up funding for my dev studio. Does that count?
>>
>>339960401
love it. the animation is great.
>>
>>339979774
>>339979089
I think the "cut anything" was like the one thing they carried over from that scrapped concept, so it became the focus of all the marketing because it was "the thing Kojima Productions contributed" while everything else was "the stuff the company we outsourced to did". I agree that in practice it barely accomplished anything.
>>
Gonna start making assets for my game. Which should be fun. Maybe. I'm not getting too complex but fuck pixel shit.
>>
>>339979876
Lay off the substance painter effects a little. Edge damage is great but not when it literally effects every edge.
>>
>>339980014
joke's on you, I use quixel
>>
>>339979465
I did have a few, but I put them all in Mayhem League.

OTOH I just ripped off a shitload of Platinum mechanics for Mayhem League (and some other mechanics) because I figure "if it's good, why not use it"? It's not like shooters haven't been doing so for years. Don't be ashamed of stealing mechanics.

One idea I actually had but didn't implement: put a Just Charge effect on EVERYTHING.

Platinum uses these rarely, but always to interesting effect; Salamandra in Bayo 2 had a just-frame release on the chainsaw charge modifier that granted a follow-up hit, TMNT (of all games) had a just-frame parry if you released block right as the enemy attack connected.

Korra technically had Just Charging on all of its attacks but all they did was rev up your "ki overcharge" thing, they didn't have an actual attack modifying effect.

But if you approach action game design's main task as being "allowing the player to mash buttons but giving them every reason not to", I'd say that's a pretty good start for your core combat.
>>
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>>339979801
pixel art a cute
>>
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Been working on it for a week. Got walking, running, jumping and collisions working well. NPCs that can wander around randomly.

Don't know what to work on from here as I don't know what I want this game to be.
>>
>>339980303
this isn't egypt
>>
>>339973101
Dishonored
>>
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>>339980303
>furry
>>
>>339980303
In comparison to the pixelshit I've seen this is like AAA material
>>
Animal Crossing / Harvest Moon / Stardew Valley / comfy country and small town life game

https://youtu.be/YfO7Vy8hmiw

Been working on shops and UI this last week. Updates are posted here: http://nacidev.tumblr.com/
>>
>>339950438
>>
>>339979670
You might have commented hours after I posted, I would usually post progress 1 hour before I went to bed. I've still got the project files and might return to it once my new project is done.
>>
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Yeah I just made a shitty game called Last Hope, its a slender ripoff
Asado.itch.io/last-hope
>>
>>339980789
>he doesn't change his logging from "Hello"
casual-level UE4 user
>>
>>339979465
>>339980197
Actually, you know what? Here are some other ones I think are interesting but never really attempted to implement:

> when locked-on, have the camera go 2D and have the game become essentially a fighting game. Guilty Gear 2 Overture flirted with this design but never really embraced it fully

> when enemies die, have them explode into bullets that fly back at the player, a la Ikaruga

>...or have the explosions themselves deal massive damage to other enemies, and enable enemy-popcorn-chaining like Every Extend. It looks like Nier Automata MIGHT be trying something like this but it's tough to say if it's just a visual effect or an actual gameplay concept. Bonus points for the player being able to "aim" enemies in the direction of the camera when doing finishers, so that the player can "line up shots" with mooks

>have the currently equipped weapon/stance/whatever radically alter player movement mechanics... like Odette from Bayo but far more extreme. Certain weapons let you jump higher or run faster, some let you cling to walls, some let you slide around... changing weapons would be as integral an aspect of the platforming/navigation as it would the melee combat
>>
>>339980905
>printf debugging
>not using the automatic string when all you want to see is whether or not an execution path was hit
literally why waste the keystrokes.
>>
>>339955038
This looks cool, I'll try it out
>>
>>339980905
I love how I always get atleast 1 reply with comments like this everytime I post a webm from my strategy project.
>>
How hard would it be to make a Paper Mario esque game?
ive been thinking of doing it with uh animals.
>>
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>>339975718
First think about whether you want to make an engine or a game. If you want to make a game, it'll be tons more rewarding to go with UE4 or Unity, where all the bullshit groundwork is already done for you. Like, recently I spent a few days writing mesh partitioning code so I could use skeletons with more than 64 bones which is the max you can fit in a GPU constant buffer, and to me that was tons of fun (and some swearing), but I could just have used UE4 which does all that already.

Anyway, I use c# with SharpDX as a c# DX11 wrapper (I'm a professional developer, though not for games, and SharpDX had been recommended to me by a MS rep at a dev event). I make the models in Blender and also have written an exporter in python for blender so I could export the models in a custom format. That actually wasn't my first experience in either game programming or DX programming (I started DX with DX7 in c++ but mostly made DX9 model viewers for games I liked) so I'm not sure I have good beginner tutorials to recommend, so for c# you may need to find your own.

The keyword here for beginners is "sharpdx toolkit". The toolkit is a framework that simplifies a number of things like initialization and image loading and sprites and all that.

Tools wise you need visual studio (VS2015 community edition is free and full-featured so grab that) and then the instructions here seem pretty good for setting up your project: http://devplanet.blogspot.ch/2014/02/sharpdx-toolkit-tutorial-1-introduction.html

basics of c# and sharpdx:
http://rbwhitaker.wikidot.com/sharpdx-tutorials

the gamedev boards, of particular interest to you are the "beginners" and "directx" boards, seek the beginner faq which will be a lot more informative to you than I can be:
http://www.gamedev.net/

collection of programming patterns related to games:
http://gameprogrammingpatterns.com/

Pic is basic c# space sim with procedural galaxy made in a few days while I was getting fed up with the fighting game.
>>
>>339982109
>Furry
You'll get no advice from me faggot
>>
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>>339982378
>implying furry
No its going to be small pastel colored horses.
but it aint MLP
>>
>>339982750
>Filly Funtasia
You degenerate fuck
>>
>>339982130
Shit, thanks for the information anon. I've yet to develop or code anything, but I want to learn so much, and I'm excited for it. I'm taking a my first CS class in September in community college, but I really want a head-start on programming.

I do want to make games, but I know that it's gonna take me a while to get good. So I want to become a professional developer/programmer like you, to have a steady job in the meanwhile I make games on the side.

So yeah, i'm just looking for as much information as I can on programming. Specifically C#, cause i'm going to be using Unity.

I'd love to make my own engine, but I don't think that's going to happen for a while, so I'll stick to things like Unreal and Unity.

But yeah man again, thanks so much for your input. It means a lot to me.

I just really want to learn coding right now.
>>
>>339942447
>>339943024
>>339954206
>>339977632
don't do it, it's a shit idea. what you're doing would be more precise and better as a button press. joblow explained why multiple times aside from this conference, even tried to use the parameters of the shape to change the spell. it is a fool's errand.
https://www.youtube.com/watch?v=p4903fcskqY#t=2m28s
>>
>>339942447
Oh shit, anon.


You are making a game where you literally cast magic spells to help you.

>living the dream
>>
>>339953029
Get rid of the spikes and you have a winning character design
>>
>>339952604
Those creatures are amazing, are those billboarded sprites or some kind of filter?

What method did you use to create them? Planning on using billboards for one of my games and having to redraw the characters from so many angles ( Like you have in your screenshot ) always seemed so daunting.
>>
>>339955836
>Screenshake

biggest gd mistake, it looks really ugly.
>>
>>339980303
Actually pretty good.
>>
So I have moderate knowledge of C++ and C#. If I want to make a custom engine, should I just jump right in or get comfortable scripting in something like Game Maker first?
>>
>>339983249
yeah, making plugins for Unity is a good way to try your had at c#. UE4 doesn't have that option, it's either blueprints (which are cool in themselves) or c++.

Something I'd add is analyse existing games. Like, I'm making a fighting games so I read all the MUGEN docs and looked at character files, read all the fighting game wikis I could find, article and videos about design tricks they have and so on. Whenever I need to figure out a mechanic I'll fire up MAME and use the frame-by-frame function to see how games move, etc.

Also, for programming, games or other, seek articles and blogs, about games new and old. Like, my procedural galaxy follows the principle of Elite 2's, which was 25 years ago and is well documented. Most questions about good fighting game design can be solved by analysing SF3, all best adventure game practices are in Monkey Island, etc. One resource I still love is the GDMag archives, a treasure trove of knowledge. Also Gamasutra.

Also also: for both pro and hobbyist dev needs, stackoverflow and its more specialized stackexchange sites will become your main resource sooner or later. It's well worth consulting them and, once you're becoming good enough, participating (and the participation thing goes for forums too. Explaining stuff to others will broaden your understanding).
>>
>>339986974
Having used an existing engine for a while will make you better understand what features you need or desire for yours so it's always a good thing.
>>
>>339945945
Only hard when you start of with what the level looks like.

Start with nods and paths. Worry about shapes later.
>>
I need more items so the random generator actually gets some variety. But creating items is for after mechanics are done. so oh well.
>>
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>>339987606
whoops, forgot this
>>
>>339987606
use bullshit items, ie existing item with a name change or other quick to implement difference.
>>
Is it better to go for a more realistic arstyle or a cartoonish/anime artsyle? I wanna go for an action rpg type of game
>>
Stealth game or fp game like Dark Messiah? You decide.
>>
>>339954328
Or actually fucking working

You can't do motion controls like that on the Wii
>>
Anybody able to point me in the right direction to get a better understanding of how to program in combat?

Ive built all these maps and shit but have 0 idea how to make a half assed AI and combat.
>>
>>339960401
Jesus fuck, did you add in the polygon wobble?
>>
>>339987745

>double bitted axes
>two spaces are covered up from one thin handle

got a little triggered tbqh
>>
>>339987087
Sounds good anon.Hitting up those sites sounds great, im always looking for more assistance. Looks like ill be hitting those SF3 archives!

Damn i am so hype to be making my own game. Cant wait. While going thru a tutorial in GM or the roll-a-ball tutorial in unity made me so excited.
>>
>>339990695
I thought about allowing non-rectangular shapes, but it would make the user experience a lot more complicated when figuring out if something would fit or not.
>>
>>339991003
Use smaller squares, that way you can make the axe's blade 3 squares wide and the hilt 1
>>
Does /v/ like when one posts pixel art that will likely not go into a game?
>>
>>339989253
What kind of combat? What game are you trying to replicate?

That's such a vague question.
>>
>>339992163
As long as it's not furry, go ahead
>>
>>339992163
Only if its furry
>>
>>339992163
I'd prefer that the amount of furry content be fairly balanced against the non-furry, but I'm OK with it either way
>>
>>339979631
Probably the MC.
>>
>>339993556
Even so its jarring.
>>
>>339947557
>a fellow Linux + Godot dev
Whaddup my freedom loving brother. What DE/WM is that?
>>
I want to make a RPG mixed with Fighting game elements. Which game engine should I try to learn for that?
>>
>>339959634
FOR CHRIST'S SAKE
IF YOU'RE GONNA GO FOR A PIXELATED AESTHETIC, DON'T BREAK RESOLUTION! THAT MEANS NO TWEENING, YOU LAZY FUCK!
>>
>>339960401
>MGS1-styled game with that aiming
You have no idea how hard I am right now.
>>
>>339969765
I remember you!
I can tell you like SS13.
>>
>>339993741
Awesome, but not riced very far
I'd like to interject for a moment
>>
>>339995006
I hate tweening as much as the next person, but the SNES could handle rotating sprites (for example, check out the Super Mario World final boss fight, Bowser rotates when he gets hit. The next generation (PS1, N64, Sega Saturn) all did it shamelessly - check out Castlevania Symphony of the Night and have a look at some enemies and some projectiles.

It looks like shit if it's abused, but it can reduce the workload for artists, and it can reduce some space. For that gif, considering it's color palette, it looks like they were lazy and wanted it to look more "alive".
>>
>>339991003
Do it faggot
Inventory tetris only gets more satisfying with complex shapes
>>
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>>339952085
>health bars are a stretch goal
>>
Are there any books, tutorials, playlists, or series for making a game from scratch? I just want to see how someone makes like pong from scratch, tetris from scrath, there indie game whatever
>>
Working on a 2d space exploration game in the vein of star trek. What features shouldn't be missing/you'd like to see in a game like that?

Currently the biggest problem is figuring out a good way to do combat. I did something really basic but it just felt like a bullet hell shooter like geometry wars which I don't want, kinda want a bit more depth and strategy that goes into combat in star trek. I'm considering using some turn based encounters or something but that would just slow the game down too much imho.

I'm not posting pics because it's all just crappy placeholder assets for now.
>>
>>339997141
Have you played the escape velocity games? If not, give those a look. I feel like they strike a good balance between strategy, real time action bullet hell and rpg micromanagement in combat.

fantastic games anyway.
>>
>>339997004
from scratch can mean many things. that said https://handmadehero.org/
>>
>>339973815

thankfully most people aren't you and nobody want to cater to you.
>>
>>339997004
Depends on how much "from scratch" you want it. There is Handmade Hero which is absolutely amazing if you want to know really in depth stuff, he does it as much from scratch as you reasoably can and there are hours upon hours of content to go through.

Otherwise you can go to youtube and search for a random video, it's mostly the same thing every time. Stuff like tetris and pong can be done in few lines in many engines today and its really boring and any random tutorial you google will show it well enough. If you can code tho, the best way to learn is looking for source code to a simple game and figuring out how it works on your own.
>>
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I've been making a lot of progress lately. I've managed to crank out two bosses, a bunch of levels, and a lot of fixes since I started my break from school.
>>
>>339977727

I will concede that /v/ is like that due to shitposters like you but the general public and gamers care more about gameplay than graphic in buying games.

which is why the tamagochi clone is doing well in mobile, flappy and angry bird is a hit before and undertale and stardew valley sold more than 1 million copies despite their shitty graphics compared to their indie peers like Pillars of Eternity which is grindfest lore the game.
>>
>>339979271

it's just you.

thank god for the gaming industry there are few people like you.

with you, no games will ever be made since everyone is not that capable but still able to produce fun games in their early career
>>
>>339997763
Yeah. I need to find more source code I think. I just dont see toooo much for platformers besides like Mario. I should look for more
>>
>>339997969
That's really cool senpai
>>
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>>339998314
https://github.com/leereilly/games#user-content-platform

github is your best friend, senpai
>>
>>339998314
You mean like source code for the actual Super Mario Bros. game? The most you'll find is a 6502 disassembly, good luck with that.
>>
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>>339998573
Thank ya. Here's some more mariachi skeletons.
>>
>>339998794
Thanks dude. That list will be super useful.

>>339998918
Nah like platformer tutorials for programming besides "Lets program Super Mario for the NES in Javascript" or something. I'd like to see how something like let's say, Bionic Commando was done. Or Ninja Gaiden. Or something.
>>
>>339999151
So you're saying that instead of "Lets program Super Mario for the NES in Javascript" you want a "Lets program Ninja Gaiden for the NES in Javascript"?
>>
>>339999563
I should have picked games with more variety in the approach. Let's say Final Fantasy vs Mario vs Doom. Like that
>>
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What do you think about my missile broadside?
It locks on if it is close enough, but you could also aim for the asteroids to launch several fragments towards the enemy player.
>>
>>339999721
Instead of trying to learn how to make a specific game, start your own project and look up how to implement a specific feature. It's probably the best way to go
>>
How do I make a game? I want to make a metroidvania where two people are tethered together.
>>
>>339947557
>fire you're gun

Jesus fucking christ, how are you alive?
>>
>>339960401
how did you make those models and textures??? been trying to go for the same aesthetic
>>
>>339952085
>Their dead!
Anon, it's they're.
>>
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For an assignment I have to make a UDK level, using only the base assets that come with UDK, I chose a junkyard, I'm no where near done yet, I have to put all the small things later, all the juice.
>>
>>339980303
Is being a furry a curse? So many people are incredibly talented artistically but completely waste it by being a degenerate fur faggot.
>>
>>340001559
The thing i dislike about this is the same thing I dislike about 99% of rpgmaker games.

The map is too big compared to the character's size, so you're left with a lot of empty space and it looks like absolute trash.

Please make the room smaller, Anon ;-;
>>
>>339960401
holy crap how you pull that off, amazing job!
>>
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>That no (you) feel
Any thoughts on my new thruster? I think it's starting to look real nice.
>>
>>340001564
I'm pretty sure most furries don't have a lot else in their lives so they just focus entirely on drawing their beast men, and thus get good at it.

Either that or they're people who learned to draw outside of that and then went into it because furries are easy money.
>>
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>>339952256
>>339952507
The edge is going to be hard anyway on the actual model unless your unwrapped UVs are too close together.
>>
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working on a "museum" of sort for the fine folks in /hsg/
>>
I would like to write a game about a young ill boy whose mother goes to tell him stories about a young adventurer (which happens to be the son inprinted in his dreams) with friends (that look like from ones from school before he became bedridden) alongside him as he goes on a quest to clear a deadly curse (in fact it could be considered the same sickness that the boy is suffering from).

All the while the mother is telling the tale. Each night *within 30 days* holds a chapter. One after one becoming more intense and more detailed in the progress of the fight against the curse and its hold upon the world in Dream.

Will the boy fall to the curse/sickness? Would he survive the 30 nights?
Failure in his dreams would break his mind and would give a *dead end* which would leave him a vegetative state. Succeed and he would be able to see the world outside once more on his own two feet to meet his long lost friends.
>>
>>340001559
Looks awful. Why are you using BSP like its Hammer or something?
>>
>>340002753
Only thing worse than idea guys are "writers"
>>
>>340001559
Oh god
please don't repeat the same texture over and over again, it makes my eyes want to puke.
Also go easy on the huge amounts of empty space.
>>
>>340002286
I know that feel anon

For what it's worth I think that's quite pretty
>>
>>340001559
Also why the fuck are you using such an old version. Why leave the hud and gun enabled if it is about the environment.

Why.
>>
>>340002286
I like it, it looks good
Looks like it coasts to a stop after the thrust stops though, which bothers my autism a bit
>>
>>340000641
>>340001179
You just don't get it, its too sophisticated for your uneducated minds
>>
>>339940704
Idea sucks.
Also all of you who are trying to make games. Just stop. You have no chance in hell getting popular and jew$.
>>
>>340003410
I'm sorry your game didn't work out, anon
Would you like to talk about it?
>>
>>340002286
How did you make it? Is it a sprite with particles on top?
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