So how's that game coming, anon?
>boot up GameMaker Studio and watch video tutorials
>make Asteroids in only 4 hours
>tweak it better than on the vids cause they left some stuff out
>give it a soundtrack
F-fuck.
How can games be this easy. How does it take someone 2-3 years to make a 2d platformer. How are people asking for 500k to make one and weird shit.
I'm already learning how to make a VN now and I can tell that is gonna be even easier.
HOW CAN IT BE THIS FUCKING EASY
WHY DO PEOPLE GET SO MUCH MONEY
If it's so easy, then why does it still takes a fuckton of time to make a game anon?
Think for a bit.
Did you spend 90% of the time complaining in twitter and tumblr/reddit? No? Because that's what shitty indie devs do.
trying to get the game ready for multiplayer testing
>>343434660i gave up
>>343435037
No, I spend 90% of my time on 4chan instead. Am I a good dev?
>>343434660
Yes you bragging faggot, you are special and some fucking God overflowing with talent.
Now go out there and make some actual games with polish and features that can't be just broken at a drop of a hat, and then you may come to the realization that you are just deluded as fuck about your own capabilities.
>>343434660
This gives quite the insight
https://www.youtube.com/watch?v=jpPfjDwZZrc
https://www.youtube.com/watch?v=Bv9eKhLWk-4
https://www.youtube.com/watch?v=vx59ZZGr9E8
>>343435776
Anon, this isnt 2d platformers with stolen assets, You are in the wrong thread.
It's coming along alriiiiiiiiight.
See he's a dog so his small health pickups are bones and the large ones are meat-on-a-bones.
>>343436867
Get rid of the fucking underwear.
>>343435268
I asked last night but I think you were maybe asleep or something. How did you do the level?
Did you just make like, a ground level, then the buildings and trees and shit? I'm having a hell of a time wrapping my head around shit and you have like, underground bits to your levels.
>>343434660
I've began work on the search part of the AI, it can now search behind objects and prioritizes it. If the AI for example entered a room it wouldn't just enter it and then leave, it would search behind objects in case there's a hidden bloodsucker.
>>343435428
what'd you give up on anon? those tutorials?
>>343436867
no yiff no buy
I made a ship.
Intense fish fighting action will take place there.
https://www.youtube.com/watch?v=FNmbHkNFZ5Y
>>343437070
This is a Christian image board, anon.
>>343434660
>make Asteroids in only 4 hours
WoOoOoOoOoOoW!
That's so amazing, Anon! Congratulations!
I think you should send this one to the Nobel Prize committee, they might introduce a Game Development prize just for you.
>>343437383
That ship looks comfy. The game in general looks good, keep up the good work my man.
>>343434660
>follow baby's first step-by-step tutorial, whose whole point is to get you to make a game as quickly as possible
>add elements that take 0 effort to implement
>durr hurr making games is easy
good luck when you run out of tutorials and have to figure shit out on your own, anon. I'm sure it'll be easy for you :^)
>>343438168
you're literally the first person in at least 5 years to say that.
thank you, but I know the art sucks. :DDD
>>343437383
there's something amateurish/disconnecting about the way the graphics look. It looks kind of "all over the place" to me. Not entirely sure what it is, but I think it has to do with the fact that there's simplistic looking top down sections that go into suddenly 3D sections with large 2D drawings. Dunno if I can really get used to that in-game.
Not trying to shit on them though, I can tell a lot of work was put into it, there's certainly a lot of variety, especially in those juicy battles, so I look forward to this game's release.
>>343435268
Post a thread when it's done, I want to play this so badly. BTW, what engine are you using? I'd assume Unity, but I don't know
>>343435776
>That amount of manpower just for animations
>>343437112
i just used terrain for the initial ground / grass /snow
then i built the buildings and stuff with bsp/geometry.
I use negative bsp to shape out the building interior and windows/doors
underground areas will need a hole in the terrain, or a hole in the bsp. or you can lower the terrain if it doesnt need to go thru it
>>343434660
>mfw I know the guy who posted this original pasta
>mfw people are still mad
>mfw people even get mad at the pasta
Yall been TURBO BAITED
>>343439332
How are his games doing?
>>343436867
It feels like I am the only one who isn't bothered by the athro in briefs.
I'm the only one who likes funny animals in cartoons and isn't bother by furry.unless its sexual
>>343439272
Last question, I promisefor today, anywayHow would I go about making a hole in the terrain?
>>343439272
This game looks awesome, you've got to tell us when there's a beta our something
>>343439403
There was never a game
Posted this yesterday, postin it again.
More boss fight progress (Big Jim can die, his walk and rotation loops are mostly working, but there are a few key bugs that make the fight potentially horrendously broken that I have to iron out before I call it "done" for the Demo)
Also spending some time retuning core mechanics; walk mechanics have gotten something of a physics overhaul, momentum now matters much more in ML, it's not the old DMC-snappy thing it started as. HUD updates; bonus time now has some indicator juice, reticle has been streamlined, etc.
>>343439742
I remember you from yesterday. The combat looks badass, man. Keep it up
>>343439742
>KLANG!
>KLINK!
>TRUNK!
Nice.
heres the mall map.
>>343439662
Im using UE4. so this is how its done in that
https://docs.unrealengine.com/latest/INT/Engine/Landscape/Materials/index.html#landscapeholematerials
>>343439678
thanks, i will.
>>343439152
Yes, there is two quite different styles. Semi-pixelart for the maps, and drawn 2D for the battles.
But I thought that because they're very clearly separated, people wouldn't mind.
Kinda like early JRPGs where the battle graphics and the map graphics would be very different, FF7 for example.
Anyway, thanks for the heads up.
>>343439742
>Tony Haxk Pro Skater meet Devil May Cry
ALL MY MONEY
>>343439742
hurry up man I've been waiting for months now
>>343440364
Nah, I think he's right.
The battle art is actually nice, I'd honestly consider sticking with that style for the overworld.
It's especially glaring because your battle art is of fairly good quality, but your pixel art is not. Sorry, but pixel art is hard, and you don't nail it, but you ARE nailing the battle art.
Play to your strengths, go for the 3D drawn style (with forced orthographic projection if you have to) for the overworld.
>>343440456
An anon once called it "Tony Stark's Pro Skater" and I've always liked that.
Thanks for the kind words, anon!
>>343440552
Months? I'm in YEAR two of this game's development. Get ready for a lot more waiting, when I started this I expected 4 years to finish it (it may be closer to 5 now due to scope expansion and refactors, I'm not sure).
>want to make a game
>admire games like Stardew Valley and Secrets of Grindea
>decide to use monogame
>know some C#, but by no means an expert
>have no idea where to go from here
fucking rip. Should I just bite the bullet and go for gamemaker or unity?
>>343440791
Do you have a direction for your game or?
I feel like you're just adding shit for the sake of it.
Whats your focus?
my game's going alright
I have no ideas.
I had an idea, but I have very little idea how to program it. I've made a shitty space-type game before but I hated how it turned out.
What do you do?
>>343440364
I should say it certainly does work functionally that way. It's very clear that once you're in a battle, you're in a battle. I think my issue is not so much the "jarring jump" because again, it works functionally, but that I think the overworld graphics by comparison, don't look as up to par as the battles do.
In a more general and art-specific way, I think the drawings themselves are good, but the coloring/shading isn't. I think the colors are kinda basic/slightly uninteresting within each drawing (it's colorful when you put a lot of enemies next to each other, but individual enemy colors/designs aren't). The shades specifically seem like just the light shade plus some black, for your next game I'd recommend playing with the colors more and use hue shifting for example. The shading itself is very basic and flat looking as well. The goat wizard for example looks pillow-shaded.
All that said, I really have to stress I appreciate the work put into the game. There's a lot of variety and juice that makes it come alive, and the battles seem very exciting. Lots of different animations too, which, if I had to choose between good looking drawings and good looking animations, I'd personally pick the animations any day. Again, I look forward to the game. (I'm currently downloading the demo too.)
>>343440954
I have a direction, it's mostly that I've moved from a purely THPS menu-based level-to-level design to a more Mario 64 styled overworld structure and that's caused some complexities in terms of how objectives are treated, how armor is upgraded, etc.
>>343439332
can you post a link to his asteroids game? I could use a laugh.
>>343441450
Have you tried to kickstart it.
Hire more people?
Game looks great and you have a working prototype so why not?
>>343440651
>>343441251
I'm only the programmer, I just improvise some assets. The battle art was commissioned to my friend.
I'll kickstart the game once its complete to get a proper colorist to finish the job, then some other to remake the pixelart.
Hopefully a complete, full-fledged game with a focus on gameplay, plus a modest goal, will get the attention of people.
Thanks a lot for the in-depth review. Can I ask you to have a look at the gameplay? I wanted to know if it's good enough to carry the shit art in case I have to settle with it.
You're cool enough that I'll compile a more up-to-date version of the demo just for you. It includes quite a bit of story too, hang on a sec.
jesus christ why do these games all look like ass
i thought this was a general for game devs
>>343441696
>Have you tried to kickstart it
No use for money
>Hire more people?
I refuse. This game is mine, I won't rely on others and their creative input. I'm too picky.
>Game looks great and you have a working prototype so why not?
Keeps me honest to have to work on it to get it released. Getting money up front is like your golden ticket to get bored of it and quit.
>>343441991
Although I made the critiques I did, I wouldn't say the art is shit. It's more about it being inconsistent. One question I have is uh, do the 3D backgrounds have some in-game functionality? If not, I personally would like drawn backgrounds more, for consistency's sake.
Anyway, gameplay is more important I think, so I'm gonna see what that's like.
>>343434660
Here is an early prototype demo for a 2D Mega Man inspired game called Cat Weapon.
http://gamejolt.com/games/cat-weapon-early-prototype-version/160379
I'm going to completely rework the sprites and levels, and the first boss will be more interesting in the final game. I will continue work on it after London Anime and Gaming Con.
>>343440364
Amateur musicguy for this here, with a finishedmore-or-lesssong.
http://vocaroo.com/i/s07KA6IqD8Fb
>>343438803
The drawings and shit are super generic. But the ship art 3d space is golden. Love that art, try making your enemies more, Idk. Polygon-y
>>343440913
Game Maker.
>>343440913
Unity, Godot, UE4; plenty of options, look into them. Spend time making the game not an engine.
Engine is taking a while to recompile, just wait a sec. This demo has 3 dungeons more than the official one.
>>343442704
No, they don't, after pixelart, drawn background will be next.
>>343442907
Hello bouke-san.
Post that delicious Icetop song too.
This is one of the things I'm working on
>>343439742
good to see you're still working on this
>>343440219
I like the low poly maps!
>>343443003
>>343443241
And thanks, but unfortunately, Aesthetic art is a no-go for this project, it is beyond my ability.
I did a little thing with it a while back, though.
This is my game; I'm really happy with how it's turned out:
https://thetagames.itch.io/dienworlds
>>343443514
Is Macintosh Plus one of the BGMs included in the OST?
>>343442462
Good luck then.
Also make a fucking demo already.
>>343443241
http://vocaroo.com/i/s10ZHCR4bbuh
>tfw you are never satisfied with how your game looks/works
>>343434660
Participate in Ludum Dare if you want to get a good sense of the best kinds of games a person can make in a short period of time (48 hours). Because you seem to have a bad sense of it.
THOUSANDS of pieces of trash get made every time that competition happens. it'll help you develop standards and you'll realize what a piece of shit your asteroids clone is.
using game maker in ludum dare is an advantage, however it does surprise me that so many people don't use it and still do well.
>>343440364
>Goablin
Still compiling.
>>343443806
The entirety of it, actually.
I wasn't deep enough into VW when I did that, so... Excuse my casualities with /mu/, I'm better now though.
>>343443809
Seconding this.
>>343444060
Ah, nothing like ACTION ICE LEVEL.
>>343444389
I literally boot up the engine one night at 4 a.m. just to add that single letter. It was worth it.
>>343439742
In curious- how do you handle your melee combos? I've been trying to implement something like that and the best I've come up with is having the animations toggle bools at certain timecodes, and handling what move you do next with a bunch of conditional checks.
I just finished adding clocks to each save file to show total playtime.
Also optimized the code and saved a few hundred lines.
Also wrote some docs about how to use the text system and fixed some memory leaks.
Going to work a bit on the graphic part of UI so I can get a screenshot.
>>343440364
That feel when artstyle looks like something from 2000's Newgrounds.
>>343435268
>That polycount on the trees.
Jesus christ. With that high polycount you might as well smooth shade it. I don't see the purpose of having flat shading on such high polycount.
>>343434660
>OP tries baiting again after he got btfo in the last thread
Even more embarrassing then the last time you did it.
>>343441118
Looks mildly interesting. What's it about?
Done compilling, time to upload.
Also, bump.
>>343434660
It's going pretty swell. I've been repainting a sketch of one of the creatures in the game (pic related), and adding some nice feedback to the controls so it's pleasant to interact with (free sounds, visual impact).
>>343446754
That's pretty cute. What kind of game is it?
>>343447497
You raise a girl and she'll likely during the process.
>>343447676
>likely
LIKELY WHAT
>>343439173
its UE4
>>343447809die
>>343447676
>You raise a girl and she'll likely during the process.
L-likely what anon?
>>343447997
plz no
>>343448171
It's not up to me, you just need to be a better parent next time.
>>343443310
the recoil is a little bit too much.
I think when the assault rifle shoots in automatic it just goes backwards slowly.
Here it is, folks.
I hope those guys are still here.
Feel free to try it out and find out that the real shitter isn't the graphics, but my writing.
https://mega.nz/#!JoImVQoL!Xaymjpiar1-GSwTZzuhM_0p8GCdzUv3eFr07Smytp2o
>>343434660
apparently all it takes to trigger us is some guy who watched youtube tutorials
how the hell are we gonna handle the rest of /v/'s trolling when we actually release our work?
>>343448606
I know, I plan on tweaking the animation, but it's not that high on my priority list of shit to do
>>343448942
Put a reminder in the OP to report and ignore shitposters.
>>343439742
Tony Hawk's Devil May Vanquish?
>>343449083
you missed the point entirely
look at furfag in here, he takes shit from half of us every single thread
the rest of us cant handle even ONE shitposter. but i do agree, the op should encourage us to talk among ourselves and ignore shit like that. i'd say lets go to /vg/ but we know what happens to all generals that go to that shithole
>have basic melee working
>want to do combos
Wat do
>>343449750
improve your combat system.
>>343442783
>loli cat pussy: the game
>>343448894
one of 'em is at least. downloading now.
>>343449897
yes but how
What do you guys think about this dungeon?
I'm trying to go with a simple cartoony style with little or no textures
>>343450028
implement it the simplest and dirty way you know how.
And then improve it.
google examples in your (language of choice)
>>343450031
forgot pic
>>343450138
generic / 10
>>343450138
it's good if you can keep it consistent and working with the UI and character designs.
>>343450113
What I'm asking is what is the optimal way to do it
>>343434660
fuck off with your pasta.
>So how's that game coming, anon?
you only need this
>>343450256
Entirely depends on your engine.
>>343450256
first, explain what do you mean by combos.
press the same button multiple times for different attacks? just a counter on the top of the screen? is it a 1 on 1 game or a beat'em up?
>>343450256
state machine?
>>343450138
I like the style anon, I think simple can be super effective so long as you know where to put the details you do have. In this case, I noticed those occasional "bricks" which I think works well.
By the way, are you also going for a simple style to make production go smoother/faster?
>>343444729
In UE4, there's an object called an AnimMontage specifically designed to handle branching animations (it was built, IIRC, for handing Active Reload branches in Gears of War)
I use that.
>>343449243
Kinda?
My favorites are
>Megaman Legends X
>May Payonetta
>Tony Stark's Pro Skater
>>343450409
I want to be able to branch into other attacks if you hit the attack button at certain periods, with different properties (like Attack1>Attack1>Attack2 to do a launching attack)
>>343450757
Are you planning to sell your game?
How does licensing works in UE4?
>>343434660
How much effort will it take to make a shitty phone game?
>copying video tutorials
>xD this is ez!!!!!
okay
now heres an idea
do something yourself without watching tutorials
let us know when you are done
>>343450857
ok.
make a combo variable.
when the player presses a button(1, 2, 3), play the attack animation and put the button's number in the variable, then set an alarm(like 15 frames) that resets the variable to 0.
if the player presses a button again, make it check for the combo variable, and depending on it, change the animation, reset the alarm and store the current button's number like a decimal number.
so, pressing 1 after having pressed 1 would make the variable 11. pressing 2 afterwards would make it 112. reset it back to 0 once the player can no logner chain attacks.
Gto it?
so, for example, if the player presses punch 3 times, the variable would be as follows: 111.
>>343450616
yeah, that's the main reason, I want to push as much content as possible
>>343450227
Here's a character to go with it, the UI is placeholderish
>>343450225
It's not an scene from the game, just a test map
>>343443809
>>343444476
There IS a demo.
https://funmanarmy.itch.io/mayhem-league
It's an UPDATE to the demo that's coming when the boss is finished.
>>343435268
I agree with >>343445041 Everything is awesome except the trees. The kinda look like pic related
>>343451402
>I want to push as much content as possible.
As I suspected. That's good to hear, I wish you luck in getting as much "game" as you want.
I may have to see some enemies in the dungeon or something, but right now the character looks a bit disconnected to the dungeon. Looks more cartoony compared to the dull-colored dungeon.
>>343450937
Yes, planning to sell it on Steam, probably.
I'm feeling like $14.99 is a good price point, maybe $9.99
Licensing in UE4 works like this: if you make more than $3k in sales in a quarter, you pay Epic 5% of the rest.
So on $4k in sales, you pay Epic $200
Given how utterly indispensable UE4 has been to developing Mayhem League (since it's 100% Blueprint and I can't code for shit), I feel like that's MORE than fair.
Still redoing the UI; this is torture.
working on making the game look pretty
>>343451381
That works, but my main issues would be how to handle restricting the branches to only certain input trees, and how to handle the actual behaviors during each attack.
>>343450549
State machine might work. Each state can restrict what input it listens for each frame and restricts what it branches into, and it can handle it's own behaviours while it's running.
>>343452150
Jesus, you did all that without code?
>>343452467
>handle restricting the branches to only certain input trees
if the player presses a button that shouldn't combo, just make it so it checks the variable and doesn't do anything at all, or just reset it to 0 and play the first animation for that attack.
>handle the actual behaviors during each attack.
use hitboxes, add attributes to them like [launches] or [stuns], create the appropriate hitbox for each attack.
>>343452125
What would you do to the dungeon to match it with the character?
>>343434660
Fuck off, OP.
>>343452561
Yessir. 100% Blueprint.
Well, 99%; technically I used Rama's BP extension plugin (it's free) for some stuff that's not BP exposed like key rebinding and whatnot. So I guess Rama used some C++ and I piggybacked on that.
I guess a lot less if you count the work Epic did in creating UE4 and BP in the first place.
But I myself never personally wrote a single line of code.
>>343452467
How I do it:
I create a struct which specifies ALL of the relevant data about an attack; it has a reference name, and then everything else (display name, horizontal knockback, vertical knockback, a damage array for charge states, enemy react animation, blah blah blah).
A connecting hurtbox just sends that name to the enemy's Damage Taking component, and the damage taking component parses it with a table lookup that pulls the relevant struct for that name.
That way I have one spreadsheet with every attack's data.
Combo branches, as I said, are handled with AnimMontages in UE4.
>>343452961
Hmm, that's a tough one. For one thing, I would rather have it the way it's set up now than say, making the dungeon graphics overly cartoony and thus, potentially confusing the player visually. The way it's set up now, the seperation between the player and the dungeon means the player is very visually clear against the background, which is as it should be.
I think what I would do is make the colors slightly more colorful in the dungeon, but try to find a balance between too dull and too colorful such that the player still stands out. I would also make other points of interest (read: interactive items and enemies) colorful where they match the player. For example, if the gates can be opened, perhaps they could be more colorful to signify you can do something with them. Heck, if there's a fair number of colorful objects within the dungeon, you may not even need to recolor the dungeon itself.
>>343438803
is this Adventure Quest?
>>343453474
Ahhh I never would have thought to have the TARGET interpret the calculations
>>343453474
>>343452820
>>343450549
>>343451381
thanks all
>>343453947
no, its Ronin: Spirit of the Sword.
>>343453273
Does blueprint ever give any performance-related issues? I've heard that it's a lot slower than C++ code.
>>343454221
Everything's going to be slower than writing straight c++
>>343453775
For now, only enemies and characters have outlines and super bright colors, for example I think it works better in exteriors, but I can't seem to find a way to make an interior work with this aesthetic yet
>>343454905
That sounds good and your pic looks a lot better to me. Hmm, I guess the only problem then is just the lack of light-sources in the dungeons. I actually kinda feel like the contrasting dull-ness could work in favor of the atmosphere of the dungeons. Otherwise, there may just need to be light sources around. I recommend torches or broken ceilings that let light in. Dunno how much trouble that'd be though.
>>343443527
wat is this
seems like some nxtlvl shit
>>343436867
Might as well put him in diapers, weirdo.
i really need a good 2d engine for a beat em up that i can implement some more intricate hitboxes
please
>>343434660
I want to make a game but I'm more concerned about what the concept is atm. Do you guys think people would enjoy playing something like Snatcher but made in this day and age? A sort of cyberpunky noir mystery adventure?
Gameplay with some minigames like being able to check out evidence and stuff.
>>343454221
Yes, but the newest UE4 includes an option to cook the game with nativization (blueprint script is converted to C++ code to remove the latency from the interop layer)
so this most recent demo is gonna be a test of that.
The larger answer; yes, for me, but only because Mayhem League is often CPU bound due to how complex the actors are and how simple the rendering path is. ML has dozens of pathing actors running 50+ function Tick paths at all times; for most games, the interop latency on BP is unlikely to cause issues.
>>343454084
>Ahhh I never would have thought to have the TARGET interpret the calculations
Strictly, the component does.
When I make a new enemy, or destructible object, or whatever, I just drop a Damage Taking Component on it and that does the heavy lifting, reporting some generic function shouts to its parent, which can be parsed as needed.
>>343436867
I hope you realize literally nobody is going to play your shitty game because the main character is a furry faggot wearing tighty-whities
>>343455691
It's a minimalist management game where you design a power grid. It's based on a cellular automaton (specifically, Wireworld, with other mechanics). It takes a little bit to learn the rules, but once you do, I think it's pretty intuitive - and leaves the game open to mathematical depth.
>>343434916
Time is not exclusively tied to difficulty in proportion. If you know to languages fluently and you have to translate a massive book from one to the other it will still take you a long time.
>>343435268
Hey squirreldev, I just want to let you know I love your games OK? Never change.
>>343443119
Wouldn't that hitbox cause the character to collide to the sides before touching whatever it is colliding with?
Updated lighting
What you think about it?
>>343460471
What does Gdoooc mean?
How would one go about creating a model with separate animations?
Example, I want my character to shoot while running, but I dont want to stop the running animation in the middle to start a running-and-shooting animation. I want the torso to be its own thing so when it shoots the legs keep on their animation. I hear this is called animation blending but I cant find a tutorial that explains how I would go about it when animating in blender.
>>343460572
Gracias, doctor
>>343460758
kek
>>343459363
For me it's not difficult, but time consuming. There are things that take a certain time, no matter how good you're at them.
>>34346074
in unity it's called avatar mask, don't know how it works but that's its name
>>343460471
dayum that was fast. As I mentioned >>343455243, as long as there are light sources I think it fits more, so it works perfectly for me. That said, I would try to play around with where the light sources come from. Where is the light coming from exactly in your image, for example?and what makes it green?
Anyone here making a platformer
>>343461613
Making a jump and shoot, Megaman x6style
It's in the hands of our kickstarter backers and we're communicating with them in regards to error finding. Super stoked, free bug testing! :D
>>343461797
>Megaman x6style
How is that different from other Megaman X styles? Besides X7 and maybe X8, they are all mostly the same.
After spending all day working on UI and fixing bugs, I just finished tweaking the bee fly skill so you can fly over short gaps. Also changed Moth's colors.Still have to tweak Moth's movements though.
tfw all your asset developers start drama with each other and leave
tfw game jumps between being a game by 2 programmers doing placeholder assets in their spare time to 20 man team back to the first thing every couple of months
what the fuck is wrong with every artist being a tumblrite drama queen no matter where you find them jesus christ
>>343461943
>kickstarter
>madness trash
www.reddit.com
leave
>>343463036
noo dont fix the buugs
>>343452330
Tumblr artstyle and character design looks like fucking vomit
>>343463036
>fixing bugs
>it's a game where the characters are all bugs
what did he mean by this?
>>343463265
If the drama was related to creative differences, then that shit does need to be resolved for the game to progress. Otherwise, I dunno.
>>343464036
that i could at least understand and we could probably work around it
it's more like a texture artist calls a modeler a retard and now the concept/environment artists are taking sides and half the team quits when me and the other programmer leading the project tell them we don't give a fuck about who hurt who's feelings
happens all the fucking time, i know a bunch of people on different projects that have the same stories, what the fuck is wrong with art guys?
>>343464756
This is why I work alone, or, at most, contribute music to a friend's game.
>>343464756
>that guy that makes a big spectacle of quitting the project the project and then comes back a few weeks later
>repeats this 10 times
>>343464756
yeah that sounds pretty immature of them. I guess I do have to wonder why the texture artist called the modeler a retard though. It could be possible he did so while criticizing something the modeler did that say, fucked up his texture or something. (I mean there's better ways of working that stuff out than calling them a retard, but still.)
Anyway not that I've ever worked in a team, but I imagine for the team to be successful, there needs to be some way of mitigating drama/issues people have with each other, whether it's creative differences or not. If they can't be professional though, it's probably best to kick 'em off the project.
>>343465681
>there needs to be some way of mitigating drama/issues people have with each other,
I just fire those faggots immediately, like he said it's always the art guys and they can be replaced in minutes if you have the budget for it, pretty much the only hiring criteria for my little studio is "are you good enough at what you do and are you a thin skinned faggot who has feelings".
also, NEVER hire wormen for anything whatsoever.
Lack of creativity. I really want to make a game but I'm having a hard time... executing it.
>>343466270
What does execution have to do with creativity?
>>343436867
>>343437070
>>343458063
Why not shorts?They're comfy and easy to wear.
>>343466160
Fair enough. I was only speaking in terms of specific teams where members couldn't be easily replaced. I mean I think it could be an opportunity for team members to grow if they can work out their differences. I imagine you wouldn't just fire someone at the slightest disagreement on something.
Of course, it's a case by case basis and if someone is just plain being immature, much better to just instantly nix them, and make it clear from the get-go that that would be the case. So, not saying your method or standards are bad in any way.
>>343466536
his execution is so poor he couldn't think of the right way to describe his problem
>>343466536
I really don't know how to word it.
I guess if anything it's execution otherwise I wouldn't want to make a game without creativity.
>>343466679Stop reading my mind.
>>343441118
how long did it take you to make, did you make a game before or is this your first, what engine are you using, are you soloing or do you have a few pals helping you?
Thoughts?
https://www.youtube.com/watch?v=xhp2V8g9yho
>>343468775
Is this like Mother meets Pokemon? That's what it feels like.
>>343468775
trash
>>343468775
I was looking forward to seeing this for a while.
Could use polish but it looks like something I'd buy/play
>>343469034
Well, aside from audio and a little visual, there is no gameplay inspiration from Mother, but Pokemon was definitely an influence. I wanted to expand the monster-tamer/breeder mechanics in a new way.
>>343469094
thanks Anon. I worked hard to make it extra garbage.
>>343469410
Thanks! I still consider it Alpha - it definitely needs a ton of polish.
I was really surprised to see people that follow us take an interest in forums - I had assumed them dead since 2009.
>>343469553
The writing reminded a bit of Mother, that's why I said that.
>>343468775
Music reminds me of 7th Saga: https://www.youtube.com/watch?v=Onlz9ZpKQ98
>>343468775
The video montage is meh, it needs more juice
The game itself looks ok (I think it needs colors with more contrast), but it is not the type of games I like so I can't give you an honest opinion on that
>>343470263
I can see that!
I owe a lot to my musician and artist, I'd be looking (and sounding) like this without them.
https://streamable.com/ks88
>>343470651
more juice... do you mean more content and better editing?
colors with more contrast, that's interesting. I'll see if I can figure out how to improve on that. It was very squarely gameboy-esque in art originally, but the artists have pushed it beyond that point for sure.
pic related is the winner of our design contest.
>>343471162
That's literally a Ben 10 alien m8
>>343434660
Is Lumberyard any good? I'm curious.
>>343471162
Not content (The video shows that it has content), only better editing
This is what I wanted to say, more or less. I am not an artist
https://dl.dropboxusercontent.com/u/1630604/delete/normal.gif
https://dl.dropboxusercontent.com/u/1630604/delete/adasdasd.png
The monster are looking good
>>343473110
It is cryengine
>>343473329
Thank you for taking the time to do that. I know some of the graphics - especially the player could use a little less "pastel".
I'll work on making this better.
>>343436867
If you got rid of the briefs and gave him a scarf that changed colors you would have a much better, more marketable product.
Even if it's not furry kink related, people will assume it is.
If it is, you'll be closing yourself off from the stuck up furfaggotslike mewho insist that their furry kink isn't sexual which makes up a huge amount of the subculture.
If this is freeware, you're wasting your time making high quality graphics. The "portfolio piece" meme is a lie.
Is the free version of Gamemaker a decent tool? I'm decent at art so I could at least make the game look appealing. How limited is it?
Thoughts?
>>343474117
I like it a lot. It doesn't feel limiting.
>>343474117
It is definitely worth a shot.
I don't think there are too many tools that are missing from the premium version.
You could always check on the website too.
>>343474497
I feel white is sterile and overused as a 'sci-fi armor' design. I'd go with the red and add some red to the helmet. Or just offer options to use different pallets.
>>343468775
The game itself looks good but the editing looks bad, especially the red-black gradient.
I'd show more gameplay, make a prettier title screen and make the transitions shorter,
>>343471162
https://www.youtube.com/watch?v=Fy0aCDmgnxg
I recommend everyone else to also take a look at this. So many devs forget to add in this area
>>343465207
You should say fuck you to that guy after he leaves the team the second time. Once I can understand and forgive.
>>343468775
Why didn't you show the actual combat?
The music is fucking terrible. People made better chiptunes back in the NES days.
The breeding part was the first one that actually got me interested, why is it in the very end of the trailer? It's obviously the focus of the game, put it in earlier.
>>343474964
This is all fluff. Make your game have interesting mechanics, then worry about that stuff at the end.
>>343475725
this. besides, juice isn't always fitting. that example of theirs is the most gaudy thing I've ever seen.
How would one go about making an interactive android widget? I guess it would sort of be game related
Hows this for sprites?Not really motivated to make a gamewill make sprites for no monies but expect nothing good
>>343476791
Shit.
Bigger version
>>343475432
Combat still needs work but yeah I should have shown it to some degree you're right.
Completely disagree on the music.
Good point about the breeding. It's not implemented in in a pretty way yet but it'll be emphasized in trailer 2.
Thank you for your feedback anon.
>decide to write down a little blurb vaguely explaining the story
>nearly essay length now
ITS SO DENSE
EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON
>>343435268
Love the pallet but you might want to put some more color into the mountains so it isn't as abrupt of a change
Not the right place to ask this.
But anyone has a good link to learn C++ in the most pedagogic way possible ?
Something like codeacademy level where your have to code and you get a correction right after it.
And anyone has any idea on how hard it is to go from Java to C++ ?
Want to learn it to start using Unreal.
>>343439742
I never knew I wanted this. Keep it up.
Polishing up for demo days. I think the difficulty of everything is pretty good right now, but some feedback would be great once there's something playable out in the wild.
>>343478440
Treeguy is the funniest character we've ever had.
>>343478858
Literally Google it every time you don't know something. I know five year olds who can write basic C++.
>>343479014
You flatter me
>>343474964
>15 minutes
I'm a very busy man who doesn't have the time to sit through poor jokes and pauses for laughter, Can you just summarise this please?
>>343434660
Gave up. Unity wouldn't stop shaking sprites and other shit when trying to make "pixel perfect" sprites (I tried many solutions posted online, and none worked). Dealing with C# references and permissions is a fucking nightmare; don't know how to do more advanced things like get a parent or child's component if the parent/child isn't known in advance (before runtime). Don't have good art skills or sound/music production skills. Tiled importer bugs out on me for anything more complicated than square colliders. Ramp physics broke one day and got tired of trying to figure out why. Thinking about all the shit I will have to figure out if I get past those current problems just demotivates and frustrates me.
>>343478858
>Something like codeacademy level where your have to code and you get a correction right after it.
I don't think there's any resource like that for C++
I would recommend using learncpp's tutorials and just Google around if you get stuck.
Learn X in Y minutes has a rundown of C++ as well which is basic enough.
Almost any issue you might run into has probably happened to someone else too at some point so more than likely you'll be able to find a solution though a search that's well worded enough.
Plus I'd argue if you try and go the Codeacademy route or use something similar you'll end up like I was for a while (and still am to some extent) where you know the basics but can't really apply anything you know to a situation that goes outside of the exercises you did.
>>343463036
Holy shit that looks charming.
>>343479521
It's fluff like >>343475725 said.
I don't think it really talked about meaningful, relevant polish (especially in >>343468775's case anyways)
other than responsive control.
Responsive controls are almost always meaningful.
>>343479920
Okay thanks.
>>343479014
>>343479014
>demo days
https://www.youtube.com/watch?v=7IPbGfDfGcI
D E M O D A Y(s)
>>343479825
>Dealing with C# references and permissions is a fucking nightmare
>don't know how to do more advanced things like get a parent or child's component if the parent/child isn't known in advance (before runtime)
You can get an objects parent with Transform.parent. Finding the child is more complicated but you can GetComponentInChildren if you know there's a specific component or script on that object or just use transform as the component if you know it only has one child.
>Unity wouldn't stop shaking sprites and other shit when trying to make "pixel perfect" sprites (I tried many solutions posted online, and none worked)
Weird. I know it can be done because I've played games that have done it. Unity does suck for 2d though.
>Thinking about all the shit I will have to figure out if I get past those current problems just demotivates and frustrates me
If you want to progress you have to learn to spread things out to smaller tasks and not to worry about how much work there is to be done.
>>343476791
what do you think about >>343474497 ?
>>343481721
>You can get an objects parent with Transform.parent.
You can't ask for a certain component if the parent/child isn't known before runtime, I think. It will return a compiler error because it doesn't know that what you are looking for will exist when the code executes. You could maybe do a find by tag or something, I don't know. Either that or C# is just fucking me in the ass for some shit reason. I am also having troubles having objects destroy themselves when they have a require statement. For some reason a gameobject with 2 scripts and one of them requiring the other causes Unity to go crazy.
>Unity does suck for 2d though.
What doesn't? Seems like people just make their own engines. I am not using rigidbody2D though for obvious reasons.
>>343481721
>>343482213
So instead of wasting 100+ more hours on fixing your problematic implementation, why not design a better one and re-write it, utilizing as much existing code as you can?
Sometimes it works out pretty good.
>>343482520
Having a requires statement should not call for a complete redesign, and nor should having a way to more dynamically communicate between parents/children without very slow search methods. The latter seems like a basic thing especially.
I am sure there is a way but the point is I do not know them and hours of doing this with every little thing is very offputting instead of fulfilling.
>>343482805
Even so, you can work around it.
The benefits is that you know what you need now, and the new implementation might be better.
I would post here but it devalues the game
>>343483478
But it already has no value.
>>343483478
that and we're either super catty about what we see or all into it
lots of bandwagoning
>>343482213
>You can't ask for a certain component if the parent/child isn't known before runtime, I think. It will return a compiler error because it doesn't know that what you are looking for will exist when the code executes
Can you post an example of your code where this happens? I think there's a chance you're doing it wrong.
>>343482213
>I am also having troubles having objects destroy themselves when they have a require statement. For some reason a gameobject with 2 scripts and one of them requiring the other causes Unity to go crazy.
You are using Destroy(this.gameObject); and not just Destroy(this);?
>>343434660
>Guys I made Asteroids in Game Maker I'm basically a professional how can this be so hard for people?
Retard.
>>343482030
The coloring, pixel placing, and palet is good, but the problem relies in the pose, I'd say to practice anatomy, and mostly figure and gesture drawing
>>343484441
Also try to minimalize the noise, or make the sprite bigger, so that the whole thing looks better and more understandable (specially the legs/feet and arms)
>>343484441
>>343484628
Thanks for the feedback. I'll work on it.
>>343476946
Still waiting on some opinions;_;
>>343484806
It's shit.
I'm currently thinking about whether the following would be fairly manageable or a fucking nightmare for a programmer.
You know how in some RPGs there's button-prompted action commands to defend against enemy attacks? Well in all those games, the enemies attack one at a time, with a set speed. I wanted to make an RPG that further developed the action command gameplay by having all of the enemies attack at once, not simultaneously, but to where you have push your buttons like AA A AAA instead of pressing A as one enemy approaches, attacks, retreats, and then the next enemy comes. Does that make sense? Now, on top of that, so it wouldn't feel like a shitty rhythm game, I wanted the timing of the enemies beginning their attack to be elastic within a certain range. So sometimes three enemies could take off like 1, 2, 3, other times it might be 1-2, 3 or 1, 2-3. There would have to be some kind of parameter set for the timing of that takeoff. It can't be too fast that the player can't press the buttons to block each individual attack (no more than eight times per second), but it can't be so slow that the challenge is lost. Considering there could be up to ten enemies within an area you roam around, and that any one of those ten could be together with other enemies in a battle, I'm assuming that means you'd have to write code the parameter for enemy takeoff time with respect to each enemies' own speed and attack pattern, so that both of the above conditions are satisfied.
Just talking about it on that basic a level makes it sound exhausting, which makes me worry because the combat system is supposed to be the absolute core of what I want this game's identity to be.
It sounds like an absolute headache and it makes me concerned that even if I had money save up for a programmer to come on board, they'd turn it down over the unconventional challenge from a genre that's otherwise one of the easiest to program for (so I've heard).
anyone have any tips on doing hair? i have a bald ass kevin mccalister, im selecting where the hair would go and extruding it ( will smooth after ) but wondering if i'm going about this a good way
>>343479014
This is an amazing bossfight, let me play it.
>>343485551
You know, at that point, you should just make it real-time combat.
>>343485551
Your problem doesn't sound hard to me. If you mentally break down your gameplay in small steps it's going to be easy to program.
>>343485551
While the picture is interesting. I'd have to say this >>343486045
>>343485551
if you're hiring someone to program a game for you and they can't even manage that they shouldn't be offering paid services
that's not a hard thing to program
>>343475725
You guys really underestimate the impact stuff like this has.
Imagine if God Hand played exactly the same but without the impacts on hit besides a visual cue that let you know it was happening, the "press all the buttons on the controller to hit more" and the visual effects that gave impact to your roulette wheel.
It wouldn't be the same. This stuff is the difference between a timeless classic and something everybody forgets.
>>343485672
you do it like tree leaves, make curved polys with an alpha/masked texture applied to it for hair tufts. do not try to model actual, 3D hair unless you're doing some cartoony dragonball shit
>>343484901
Thank you, will work on that
>>343479521
juice is a nu-indie term for visual/audio/animation polish
not that there's much juice you can add if you're going for a pokemon game boy style
>>343485551
>>343486194
Okay after reading your comment. It sounds like a fun game. But I wouldn't want that combat gameplay to be the selling point. Character customization, open world (or length), and great plot would have to be the core. Skyrim/Fallout3+4 have shit story and rpg elements, but the fun is the combat and amount of things to do(at least to some). Good luck.
what engine do i use if i want to make something visually nice with minimal effort AND have it run on potato hardware?
i tried unity and it looked okay but nothing impressive
i tried ue4 and it looked stunning but didnt run very well
i tried cryengine and it looked okay and ran okay but i dunno about the actual coding side of it yet.
should i go on with cryengine or is there an alternative out there? i dont mind paying so long as it isn't subscription based.
>>343463450
You realize the guy who fucking made Madness is making that game, right?
>>343486896
unity has some sick ass fx you can import as a package then add to a camera and adjust settings super easy, crease shadows, chromatic abberation, motion blur, depth of field, did you see that stuff before you gave up on it?
>>343486984
Don't reply. He's obviously underage.
>>343479014
Reminds me of a more fleshed out version of Marx Soul from Kirby Super Star
>>343483934
I managed to get it to stop bitching with the <>(). version of the getcomponent syntax, so I was doing it wrong, but now I am having issues with typing on the child instantiation and assigning instead so I will have to fuck with that for a while I suppose.
>>343484076
I have tried this.gameObject, gameObject, and this. I also tried individually removing the script before destroying the object. I have a workaround for now but I am hoping it wont come to needing a true solution.
>>343486896
>visually nice with minimal effort AND have it run on potato hardware?
You can only pick two.
>visually nice
>minimal effort
Unity or UE4
>visually nice
>potato hardware
Unity if you optimize shit.
>potato hardware
>minimal effort
GM
>>343487093
Yeah, I should know better
>>343434660
>game maker
Oh yeah you're a fucking genius
>>343486045
>>343486194
I've had a few guys say that before when they were shown this, and honestly, an action RPG did sound like a good idea at first. But then I played action RPGs for the SNES and Gameboy Advance and my interest had been lost. Because in those games, it's easy to get around enemies, and as long as you're not greedy with getting hits in and stick and move, you can essentially go through the entire game without getting hit, save for maybe a few boss fights. I didn't really feel any tension from that. The Mana series in particular I loathed because of the weapon meter having to recharge to do full damage. It's an action RPG and they set a pace for me to follow? Yeah, no. Other series like the Quintet trilogy (Soul Blazer, Illusion of Gaia, and Terranigma) were WAY too easy because enemy movements were generally slow while your character was fast.
>>343486068
>>343486197
That's encouraging to read. That's like the dozenth time I've fretted over something sounding like a headache to program only to be told it's easy enough to do.
>>343486590
I like to think combat systems are sometimes neglected in RPGs because the focus IS supposed to be setting up this atmosphere and story, but the bulk of the gameplay takes place in, well, battles with enemies, which is why as I've kept playing RPGs and revisiting them over the years, that keeps coming right up to the front of my mind. I like turn-based combat because it means you WILL get hit no matter what, so there's a tension there, you're racing a clock and if you can't figure out an appropriate strategy, that clock will run out. The problem is once you've figured it out, it's like punching in numbers on a calculator with small cutscenes. So I decided instead of trying to outdo say, Etrian Odyssey or Shin Megami Tensei with strategies, it's all about your reflexes and paying attention to lightning-fast visual and audio cues from the enemies and then reacting, like Punch-Out.
>>343487248
Can you actually describe what you're doing, show some code and/or errors so we could maybe actually help without guessing what you're doing wrong?
>>343486896
>Run on a potato
Nothing. Shit like Warframes engine does this but if you want that level of performance (60 fps, 720, nice settings on a intel hd 4000) you would need to code your own engine in c++ and OpenGL or DirectX.
>>343488323
i'm looking for an engine that will let me roughly get the look of Mirror's edge, with its baked GI. i know Source can do it, but Source doesn't feel like a modern engine to use for me. I just don't like the steps involved creating stuff.
i really like UE4 but when i try to replicate mirror's edge with cubes and a bunch of processing fx it looks exactly how i want it to but it runs like garbage.
unity doesn't really do what i need at all, and yes it does have gi methods and yes a competent dev could replicate mirrors edge 1:1 in unity but from just basic tests ive done, i don't come close. the results are very ugly.
cryengine is so far the best ive found for what i want, i was just wondering if there was another engine available i am overlooking
>>343486590
I also wanted to address your comment about the appeal of an open world, too. Personally, I've never found them to be entertaining, unless there was something to do in almost every space of the map. The first Zelda and Link to the Past did this pretty well. But other games were just wide the fuck open with nothing to do. It gets old real fast. In 3D games, that illusion of just absorbing the environment and soaking it in lasts a little longer, but it is a game, so unless you have a ton of content to make every space in the overworld worth exploring without too much nothing inbetween, it's gonna be taxing.
So my workaround is to just forgo an overworld entirely, and to instead focus my efforts on making areas, with each area being different. It's not linear like Paper Mario Sticker Star, where areas only unlock in order. Areas don't unlock at all, once you go through Saccharo shown here, all of the other countries open up. That way it can have the appeal of the first Zelda in that a more skilled player can brave death and weave around enemies to get a good item earlier on so they can beat the game their own way. The game doesn't have roadblocks that require cutscenes or items, but enemies that do a higher percentage of your max HP in their attacks. So it might be suggested to try an easier area next because the weakest enemies only take 8% of your max HP instead of a harder area where an enemy can take away 15% of your max HP, but by all means you would be allowed to go where YOU want to go. I deliberately planned it that way to encourage low-gear/level runners and speedrunners to play, too.
You might have to be one spot within a country first, but your choices will web out so you have options. There won't be many towns/cities, either, but I'd like to make those like dungeons to where you need keys to go through certain houses to get to other parts of the town to get power-ups and fight optional enemies/bosses.
Shibe spawn capsule is in. Programmer is waiting on redoing the save file system before allowing it to actually save and all that.
And here's something showing examples of what enemy attacks would be like. I'm currently wondering how I would position multiple enemies at once around a single player, should they all decide to attack that one.
>>343489283
I thought your map was darkroot garden from dark souls
>>343487451
You already did help, believe it or not despite how little info I gave. I just have an endless source of problems when it comes to this sort of thing (welcome to programming). Right now I am trying to think of a fair camera system while camera shaking and pixel perfection are next. Then I will have to come back around to fix ramps and importing complicated colliders, then adding other stuff comes after.
Is gamemaker easier than learning unity?
I tried making pong in unity once. Took me 3 days with tutorials because they were for unity 4 and I had unity 5. I want to avoid that kind of stuff.
>>343492170
wat a cute doggo
Bumping in case anyone gave a shit
Making game art is hard. I suck at drawing and it literally took me all night to scribble some shitty 8 frames and animate it
>>343463036
reminds me of EEnE:ME
>>343439742
Holy shit, that is fuckin rad.
Testing out different armors. I'm planning on having three armor types (light, medium and heavy) that can be upgraded three times and appearance is based on the companion or class or whatever.
>>343495974
that sounds pretty generic, what's your game about?
>>343484806
feels like jordan mechner which is a good thing.
try to improve an outline
>>343496059
Right now I'm not 100% sure but I'm aiming for a late middle ages/renaissance RPG. I'm hoping of doing it in the style of old crpgs but since I'm using RPG Maker I'll have to see what plugins I can find.
>>343496462
Cool, what sparked your interest in the renaissance? If that's a RPG maker game then I don't mislead women about the size of my benis.
For a game in 3D with a lot of various attacks you can use, how could that be done? I figure that most of the work is in animation, but collision data and responsiveness are top priority.
Even though nothing short of Adderall will make me a programmer, not a day goes by I don't regret not buying GM:S when it was on Humble Bundle for cheap.
>>343496912
I guess a liking of the period, lad.
It's pretty underrated in the RPG genre, the only ones I can re-call that took place in a renaissance setting is Pillars of Eternity.
Plus early blackpowder weapons and cannons are p. cool. I always found it odd how most generic medieval fantasy skipped over those but chose to add plate armor, a later invention of the medieval era.
Posting my "games" from late 90s, early 00s
>>343498068
>tfw programming will never be as fun as it was during the DOS era.
>>343499323
>tfw almost direct access to the hardware with no abstractions
>>343499402
>>343499323
you might enjoy templeOS
>>343499579
yeah it's actually a pretty noble endeavor unfortunately marred by the programmer's schizophrenia
>>343499402
Fucking this, I miss writing my graphic render engines. One of the fondest memories I ever had was writing my shitty raycast engine over Summer vacation in computer camp, and impressing my friends with my janky totally not Doom clone. Those were the fucking days.
WHERE DO I START IF I WANT TO MAKE A THIRD PERSON SHOOTER IN UNITY
>>343499773
>>343499579
>mfw reading about this OS
>mfw fucking everything about this OS
What the actual fuck did I just stumble into?
>>343500315
>>343463036
aw shit this looks good
do you have a blog where you post updates?
>>343500384
Reminder that if you don't use a compiler that you have written yourself, you are basically a nigger
>How can games be this easy. How does it take someone 2-3 years to make a 2d platformer.
took me 2 years to finish my game, its on Steam and fairly successful. its not a very good game but its got a small, healthy player base (which demographic is children but I expected it). most people could say its a bad game if they want, but i get about $400-$600 a month for it and its completed and released and thats saying more then most developers on steam. its one of the very few things ive taken pride in this miserable existence.
you could make a lot of games in one night, I know I could, but I like to shoot for games people will actually come back to. I think I've managed to do that, as a few players have actually hit 1000 hours on steam which blows my mind desu
>How are people asking for 500k to make one and weird shit.
THAT is a good question. I never once considered kickstarter or anything. I don't need money for development, just time. However f I could get crowdfunding for time away from work that'd be different...
I could see using money to get an artist and a musician but I really dont like working with other people and would rather see things go in my crappy, easy to deal with direction.
For those curious: http://store.steampowered.com/app/346120/
I got on Steam through green light. Webm related, the jittery players are just players with bad computers and theyre still loading in at the beginning of a match. Those are indeed all human players.
How hard it is to make a game in the Eiyuu Senki style? I want to mostly relly on drawing so is GameMaker suitable for it?
>>343501612
>How hard it is to make a game in the Eiyuu Senki style?
You mean, a grid based RPG/strategy game?
Not that hard.
>I want to mostly relly on drawing so is GameMaker suitable for it?
Game Maker should be fine for that, although I have no idea how it handles with higher-resolution artwork.
>>343502002
Well, I guess I should expand on
>Not that hard.
It won't be hard in Game Maker - the thing is made for quick prototyping, so you can make a small prototype for a game like that easily.
The hard part is fleshing it out, polishing it, and creating all the assets.
>open up file for game
>look at what i need to do
>it's menu and ui shit
>do nothing
How do I get motivated to work on this bullshit?
>>343502002
>higher-resolution artwork.
Resolution is another thing I'm curious about, is there any standard for the character in battle? it seem fairly low.
>>343486984
>>343487093
That does look like garbage though.
Kinda like a cashgrab.
>>343434660
Added magic and health extensions. Currently MP increases by 10 and Health increases by 25. I'm not sure what I want the maximum for both to be. It was originally going to be 500 for both but now that I think about it, that might be too high.
>>343468775
I remember you dude, looks great so far!
>>343502452
There's not really any limit, apart from the one you set yourself.
Still learning art
>tfw much better than I was a month ago
>Still kinda shit however
Ah well, this is just another step to being great
Not good, I'm fighting with OpenGL. I know what I need to do, I just don't know how to tell OpenGL to do it. Anyone has some good resources? I'm looking for well commented examples rather than tutorials.
>>343437383
Sealark release when?
>>343502879
Looks nice, anon.
I like the look of things, even if it's just boxes.
i would make a small game project like people here but i don't know code or anything.
>>343494083
This is some cool shit anon.
Keep it up!
>>343503949
That's called delaying. Stop saying. Start doing. Go download Construct 2 or some shit and make Pong. Figure out how logic works. It's all simple in the long run.
>>343435513
does it have to be in polish?
Whats your favourite monstergirl type?
>>343505172
That is a difficult question. However I can say that I don't care for monstergirls that are extremely basic looking like Succubi or Vampires.
>>343502879
http://www.mapeditor.org/ Would this help with your room editor problems?
>>343503504
Thanks anon.
>>343505415
Possibly, but I don't have the faintest idea of how tiles work in GM:S so I've been placing blocks and resizing them manually. It isn't terrible, it just it has some annoying quirks. Maybe I'll get used to it after a while.
>>343452227
Noice, would be interested to see more
>game starts
>final boss fight
>final boss says "it's over" and uses his ultimate attack
>just before the attack hits the hero
>*record scratch*
>*freeze frame*
>"Yup, that’s me. You’re probably wondering how I ended up in this situation. To understand, we need to go back to the beginning..."
>*rewinds backwards through entire game in 5 seconds*
What do you think of the start of my game?
>>343435268
looks like high-school programming class shit. I guarantee no one will play this at it current state minus a few /v/ autists
>>343440364
How is that bird flying underwater???
>>343505975
/tv/ will love it
>>343505975
repost/10
>>343505975
>*record scratch*
>*freeze frame*
Instant 0/10.In all seriousness, it depends on whether you actually fight the boss, and it's an actual, decent fight. It's stupid, but it's at least a decent excuse to have some real action before you get into the exposition and (most likely, since it's a modern game) very boring early levels.
>>343463450
You don't speak for /v/ summerfag - lets see your game
>>343505172
harpy
>>343434660
God damn this is some desperate baiting.
>>343439742
What the fuck this looks better than the combat in most Western AAA games
Seriously impressive dude keep it up
>>343452150
Make console version and you got ourself a day one copy sold.
>>343439742
This actually made me a little bit hard.
It looks absolutely incredible, and I want it so bad.
recently played pic related and I feel like the battle system is underrated
if they removed the cards and made proper button actions it could be pretty great
now for those who played the game, what would you like to see implemented/improved/changed with this battle system?
>>343503445
Opengl superbible + opengl programming guide is all you'll need.
>>343434660
>building game from ground up, no gay maker or any of the babby shit
>making top down pokemon style rpg
>just got done with making barebones rendering engine and animation functions
>game is barely playable and put way too much time into it in proportion to what it actually does
>still refuse to learn gay maker so I can actually be productive and make something playable
my autism knows no bounds
i will make my own game
and i will know it from inside out
fucken plebshelp
>>343434660
>How are people asking for 500k to make one and weird shit.
People need to put food on the table and keep roofs over their heads. We can't all sit there and make games without worrying about that sort of thing because neetbux pays for all of that.
And, anyway, it took you four hours to make one of the first and simplest video game concepts. Don't get cocky.
>>343511129
>not making your own operating system
>not making your own programmable electronic device
>not making your own reality
get a load of this pleb
What do when you have graphic skill but zero coding ability?
I just want to make a Final Fight style Beat Em' Up....
>>343439742
Remembered that one.
You also posted one webm with a massive boss.
>>343511913
Im also coding it in a dead language, not even c++.
I feel like a fucking hipster.
>>343512410
team up with someone with coding ability but zero graphic skill.
also show us some of your works if you are confidence of your ability to art
>>343479014
Holy shit that looks fun as fuck
>>343494083
You draw way too well to be wasting it on video game concepts you'll never make.
>>343443119
You're not making an engine you're using libraries
>>343452150
Sucks for you you could of used cryengine and retain that 5%. Now your giving away more than a 3rd by the time you're done
>>343503452
Those games that look too good never get released. Refer to Owlboy or whatever it was called.
>>343513973
Kek
CryEngine could not have made a game as complex as Mayhem League without me writing a single line of code.
I don't care about the 5%. Steam takes 30%, if I wanted to keep my money that bad I'd sell on GoG.
>>343514095
urrmmm.....GOG also take 30% m8
>>343456943
If the Art style was Alright i'd play it.
Cyberpunk Noir is my bag man
>>343514164
Then desura. Or a website like minecraft does. Whatever.
okay guys, which set of diamonds looks better? working at a low ass resolution here so every pixel counts
>>343514417
left one
I got some more work done on my buff system, finished up implementing dispels.
I decided to use a counter system, where each buff has an element and an amount of counters on it. Dispels target a specific element, remove an amount of counters from all buffs and/or debuffs of that element, and then remove each buff that falls to 0 counters.
Should be flexible enough to account for any and all situations in any actual content I make
>>343512595
I'm afraid of the answer but what is it you're coding it in?
Has anyone worked with ue4 level streaming? I want to make a procedural game with baked static/stationary lighting. The problem is I want load small levels randomly around the map, but for that I need to offset them from original location, which doesn't move volume lighting samples, which makes every dynamic object passing through the sublevels black unless in sunlight/skylight. Moving the world origin before and after loading the sublevel offsets the samples, but seems way too slow for multiplayer? Unless I can somehow just do it on clients? I tried but it seems real fucking glitchy because for a bit server and clients aren't really in agreement where everything is located. Any fucking tips in this regard?
>>343476946
I like the style of it anon. Any tips on the cloak? I want to do a poncho/rags on my character but I'm just throwing spaghetti at the screen
>>343514417
definitely left
when you zoom out of the image or look at the thumbnail the diamonds on the right lose their shape
>>343514417
>>343515350
also, glad you got rid of the tiny symbols
>>343514508
>>343515350
thanks a lot, I appreciate the input
>>343463036
What is this? Trine for ants?
>>343434660
>>343434916
>>343435037
>>343435268
>>343435428
>>343435484
What game engine should I use as someone with no coding experience, who wants to make a 2D platforming RPG, similar to Wonder Boy?
>>343515527
Yeah, I remember that post from the last thread. I wanted to keep the symbols, but it became pretty clear that they wouldn't work at a low resolution. Thank you for your interest
>>343516442
What game engine are you using?
>>343516186
Construct 2 if you don't want to do any coding.
Game Maker if you want to do minimal (yet tedious) coding.
Unity or Unreal if you want to actually do programming.
Choice is up to you. Programming a 2D platformer is pretty easy, but the RPG elements might overwhelm you. Try coding Pong first.
>>343515131
Generate distance fields, enable DFAO, and set your skylight to movable so you have persistent global illumination.
>>343516540
How do I start coding pong?
I just want the least-effort route towards making a 2D platformer RPG. Construct is good for this?
>>343516540
UE4 is actually great for someone who doesn't want to do coding
What it's NOT great for is 2D, it's got too much bloat for that. It's optimized to run 3D and it shows, Paper2D is unfortunately nowhere near "there" yet.
>>343516673
Construct doesn't do your usual coding. It works with visual coding, so your focus is more on logic than an actual programming language. You could get Pong up and running in less than an hour.
If your goal is to learn a programming language, though, you should probably look into something else. Doesn't make Construct a bad option, though.
>>343516773
Do you know Wonder Boy? I want to make a game as smooth as that - 2D platforming RPG. What should I use?
>>343516528
Using gamemaker studio. The main game is going to be an rpg, while the cards are for a minigame. I figure rpgs need good minigames and it's a pretty decent way to learn gamemaker.
>>343516673
>>343516773
Although one thing UE4 DOES do remarkably well is 2.5D
So, if your desire for 2D is more gameplay-focused than pixel-art focused, it might be a worthy choice.
>>343516873
Yeah. I will learn programming if I have no other options to make my game. As I said, I'm lazy and just want the quickest route.
Just download construct in steam now, I'll check it out.
Again, before this thread dies, I'd like to make a simple 2D platformer similar to Wonder Boy, that runs as smooth as that game, if you know it
Thanks
>>343516995
>>343516986
>>343516873
This is a picture of the exact game I want to make that is similar to.
What is the best engine for me to accomplish this?
>>343494083
Dude... I will commission you just to draw up some concept stuff like this for my design doc.
>>343517125
Anon, you can make a game in any engine. Figure out which is best for you.
Try Construct, Game Maker, and Unity. All beginner friendly and all can make a game just like that.
>>343517030
Again: are you emulating that from a gameplay perspective, or an art perspective?
Because UE4's sprite-management tools (Paper2D) are pretty shit at the moment, but Blueprint is a fucking incredible asset for developing even complex game logics without writing code and it's pretty performant.
It would just demand that you made your game with 3D models and went with a 2.5D approach to the game.
Getting models to look stylized as 2D assets isn't that hard (even if getting it as perfect as say, Guilty Gear Xrd is a feat of herculean proportions), but pixel art is a very different beast.
>>343517125
This game is being remade
https://www.youtube.com/watch?v=Mjg1s6A6VJ8
>>343517293
I know, and I hate it. It looks like shit, and is no where near the quality of the old game from my childhood. So it has inspired me to make one that is
>>343517396
Why does it look like shit?
>>343517396
I never heard of Wonder Boy but I think that game looks pretty good
>>343517467
I have played Wonder Boy in Monster World atleast once a year since I was like 8 years old. It is one of my favourite games. The only way I can describe it is:
Compare Sonic the Hedgehog 1,2 and 3 to Sonic the Hedgehog 4. It's garbage and looks and feels like shit, and is nowhere near the standard of the original. That's how I feel about the new Wonder Boy
>>343517580
Get it on steam or console. It is one of my favourite games ever. It is basically a 2D Legend of Zelda
>>343500450
>Went to sleep, thread still up
Anyway here http://paperbugdev.tumblr.com/
>>343515983
It's a paper mario based RPG with bugs.
>>343516186
Construct sounds about right for you, Construct Classic is free, but the newest version costs money. Gamemaker is free but the click and create tools are very basic, but you could probably get by.
But really anon, you should try learning a programming language, it's not hard at all.
>>343516540
>Game Maker if you want to do minimal (yet tedious) coding.
Honestly though, there's no point in reinventing the wheel, it's about as much programming as to be expected, and it's a million times easier than actually making an engine from scratch since all the low level stuff is done for you.
>>343499323
Hey, I had fun with >>343443527
>>343518226
>But really anon, you should try learning a programming language, it's not hard at all.
I made Mayhem League without learning a programming language. Writing code is just stupid-hard for some people. My brain just shuts down looking at syntax.
This == is
{not; somethingI}Can + Do
elseIf [I just, Don't]
cvar {LikeTo}
##Look at it
>>343518447
lol because your pseudo-code has horrible format/indenting. I wouldn't want to look at that either.
pic related
>>343518567
swap god-emperor and okay imo
>>343518447
>My brain just shuts down looking at syntax.
If you don't know anything about pointers you don't understand true hell.
But like anon said- >>343518567
>>343518567
>hates "god" and "okay" tier
>do everything in "awful" tier
Fuck you anon
>>343516186
Phaser
http://phaser.io/
You don't need coding experience to learn javascript. Complete the javascript (and maybe jquery) courses at codecademy and you're good to go.
>>343518567
Right, that's the same thing (you know you can't indent on 4chan, right?)
Your top example still just looks like a mess to me
Why()
{
Are there so many
}
brackets and parentheses with nothing in them? Empty lines? It reads terribly, and that's just holding "stuff, more stuff" not shit like variable setting and switch functions and whatever.
I dunno. If you've got a brain built to read code syntax, god bless. I hate it.
>>343518567
Godteir is memeteir
Jesus Christ middle example is the best
>>343517125
Use existing libraries or framework like mono you don't need a 3d engine for 2d
>>343519218
It doesn't take much effort to learn basic syntax.
codecademy.
>>343519571
This is how I "write code" for Mayhem League
I don't need to learn to "speak computer" to do it.
Like I said, if syntax comes naturally to you, then god bless, I'm not gonna bother.
>>343519218
Well it's clear you're an idiot that probably only tried learning to program for no longer than 10 minutes before going, "LOL, TOO MANY THINGS XD" before quitting.
"Why" is the function. () are the arguments that are passed to this function, such as a variable. {} are blocks of code, things the function does.
>>343519218
Whitespace is good; what makes code hard to read is when it's densely packed with no indenting and newlines.
>>343519658
What's the point of having 2 custom events when you've got a bool? Why not just use 1 event, whatever calls the event also sets the bool and just switch the loop based on the bool.
>>343519716
Please, I didn't even spend 10 minutes trying to learn.
I took a glance at it and decided to make a BP project instead.
Can't say as I regret the choice.
>>343439742
Keep it up, looks great.
>>343519845
Those particular events are called by AnimNotifies, they're auto-fired by certain animation keyframes.
There's a way to set up a logic on AnimNotifies but it involves creating a new Notify class and while I can do it (I did it for Hurtbox generation, for instance), it didn't seem worth the effort.
BTW the bool isn't used the way you think it is, it's in the Tick path to branch around certain parts of the platform ticking logic that make them update their position as they're moving platforms.
But yes, I could have just created one event with a bool input that was "ChangePlatformPhysicsState", and then used a simple branch/switch to determine whether or not it was enabling or disabling and hitting the relevant logic after that, and written a notify class that handled that output, but it's like, why bother?
Kicked this together in just a couple minutes, it's legible and performant. Why go to the trouble of making it more concise?
>>343520169
Sometimes you can prevent memory leaks/reduce the ammount of work the processor does.
It's called "optimization"
I don't know if it optimizes in this case, but you have to remember that each action costs time and power to the processor to do and the variables take space in the memory when they are stored.
>>343503285
How are you learning?
>>343520429
I get your point but the cost here is almost certainly negligible. The bool variable would have to exist regardless of how the event was structured (because it has to know what the current phys simulation state is when it Ticks platform location, and getting that information FROM the platform is more expensive than calling a bool on the actor in question)
So it's a question of "do I want to have two function calls, or one function call with a bool/branch in it?" and lets be real, optimizing to that degree is something that should be done much, MUCH further down the line. Right now the most important thing is ease of use/legibility on my end, if it turns out that one single function call is my bottleneck I'll happily rewrite it but we both know it's not and it's never gonna be.
>>343519658
If you want to drag 'n drop stuff, Construct 2 has what you need.
Improved the performance and search "algorithm" used to define where the AI should move. But it's still not in a place where I'm happy with it. Once I add sight to it, it will be way better and more efficient in the search.
I want to make a terminator game.
>play as good or bad robot
>spawn in at random point in big city
>random npc in city is selected as VIP
>locate VIP before other robot
>escort VIP to a specific point RE4 style
>or kill like metal alex mercer
The city would have civilians walking around, police that will show up if shooting starts and such. You can use cars and weapons you find around the city.
>>343520797
Self taught with a few Tutorials, Daily Gesture drawings
This week has been trying to improve my Hips drawings, drawing at least 5 sets of hips a day
Im at the point where my 1st Drafts look better
Its a fucking pain but its worth it
>>343521512
Post hips
>>343521370
Unless it is multiplayer only I am killing that VIP 9/10 times. Mostly because AI has never impressed me at being as creative in how to kill something as humans are.
Is Game Maker/Unity okay places to start making games on? Were interested in trying to develop some simple 2D games and when i feel up for it maybe something a bit more complicated.
I know some basic C++ and cant draw for shit if that helps.
>>343521894
Game Maker better for simple 2D games than Unity. Your basic C++ knowledge will help you with any language/engine, though.
Who RPG maker here?
>>343521512
>This week has been trying to improve my Hips drawings, drawing at least 5 sets of hips a day
Dear god at 5hpd you're going to reach a stack overflow by the end of the month
Anon, you must stop drawing hips you have no idea what you're going to cause
Is Godot any good?
>>343436867
link to blog?
>start dev
>lose motivation
>stop
why this happens to me?
I want to make an RPG largely in the same vein as classic SNES titles; would I be better served using Game Maker or RPG Maker?
>>343518567
your okay tier and awful tier are the only acceptable ones. The rest is retarded.
>>343522282
How come? If you don't mind me asking?
>>343522524
it's not good
>>343522372
Finishing projects is as much of a skill as anything else. Make sure to learn that.
>>343522672
It's called project management, not "finishing projects" löl
>>343522472
>>343518815
>>343518881
>>343519230
What's wrong with "God"-tier (Whitesmiths)? It's the most aesthetically pleasing to the eye, as there are fewer jumps. Also, by aligning the braces with the block they're in, the braces behave almost like bookends to a line of books - it lets you pick out the block of code much more easily.
>>343463036
Please tell me this is a RPG like Paper Mario
>>343522056
Did you pirate it?
>>343518567
Tab in "more stuff" and in God Tier and you're right.
It always pisses me off how Visual Studio enforces the Okay Tier style. And people who do Awful Tier deserve to be killed.
>>343476946
That's pretty good, can you animate frames ?
>>343523320
Yeah, but I'm not planning on selling anything anyway.
>>343439742
I have the strangest boner.
Also the comic book word popups are great.
>>343452330
In contrast to this guy;
>>343463785
I think the artstyle is good, looks like a cut-out paper book or something, very comfy, and the characters (not the portraits) are very thematic and look like some form of origami also so it's pretty spot on.
However please don't use depth of field when there's no actual depth going on, that IS actually vomit.
>>343523303
It is, see >>343518128
Currently I'm trying to finish the overworld, so battles are still barebones. When I finish coding the field skills (which is pretty much done) I will start drawing enemy animations and party stuff for battle.
>when you put so much sweat and blood in your game for two years only for it to be a massive failureGive me at least three reasons to not kill myself
>>343506837
Are you me?
>>343452961
Make it a subtle grayish red or violet with orange enemies
>>343505172
SURAIMU~
Getting there.
>>343525076
I'm not going to give you reasons to not kill yourself but let me tell you this, the road to success isn't a straight line, look what you did wrong, what you did right, what you learnt, and make something way better next time, if you could make one game, what's stopping you from making another? Half the people here will never finish a level.
>>343525076
You shouldn't have had such high expectations for the success of an amateur game.
Dev for fun. If it's successful, great.... But you shouldn't be doing this for the money.
>>343526114
>if you could make one game, what's stopping you from making another?
Time, pretty much. I don't want to waste another two years on some piece of shit worthless game, I'm only make fun sized games from now on. But I do see your points.
>>343526206
I'm not, it's kind of shit anyways to not have your work recognized, I made a game so that other people could enjoy it after all.
>Gamemaker 8 costs like $25 but it makes PC games only
>Gamemaker Studio costs $150 then the modules to export your game to other platforms have to be bought individually and cost a shit ton more, or you can buy the full package for $800
Wat do? Is there any way people can tell if you've made a game with a pirated version of GM Studio? Has anyone tried it?
>>343526478
Make a game so YOU can enjoy it. Share it with others only so they can maybe enjoy it too
>>343525076
Wat game, anyway?
Also, does marketing have anything to do with it? How does one market their games? Even if it's free and you just want people to play it.
>>343526478
>time
Good point, well, good to see you're still going even if it's small games, best of luck anon
Tweaked the lighting a little and added more detail to the ground
Yay, Nope?
>>343439742
holy shit I remember this from months back when it looked really primitive.
You've come a long way dude
>>343526978
just finish your environment and stop wasting time sharing a screenshot of every little change
>>343527482
Not him but
>Stop showing progress in a progress thread!!!
>>343526978
I really like the cel shading you're using. I'm a sucker for cel shading, I know nothing about your game and it has my attention.
So I've been learning unity and I feel like I've mostly got the hang of the whole component system, how to manipulate things in the scene, generate shit and so on, but when I think about the macro scale structure of a game in unity I just draw a blank.
Where can I read about recommended structures for games in unity? When and when not to transition between scenes, recommended methods to organize your assets and so on. I feel like I could technically make anything in it now, but it'd end up a fucking mess.
>>343527151
...really?
I've been working on this for two years, a few months ago "primitive" is not how I'd have described it.
>>343436867
fuck this furry shit
>>343525638
Work on tile readability. Right now your shapes and contrast is all over the place so it's impossible to tell what should go where.
>>343505172Werewoofs
>>343436867
What are the attacks doe?
Throwing bones?
>>343446367
Link to upload? This looks fun
>>343522638
should it be called "Not Goodot" instead?
>>343466576
>>343436867
No, really shorts would actually be better.
>>343525076
what game?
>>343530383
Life.
>>343528914
I like to group all of my assets in folders in the root directory (Materials in /materials, Scenes in /levels). I usually think of each scene as a level, plus one for the menu. Try not to stress it and have fun, it can do some pretty cool stuff.
>>343528708
Thank you man!
It's a 4-player coop adventure game, right now I'm trying to find a style for the levels to match the cell shading of the characters
Is there any issue of using a single scene in unity and just load different prefabs for levels?
>>343522056
I haven't touched my game in months. Been busy with a bunch of other projects and my job. I want to get back into it though
>>343530857
nope, if you were doing a Rust or Minecraft-like game (for example) you will most likely work with one scene only and just load/unload more content via code
>>343530560
>Life
got a link?
>>343522372
Because shit is hard, you suck, and you know that no mater how much you try, your game will never be that way you always dreamed.
>>343445367
Its a 3d platformer based on NES graphics
https://www.youtube.com/watch?v=_s9fL821JHc
>>343531468
Not him, but I found a picture of you
>>343467903
I did this myself. It took me about 2 weeks to make what I have done. https://www.youtube.com/watch?v=_s9fL821JHc
>>343531017
>everyone dancing in place
Love it
>>343506063
Kill yourself you useless, failure of a permavirgin.
>>343531476
this looks very cool and fun to play, my only critique would be that the art style does not look consistent in some areas
>>343531979
That's because I reused materials on certain areas that are stretched. It's in a very early state and will be fixed up.
Hey friends, quick question here.
I've been working on starting up a CoC type game, minus the rpg combat. It's just like a text adventure, virtual novel type game. Mostly as a platform to write a story.
I'm using Game Maker Studios as it's the only thing I have purchased, and it's going well.
I wanted to ask though, what do you guys feel is the best way to do that?
Currently, I have a shitton of external text files, and I'll add things like @variable_state inside the text document and call a 'string_replace_all' to adjust it according to what the variables are.
If you were to make a text-adventure game, and have text that changes based on different events, how would you do it?
Thanks for any responses.
>>343531468
thats rude anon ;-;
slower than I'd like, but I guess I have a nasty tendency to constantly restructure and rewrite my code because I am currently learning every day and stuff I did yesterday feels clunky, bug ridden and unflexible.
I did write a basic flexible menusystem and packaged it as an extension for GM:S though, which hopefully will save time in the long run later on.
>>343526749
You can upgrade it later, so there's that. You can make the first one on PC only, sell it, then upgrade your GM package and port it over to others.
>>343531675
Yeah I love that shit. Unfortunately the method I use to do it breaks random encounters. They just don't happen for some reason.
So I gotta figure out a different way to do it.
>>343531214
It's a joke, Anon.
A shit joke.
I'm not even the dev. You fell into a jape.
>>343524652
Do you need some help in the form of 3D art assets? I kind of would like to try my hand at paper mario shit.
>>343434660
Jesus this thread is old
I thought I was reading a new one and then I realized it was the same exact thread from yesterday.
>>343523792
not really I'm pretty bad at animating lol;_;
I have over 15 freeware games that I've made over the years. Most are small in scope, while a few are somewhat medium-scope.
I was thinking of putting them all up on itch.io. They are on my site, but are uploaded in various places. I was considering packing them all up into a zip archive, throwing in shortcuts, and putting them up as a collection - or, alternatively, I could upload them to itch.io separately. Obviously, the former would take less time, but time/work isn't an issue. My main question about this:
How would people feel about such a collection? On one hand, it makes an easy (but somewhat large) download. On the other hand, it might lead to the games being seen as "100-games-in-1" shovelware cartridges. Some of the games are more "significant" than others, I'll say - but each one has its own ideas. Money isn't an issue here, as all the games will be free regardless of the format they're uploaded in. I'm just most interested in how people perceive the two formats I suggested.
Any thoughts?
>>343534832
Put them separately. If I'm interested in 1 game I wouldn't want to download all that other stuff
>>343534832
Try making sort of a "gallery" for them, like putting a couple thumbnails, a description of every single one of them and a link for each, instead of putting them all in one download, that way you'll put more importance into each individual game rather than, ""100-games-in-1" shovelware cartridges." as you said.I actually want to play them
>>343515231
I don't have any tips myself but pic related is a good referenceBut something I can tell you is that you could look for the parts of the rag/poncho/mantle that have tension applied on them and try and do some folds there, also have the folds simple and don't draw too many (which also depends on the material of the poncho) try to look for some fold and types of folds tutorials, also if everything else fails take photos of yourself wearing something alike and then studying it
>>343535214
Can you make this "gallary format" on itch.io?
>>343535015
Good point, too.
>>343535430
*gallery
>>343514926
basic
>>343535214Also, here is where the games are now:http://theta.freehostia.com/games.html
>>343534832
Yeah ultimately they should be seperated. I think this would better showcase your work anyway.
Is 20 concurrent players enough for a multiplayer game? I'm working on a new concept in Unity but the best I could do is free teir multiplayer at the moment. Thoughts?
>>343535727
oh hey, it's dienworlds guy. I'll definitely be following theta games stuff, you working on any new games?
>>343536082
Yep, that's me. No, I'm not working on anything new at the moment. Though ĐiệnWorlds is finished, I still am open to updating it with balance stuff should it arise, or even with new content should I think of something that fits really well - so I still consider it my current project.
New thread:
>>343537007