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What are you working on?

also, which one do you use, /v/?
http://www.strawpoll.me/10606802
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>>343011134
>lumberyard actually in the fucking poll
Does anyone use it?
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Which engine's dev environment works with Ubuntu?
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What's up with the dead?
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Is unreal bad?
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>>343011617
Everyone's crunching for demo days.
I know I am.
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>>343011597
I think Unity has a Linux branch but I can't remember if they already released it to the public
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>>343011445
I don't know. I just based the poll of the image. Got the image from a random thread sometime ago.
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Started working on background graphics.
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Everyone says that Unity is shit but is that just a meme? there are a lot of good games made on it
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>>343013232
give him mega man shorts, please. Underwear is too much and makes your game like a furry made it.
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>>343013598
There's a good chance that Anon is a furry.
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What should I use for making a Super Mario Bros./Mega Man type of game?
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>>343013861

Whatever you want.
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>>343013232
Is really furry but at least there are some effort put into the sprites.
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>>343013232
Change the briefs to panties
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>No Love2D
GameMaker anon, how are you finding it? I don't know shit about it. Is it very restrictive?
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>>343013681
well that's disappointing, I'm trying make a game with a birdperson without it looking like fur shit. here's A fanart sprite of the main character, I'm still doing some concept art for her though before I make a 3D model.
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>>343013595
mighty no. 9 2 is looking great !
keep it up con man!
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>>343013861
There are a lot of tutorials for GM to do something like Mario, but honestly you can choose whatever you feel good for you.
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>>343013595
It's the memest of memes.
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>>343013232
Is this another harmarist game or do you just clone his art style
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>>343011134
Working on a turn based strategy game. I made it so when you click on your dude it shows the tiles you can move to. I'm proud of this accomplishment.
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>>343014367
Thanks friend
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>>343014260
Check out some color theory stuff. The character design itself is alright, but the colors are all wack.
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>>343014835
yup
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>>343016403
I'm basing it off this kind of bird, what colour clothes should she be wearing? I get nervous when it comes to colour.
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>>343011597
You can compile unreal editor 4 for linux now. Though I don't think the marketplace UI works yet. You'll have to make any purchases via web.
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https://youtu.be/IsQlCIX-h4A


I’ve done a bunch of stuff since the last update. Check it out!

Of course it’s STILL a work in progress, but I feel like the game looks slightly less worse now. I also changed the inventory, added a “toolbox” inventory where tools get stored, a test options menu, (simple) real world-synced day/night, changed the way casting the fishing rod works, added footstep sounds (that change based on what terrain you’re walking on, including nothing if you’re in the air), and a lot more. agdg Demo Day 9 is coming, and I’m going to try to get as much as possible in the game for it.

(I legitimately don’t even remember all I did since the last update. I did a lot of stuff. I should probably start keeping track of all of it)

I post updates more frequently at http://nacidev.tumblr.com/ if you guys are interested!
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>>343011134
>What are you working on?
Nothing
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>>343017130
fix that
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>>343013232
what's your fa?
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>>343017025
I have seen that terrain somewhere else. Is it from a tutorial project or something? If so, could you link it, please?
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>>343011134

Adding some new items to my auction house

gotta improve those programmer-art category icons at some point
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>>343017272
But making games takes so long, and learning programing is boring.
And then I'd have to learn art too.

I just wish my brain would stop randomly coming up with video game ideas
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>>343013595
Yes, it's a meme
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>>343017414
He has an inkbunny and draws cubporn. I don't think I'm gonna link you to it because it's gross.
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>>343016425
anon come on
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where's an easy entry point for first person shooter creatan? I'm on a toaster so no UE4 or anything too strenuous
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>>343017647

They rotate around too
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>>343014227
The most restrictions are about optimization. The drag and drop is worthless and should never even be considered, but even with decent usage of GML you'll still be somewhat stuck with having to use inconvenient solutions and code that might lag your game. Don't even think about doing anything 3D either. But if you stick to 2D and don't try to make anything too processing heavy you'll be having a good time getting a prototype of your game up fairly quickly. It's kind of like an iPhone in that it's easy to get into but you have to concede some of the control that other fleshed out programing languages would give you
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>>343017612
It's from UE4's Stylized Rendering and it's placeholder pls no bully
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>>343011134
I just can't wrap my head around programming

all of the tutorials assume you know shit beforehand and don't treat you like you're an actual newbie
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>>343017995
Comedy option, cube 2 sauerbraten

Though UE and Unity should be scalable enough for you. Just run in mobile dev mode or whatever, low spec.
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I fear that Nintendo will soon do my idea and then my game will be seen as a ripoff.

The moment they announced a multiplayer Zelda I feared for my project of five fucking years.
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>tfw game isn't ready to show yet and won't be for another few months
>tfw I have the strangest fear that someone is going to coincidentally end up using its name for another game
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>>343017828
I've fapped to worse, just give me a name
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>>343018281
>project of five fucking years.
>still not done
Hurry the fuck up then.
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>>343018493
Sounds like the name is generic as fuck. Are you sure someone isn't already using it? Have you done a thorough google search?
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>>343018214
how easy is it to just jump in feet first with no prior knowledge?
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>>343018203
I'm following Tom Francis' "Make a Game with No Experience" series and he does a pretty good job of explaining things completely.
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>>343018203
I'm self taught, but if you have any questions, fI might be able to help. If there's anything that would help make the basic tutorials make sense for you.
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>>343018770

It's not generic, and so far it hasn't been used as the title of any other game. It did turn out to be a name used within a specific popular game released a year or so ago, but only as a portion of a level I think.

I should also probably be concerned about the concept as well. Since I came up with it I've seen a few games come sort of close.
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>>343018797
Video tutorials, video tutorials everywhere.
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>>343018834
I don't expect you to follow me around for the next 6 months while I learn how to program so instead, what resources did you use to self teach yourself?
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Re-posting my freeware game:

https://thetagames.itch.io/dienworlds

Also, if the anon from the previous thread is here, did you get any further?
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>>343019091

I'm not him, but if I may jump in here, what is it you want to make? I find that without knowing why I'd want to use the tools it's impossible to learn them.

Having also been self-taught, I learned through the desire to make specific games or applications, and not simply for the sake of learning. If you're able to break down complex ideas into steps for the program to proceed through one at a time, it's really just a combination of using the few concepts available (conditionals, loops) and looking up pointed questions on Google.
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>>343019130

Wow, this looks cool. Would it be disappointing if I said it's probably too complex for me to want to try it? I admire the hell out of the implementation, but I don't entirely grasp the idea.
>>
Want to make a demake of Call of Duty 4 to look like Doom or Wolfenstein 3D, but I'm not sure if people would want to play it.
What do you guys think?
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>>343019419
I want to make a 2d sidescroller with turn based combat
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>>343019836

Do you have specific mechanics in mind? Can you visualize how the game will play?

The first step in your case might just be to display graphics on the screen. Then you want to learn how to place specific graphics in specific places. Then to place a character, then to be able to control him/her with the keyboard, then to test for platform collisions, etc.

Eventually you can move on into deeper mechanics. But you have to start simple. Run google searches extensively. Tutorials might help you, but they rarely help me as they seem adapted to copycat-style programming more than anything.
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>>343019130
oh hey. Yeah I did get sliiightly further. I managed to make one loop that constantly sent charges into one house. Wasn't able to go beyond that though.

Guess I couldn't come up with feedback because I didn't get very far with it. I do think the game is tough to get into. The manual is kinda long, and obviously there's no tutorials in-game. I do have a question though, does the game essentially go on forever (or at least as long as you can keep it going)? I assume there isn't really a win state to it.

I was thinking the game could be turned into a puzzle game, though that would be very different from the sim it is now.
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>>343019782
The game actually kind of has a singular, minimalist feel to it, with depth coming from the mathematical side of things (and not from breadth of features, like in a game such as Dwarf Fortress).

No, it's not disappointing - I understand that it isn't for everyone. I'm glad you can appreciate the concept, though.
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>>343020260

Well I'm always enamored with any good effort at a simulation/cellular automaton-style game, so it's on my radar. I might come back to it one of these days. Reminds me a lot of Zachtronics' work.
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>>343015087
What engine are you using?
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>>343020237
Well, that's a great start. Figure out how to split from the loop, and you'll have a grid going in no time (if, of course, you don't run out of money lol).

Yes, the game goes on forever, though it isn't possible to maintain a grid indefinitely (the license fees increase linearly, while the income from houses would be limited once the entire screen fills up with houses - I suppose you could say the game "ends" around that point).

I just wanted to maintain a sandbox-y feel, and encourage players to see how far they can get as they figure out strategies.

Making it into a puzzle game would go a completely different route, yes. I've thought about it - especially since puzzle mechanics could make use of the Turing-completeness of Wireworld. I just don't see it fitting in the tone or gameplay style of this game very much.

>>343020492
Thank you, I'm glad it reminds you of that.
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>>343021184
Absolutely, there's nothing wrong with the sandboxy feel, and I gotta say although I didn't get very far, it was a great feeling to figure out what I did "on my own." Again I tried for a long while not to read the manual at all first. I figured out the buttons by literally pressing everything, for example. I'll probably return to it sometime and try to figure out how to split off. I knew that was the "next thing" I had to do too, just couldn't figure out how.
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>>343020882
He is using Unity.
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>>343021524
Well, you did pretty well for just figuring out the mechanics on your own. Other than trying to guess the controls, I guess this says the game has pretty intuitive rules, which is good.
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I need to get back to doing work. Been slacking and I need to leave my home to get a job.
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>>343022206
I should say, I do think the rules are pretty intuitive. Part of it may be the overly simplistic graphics, but I knew each individual "tile" had something that made it unique. I found out through testing that the -, ^, and ~ tiles all had different prices for when you placed objects (but obviously consistent within themselves). After every month (and if you press F1) you could see how much money you made or lost, which gave the clear goal I think of making money somehow, without having to spell that out to the players, and the buildings were obvious points of interest. I think the fact that they looked like houses intuitively made me want to get the charges into them, as if "getting them home."

In terms of say marketing a version of this game to the masses, I would probably make a level-based puzzle game out of it, the first level being the simplest challenge like say, just letting out a single charge so it travels on a wire and goes into a house. I would also include the original "sandbox" mode as well, probably from the get-go too (for seasoned players). But for this game itself, as far as I can tell it does pretty much everything it needs to do, and works for what it is. I think that's also a big reason I couldn't give any feedback, everything's "already there" and makes sense. All in all it's a very nice game, and nice work, dunno if the programming gave you any trouble or not.
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>>343023412
Just another view.
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>>343023412
What kind of game is this anon?
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>>343023712
Its just a scene I did for school. Havn't stepped that far into game making yet. Mostly just focused on environment creation.
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>>343023814
Oh I see dude, cool.
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I'm working on a porn game.
I think the butt of the right sprite is too large compared to the left and I'm not sure what to do, or which one to change. Should I just leave both as is and attribute the inconsistency in size to a change in perspective?
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>>343023616
>>343023412
>Nigga
This looks dope as hell keep up the good work anon
>>
In an rpg, what is the ideal balance between making status effects useless or overpowered?

In my early prototype I have a character with a skill right off the bat that reduces attack and has a relatively high (about 70%) of stunning a single enemy, and their skillset revolves around debuffs and such.
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Home alone game, haven't had any updates since I started a few days ago
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First prop, with normal mapping
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>>343024580

What's the goal of the game? Set up the most elaborate traps you can for intruders?
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Hiya pallllllll
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>>343024795
Yes, think Friday the 13th, two players play as the bandits, the other as Kevin
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>>343024492
I'd rather they be overpowered rather than useless. A good balance I think would be to have them cast fairly reliably, but require additional planning to follow up on. For example, you could have a blind spell that wears off really quickly, and a character who has a high damage ability that provokes an immediate counterattack. When you use both together, you get high damage without a drawback. Put lots of stuff like that in, and leave it for the players to discover. When they do, they'll feel like geniuses.

Also, depending on how your turn order goes, you can introduce additional complications, like having the possibility of your debuffer getting knocked out between the time you input the order and the time the order executes, meaning that your blind spell doesn't go off and your high damage guy gets counterhit. It's all about how status effects play with other game mechanics, imo.
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Another Kevin test import. I'm using the same face technology as oblivion
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>>343011134
Stuck in concept hell. I have two fully fleshed out fantasy plot but I wanna do something that takes place in the subconcious or astral plane or better yet dreams.

>>343024492
Make status effects useful, if you need to teeter on op. Make sure at least one status effect works on bosses, but dont let the player stunlock unless it makes sense. Perhaps give bosses resistance to them rather then immune outright to stuns and whatnot. If you can, "piercing status effects" can be done right. Basically a guaranteed status at some penalty.

Your starting status effect seems more of a mid-game thing. The stun should be a 5% chance if its also got an attack drop.

DoT ticks should be set to a number that wont fuck over bosses or set to 6%-8% (rng between the two) of max hp, with fewer turns active on bosses.

Stuns and whatnot should be limited to a turn on bosses if at all.

Sleep is a fuck no unless its a lazy fuck and that would make an interesting early game fight. "Put this invincible boss to sleep to win".

Balance flavor with mechanics.
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>>343023580
What you say makes a lot of sense, and thank you.

No, I don't plan to sell this game, nor do I plan to market it to everyone. The ideas you describe would work well for this, but personally, I don't like these kind of increment-based challenges to start games (they feel like glorified tutorials to me, which I don't like either). I understand the game might be for a certain niche audience - I just want them to give a try, and seem my ideas.

I'm glad you like it. No, the programming wasn't hard (earlier, I tried to code a tactics game, and the AI for that was indeed hard). It's all written in C, and I had fun implementing the mechanics in a logical, efficient way.
>>
Is it worth getting the newest version UE4 or should I DL one of the older, better supported versions? Many of the tutorials I see are using something earlier than the recent one and comments state that certain tutorials don't work on newer versions.
>>
>>343011134
I want to make video games and give the Japanese versions of them extra lewd content that the western versions don't have just to drive /v/ up a fucking wall.
>>
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What is your favorite color?
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>>343025643
Player 2 and Sandy Sky. All the others are kinda grating in some fashion or another.
>>
>>343025643
sandy sky
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>>343025643
I actually like Shit Brown, despite the name. The other color pairs are too contrasting, and not in a good way.
>>
>>343025643
Depends on the rest of the game

But just for what that dude looks like, Vape wave
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>>343025983
Shit brown is like one of the worst one's on that list along with shrek line and cotton candy.
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>>343024580
These are creepy. I like it.
>>
>>343025485
forgot to mention, I only said the puzzle stuff as a hypothetical. You're right that the incremental challenges are glorified tutorials basically. I feel like it's one of the best teaching methods we have out there, where we can control how to effectively teach things to people (in this case players.) But I do also think that figuring stuff out on your own is much more rewarding, and I honestly think there should be more games where, at least towards the late-game, they let you really figure stuff out on your own. Again, I didn't get very far, but that's certainly something I loved about your game.

And nice, I'm glad you enjoyed making the game, it seemed like a labor of love to me. Like a "I wonder what'll happen" kind of thing in terms of both the mechanics, and allowing players the freedom to figure things out their own way.
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>>343013232
>not diapers
Wasted opportunity.
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>>343017657
This desu
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>tfw even if I had the will to start I would give up halfway
My programming skills are wasted
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>>343024580
>>343024819
>>343024934
>>343024705
>>343025057

Have you done anything else since the last time you posted these?
>>
>>343027229
Have you read my first post where I said no
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>>343026490
Oh, I understood it as a hypothetical. Yes, I definitely like games that encourage players to figure out things on their own. In my game, there is a manual, but it doesn't explicitly describe strategies or anything else. It does talk about the (extended) Wireworld simulation, goes into detail about the control, and then delves into instructing the player how to set up a power plant (loop). Yet, you figured that out on your own, which makes me think of the value of thrusting the player into some (minimalist) simulation to figure out on their own, without any description.

Very interesting stuff, and I'm glad you enjoyed the game.
>>
>>343025643
What game is this for?
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>>343027115
get better will.
>>
I've always wanted to make an online multiplayer game, like Maplestory

Are there any major downsides to making it entirely browser-based? I feel like I'd have a lot more players since it would be so easy to just jump in and play.
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>>343029871
also wondering about this, but also for games in genera.

I feel like having games online makes them easy to access. The only downside I see is players being unable to play them offline if they lose their internet or something. (though they'd have to probably download the games off the net in the first place.)
>>
>>343028889
As of right now just practicing with basic character designs.

I really want to build something comparable to Doom 64. I am kind of bad at perspective so I am trying to figure out how to get around having to redraw sprites in 8 angles-one of my attempts is to give characters extremely simple anatomy like the design I posted.
>>
>>343029871
>>343030685
Browser-based games aren't as popular as they used to be anyway, especially with the decline of Flash.
For single player games, there's no point in making it a browser game unless that's all you know how to make games with. But if you really want to do it then go ahead, just don't expect to get more traffic to your game because of it being browser-based.
As for multiplayer games, being ran out of a browser is preferable in most cases, but it would be better if you also had a downloaded client (like Runescape has).
>>
>>343031328
I think Doom 64 was made with computer generated models similar to Donkey Kong Country on SNES. Either that or they were made from clay and animated with stop motion.
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>>343014260

Anon, as long as your Character can fly, i will play your game.

Starbound was the last game to disappoint me greatly for it's "Oh, birds can't fly" shit
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>>343033273
She'll have to find a scroll for flying, there's gonna be a couple of different scrolls that you can find in places. Of course she'll have a flutter in the beginning but I intend to have flying, I always wanted flying in gaming. It will also be a collectathon too.
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>>343033580

>Collectathon flying game

Yes, take my money.
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>>343033747
I don't know if I'll need money yet, it's still alot of concept art ideas and high fantasy dreams I have so I draw them down and slowly learning how to code. Might really need help on music though. But thanks anon, you made me happy with that comment.
>>
>thinking about remaking SS13 on a standalone engine
>discuss it with a few people and realise the amount of work that needs to be done
>atmospherics alone would make me want to an hero
Jesus Christ, ss13 really is an abomination once you look at the code
>>
I'm working on a first person shooter that takes place around chernobyl. There will be some small rpg elements like armors and such having varying stats.
>>
i made an RPG bot in Discord that works with player vs player and player vs random encounters.

does that count?
(it's basically a text final fantasy)
>>
>>343035481
I'm sorry, but some Ukrainians already beat you to it and made that game. It's pretty good.
>>
>>343035963
They didn't make just one game but three of them. I'm just making another one.
>>
>>343032764
Been considering using physical models and coloring them in digitally to get the colors right.

I watched the Doom post-mortem about it and they talked about how fragile they were to pose, the models ended up getting pretty torn apart and they only used that method for a few of the creatures ( Cyberdemon and Cacaodemon I think ). Using simplistic silhouettes kind of limits that problem though.
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