So, how's that game coming along?
Not terribly.
3D game on the other hand I'm still having trouble adapting to.
still in the motivational phase
>>343537007
Coding wise, pretty good. I'll have vids soon. Any tips for Unity multiplayer? I don't plan on monetizing so I can only afford 20 players at a time.
>>343537007
We literally just had this threadStop reminding me that I cant get the drive to make games.
Im trying to animate this guy
>>343538010
why not anon?
Also apparently motivation is a big issue in these threads. Anyone got any tips? As far as I can tell, it's just something you gotta do, whether you're "inspired" or not.
>>343538523
think of the money you could make
If you're someone who wants to make a game but has no Coding knowledge, but you have some art skill. Check out PlayMaker on the Unity asset store.
It basically is a port of the "blueprint" system from unreal engine.
I managed to make this little prototype with 0 coding knowledge. It's pretty gud.
https://pandan.itch.io/pandan-rpg-camera-system-test
But other than that, I want to make a turn based RPG. (Similar to the Final Fantasy PS1 games) I'd love to find some people who share that, and can possibly join me.
I added a few more field actions for the party.
Going to fix a few glitches to then start work on the battle.
>>343539107
that's so cool
Please dont stop
>>343539107
Just wanted to say that I saw your work earlier and I will be following you. This looks amazing.
>>343538814
anon, from that pic alone, it seems you have terrible art direction and art sense and you will be the one in charge of both of them?
Jesus, if you want to attract people to your project, offer money since you don't have any skill as far as i can see.
>>343537007
I'm making a space battles game. You fly around with a fleet of spaceships, explore space and fight other fleets. Final game will be sort of like Star Control 2. While I'm fleshing out the combat mechanics and other core gameplay elements I'm thinking about what kind of setting I want.
I want to make it something interesting and not generic sci-fi.
So far I'm leaning more towards hard sci-fi, that means:
>No faster-than-light travel.
>no aliens
>no terraformation.
>Just Earth, some space installations and asteroid mining.
The kind of level of space technology we could expect in 100 year or so. I'm thinking the core theme would be corporations/states warring for asteroid resources to sell on a mineral-depleted Earth.
Nothing is set in stone yet while I'm mostly coding the game logic and not creating assets.
Do anons have any ideas for a unique setting for a Star Control 2-like game? I could really use some fresh ideas.
does this look like a lollipop
>>343539410
balloon with sprinkles maybe
>>343539107
Rogue, warrior and mage?
>>343539481
i was afraid so
what does this look like (ignore filename pls)
>>343537948
Monetize
>>343539323
it's just a prototype anon.
also don't let your insecurity show so openly like that
>>343539546
sorry heres a bigger image
>>343539546
>>343539709
a lollipop
>>343538523
>why not anon?
I just dont find much enjoyment in the process. How long it would take to get any of the stuff I want done doesnt help matters.
>>343539546
Magic bolt of lightning.
Not a comet. Make the circle more rocky.
>>343539546
looks like a projectile from a laser weapon or something
one of the first maps I made for the game
>>343539323
> What is placeholders
>>343539604
I really can't think of a good way, other than shitty hats. It'll definitely be free to play.
>>343539862
I love what you've been showing us. You inspired me to start working again (see
>>343537948) I need to play this, man
>>343539797
>>343539784
i was going for more of a shooting star look
like pic related
it looks better in motion i s-s-swear
>>343537007
I can't even imagine trying to break into the 'game industry' as a game designer. You'd probably legit have to suck a dick or two to get anything decent.
I'm pretty thankful that as an artist, I'm far more versatile and don't even have to work in the game industry.
Not bad, I added some simple AI among other stuff
>>343539107
That's fucking adorable.
>>343539862
Beautiful. Is it hard to make environments like that? Or is it just time consuming?
>>343538814
I kind of like the look, other than obvious placeholder character. Keep it up!
I have no talent for storywriting or visual art and I don't know the first thing about coding.
I have ideas, though. Just don't know how to get them started.
Ideas are useless if you can't make them into anything.
>>343537007
I know next to nothing about game development. What would be the best software to create a point and click or puzzle game? I wanted to just dip my hands in before I tried anything substantial. Also which programming language do you use and why? I know HTML but I figure that it would be relatively bare bones in term of capabilities.
>finally done with uni for at least until Master's program starts
Time to go back to a ton of drawing and programming drills
>>343540291
All those things can be learnt from hard practice. Pick one or two, get started. Work with someone else who's good with other things.
>>343540291
Pixel art is surprisingly easy, start there. When I started, I stressed over my shitty graphics: don't do that, you can always fix them later. Give Stencyl a try: free, exports flash games, no coding required.
I'd start pushing to get into music production for game devs but
>i don't know if i'm supposed to code a loop or if they can do it
>my motivation for making music has been gone for almost a year
>everyone wants pseudo-chiptune bullshit because lolretro
>>343540363
Gamemaker
>>343540616
>implying i have friends
>>343540624
Thanks, I'll give it a look.
>>343540363
Maybe Stencyl. It's not a permanent solution but even as a professional developer I had some fun messing around with it. No coding required.
>>343540678
>>i don't know if i'm supposed to code a loop or if they can do it
You have to compose the songs so they loop smoothly, but leave that to the programmer
>>343539410
looks like a pink candied apple.
>>343540876
That's good news. I actually made one boss-battle kinda thing with that in mind. I'll have to fill up a portfolio with that kinda shit.
>>343539410
http://www.starbucks.com/menu/food/petites/birthday-cake-pop
>>343540363
If you know your way around with Javascript, Gamemaker is a GREAT way to start. The core/basics of javascript (or any programming language really) can be enough to do prototypes and just have fun messing around in general
literally just started 2 hours agono you don't play a character with cancer, I can't draw hair at all
>>343540091
>>343539281
>>343539213
Thanks kind anons
>>343539514
Yes that is the idea.
Btw does someone who messes with Unity knows how to make shadows align to meshes? Currently I'm using a flat image under the characters that positions itself on the ground. It isn't too important, but it is bothering me. I tried using projectors but they don't work since the material I use for the maps is unlit (and it lags when there are too many entities around).
>>343540013
thanks. good to hear
>>343540121
thanks. it does take time and it can be hard, depending on your design/modeling skills. But it helps that I use pretty basic geometry and I had a strong idea of the design in my head before starting. and over time I add more detail and change stuff
Its going pretty well
https://www.youtube.com/watch?v=_s9fL821JHc
>>343541340
I actually like that character, he looks comfy
>>343537703
pastel?
finish mother 4
>>343541437
God dammit, I seriously can't get over how cute that bee is. I'm really hoping this game catches on when you finish and someone makes plushies of those characters.
>>343541437
This is one of my favourite games from these threads
>be me
>good at math
>good at physics
>good at programming
>many good ideas for games
>but absolutely no artistic talent
>all my drawings look like down syndrome
FUCK
>>343541858
on the other hand
>be me
>good at art
>good at music
>good at writing
>many good ideas for games
>but absolutely no math or programming knowledge/skills
but I'm going to bash my head against it until it works
Question, anybody know of a way of creating HDMA-like effects in Gamemaker? Video related.
https://www.youtube.com/watch?v=7YLcl7maGTg
>>343541858
>be me
>literally not good at anything
Stop bitching you don't feel real pain.
>>343541858
Such is life. I make games anyway
>>343542151
split up your sprites into individual pixels, create an object for each pixel and make them move as you want them to
>>343541858
Just use lots of lines, vectors, circles, and general curves to make your game entirely vector-based.
>>343541858
At least you can make a mechanically good game and then find an artist to replace the art. Just use shitty drawn ones as placeholders for now.
>>343541858
it's called programmer art. Make your game then hire an artist when you're done.
>>343537007
>So, how's that game coming along?
Haven't started yet. I did some tutorials in all of the engines you listed, and some others, and they all seem to be easy to get the foundations in, and hard to continue expanding and scaling.
Not sure if I care enough about gamedev to actually commit, since I am horrible, terrible, unreasonably bad at art, and thus I can't possibly make money off of any game I eventually finish.
>>343541858
Just do what I'm doing now and follow Loomis until you long for the sweet embrace of death
>>343542296
Not talking about sprites, I'm talking about backgrounds, and that method is not quite as elegant as I'd really like it to be. What I really want is something like a shader.Fun fact: Not all pixel art is sprites. Sprites are animated graphics such as characters and enemies. Really helps knowing the difference.
>>343542546
>that pic
I just wanted to say that Trickstyle sucked. That's all.
>>343537007
>tfw you post progress and no one cares
It's hard anon.
>>343543346
Just practice for nobody liking your game, anon.
Even free games seldom get more than a few people liking them.
>>343541858
Try this maybe? http://opengameart.org/
>>343543362
I would like it even though it's kind of cliche (in movies mostly).
>>343541437
Honestly I would make an invisible mesh for each frame or maybe just pose, then have it cast shadows.
Then you can have dynamic lighting and move up graphically from N64 to Wii
So, if I suddenly knew how to make a game, I'd undoubtedly make it very story-heavy. Not so much that the story is the entire game, but more like Ori and the Blind Forest, or Paper Mario TTYD.
Question: If you, the player, beat the last boss, how would you feel about seeing the PC succumb (die) to injuries and exhaustion afterwards? How about taking control of the PC's surviving love interest and getting brutal revenge on a corrupt government official, finishing the PC's job?
>>343543482
I'm just doing it for myself at the moment, but it would be nice for a change to have a talk about the project and receive some feedback.
>>343543362
I'd love it, minus the epilogue
>>343544037
Like I said >>343543785 it's pretty cliche.
update to kevin mccallister, now less of a linebacker, with alpha channel hair, and breathing action ( took all of maybe 5 minutes with unity particle system to make 3 little puffs of smoke that float up every 3 seconds and turn to alpha channel before getting killed ). next up is rigging and animating.
>>343544131
Could you give me some examples? I wanna alter it as much as I can so that the main character still dies (I wanna make this story a heart-crusher) but it still feels unique.
>>343541437
Wouldn't a light shining on them at an angle work? Like a directional light? Maybe I misinterpreted the question.
>>343543362
>>343544291
>>343544037
This is literally the plot of Red Dead Redemption
Assuming you haven't seen this before, can you somewhat work out what's going on in the webm?
I'm trying to implement a minigame just like the barrel bônus from Donkey Kong
>>343544492
Haven't played it. Goddammit. Back to the fucking brainstorm desk.
>>343544291
Modern Warfare 2
>>343544536
Looks like progressing through a dungeon, but the text goes way too fast (I'm assuming you skipped through it quickly). Very cool looking.
>>343544563
If it makes you feel any better, the exact same thing happened to me with 70% of Nier, a game I never played.
>>343544335
>>343543946
The issue is that the shader I'm using is unlit, it doesn't receive/cast shadows.
I don't like using shaders with shadows because since the maps are low poly, they show the faces and it looks ugly. Besides, it makes the colors a lot darker.
All the shadows currently in the maps are drawn on the texture, with the entities having a small circle sprite under them on the ground level, since it fits the art style better.
Haven't worked on my game in ages.
I suck at SHMUP level design.
>>343545367
Yeah, I didn't realize how common it is for the pc to die at the end.
I'll have to think of some way to make it feel more original. Maybe even something other than killing her (yeah the pc is a chick inb4 muh sjw)
>>343545536
Having the MC switch sides and then making her LI kill her would be more of a dramatic twist.
Started with Gamemaker. Fuck, their sprite sheet slicing is terrible. You can't zoom in or anything.
I've got a question though- how do you deal with sprites that change width, such as dashing in Megaman? I assume the easiest way would be to just cut out each frame individually, then place the origin in the corner so it doesn't jump around when it animates.
>>343544536
those are some juicy squares boy
>>343541487
Looks like a first gen 3D PSX game.I like it.
>>343545447
If your light is from a fixed angle you could try to fake a shadow by rendering one out to a texture external from your engine and animating that on a plane. I think your blob shadows work fine though. If you add a cast shadow to your characters then you should really add it to all of your props as they will stand out (as they kind of do already).
>>343545790
Not a bad idea. It may crush my soul because I'm totally attached to these two characters as lovers. Been developing them for a while. It's on the list though
Any more ideas for killing my mc and her lover surviving?
>>343537007
You know any "fun" resources to learn scripting/ ue4?
>>343545813
i don't have a lot of experience working with spritesheets because lol programmer art, but i don't think putting the origin in the corner is the solution. flipping sprites over the origin (image_xscale = -1;) seems like a lot less work.
>>343545813
>cut out each frame individually, then place the origin in the corner so it doesn't jump around when it animates.
I've only done it in Unity but that's what I do in the same situation. Wouldn't be shocked if there's a more elegant solution though.
>>343545813
Maybe put the origin in the center bottom and have it follow the center bottom of your actual player object?
>>343545813
>I assume the easiest way would be to just cut out each frame individually
Yes
>then place the origin in the corner so it doesn't jump around when it animates.
No, because GM uses the center coordinates as the coordinates of the object you would have to take that into account everytime you move it around and collide. Just change their collision masks accordingly.
You'll also have problems when flipping the sprites
>>343545949
Thanks. I finally have enough money to put in on steam greenlight, and with 4chan's response to it, I think it might do okay.
>>343544536
looks like the dungeon is recreating itself when you're not around, pretty cool imo
>>343545813
do what I do.
use an invisible sprite as the real character and then pinned any sprite to show what the character is doing right now.
That invisible sprite will never change its origin or dimension.
>>343544883
>>343546849
Yep, that's the idea, thanks.
>>343541487
i've only seen the pic of the card level before and to be honest that gave me a much better impression than entirety of this video
the clip gives off that strong "tryhard indie retro" vibe. i blame mainly the music, but there is little texture variety too and that big winter slide stage is just a nightmare because of that; pixelated explosions don't help
i'd suggest you to refine the art direction of this thing
>>343546932
That doesn't work with a game like Megaman because if his hitboxes don't change you'll end up being hit by things that didn't touch you and viceversa
>>343547431
The game is in a very early state. The levels are just in their basic layout stage. everything will be polished up.
>>343547431
Also. The snow level isn't actually finished yet. I'm still in the middle of laying out that one.
>>343547642
Don't Megaman games have internal hit boxes rather than using the actual bounds of the sprites? The edge of a bullet hitting the edge of a helmet would register as a hit in that case, but I don't remember a lot of situations like that.
>>343546583
Nah, that would mean that when you dash your feet would seem to move backwards since your sprite extends but the center point would stay the same. If you place the origin at the bottom corner then you properly look like you're moving forwards.
>>343547642
The "vice versa" of your above statement is far less of a problem, though. Sometimes, if a player is just reaching out an arm, do you really want that to be part of the hitbox (not talking about fighting games here)?
In general, its often best to have a small, consistent hitbox that would fit inside the range of all possible sprites/animations of the object.
What do you guys think is a good "zoom level" for pixel games?
I'm talking about the size of pixels the player will see regardless of resolution or window size.
100%? 200%? 300%?
>I'm talking about the size of pixels the player will see regardless of resolution or window size.
wut? if the size of pixels matter to you, then resolution/window size is equally important since they pretty much affect each other.
Most one man army and group indie dev goes for 480x270 and below.
which means its x4 at 1080p and x2 on default windowed.
Just playing with Blender atm.
Figuring out how to transfer everything to UE4.
also learning how to do cute sparkle explosions.
I thought getting into this as a lifelong programmer would be easy. Oh boy.
>>343548679
you're right, I'm dumb
>>343548783
>>343548679
let me rephrase though
would you prefer to be able to choose the pixel size by resizing the window OR have it so that the pixels are always the same size but you just get to see more in the room?
I really can't make a case for either of them
>>343548395
as long as there's no distortion it's all good, my man.
>>343549223
>see more in the room
Depending on the type of game you make, that will inherently break a lot of things, like imbalanced agro ranges, and an unfair advantage to people with large monitors.
>>343549223
>would you prefer to be able to choose the pixel size by resizing the window OR have it so that the pixels are always the same size but you just get to see more in the room?
most devs not working with pixel art goes for the latter. especially with 3D where the UI does not resize at all.
those that work with pixel art goes for the former since everything there is needed to be shown is already on screen.
decide for yourself
>>343549529
>unfair advantage to people with large monitors.
I've never understood this, I hate it when I can't see shit because some ruski developer haven't bought a new monitor in 20 years and is still using his 9 inch one to develop games and has to have the game be extremely zoomed in because he can't see else.
Hey, a new thread!
new thread means new progress.
Big Jim can now die. As in, DIE die. He reports his death as a completed objective to the level, explodes, and falls apart, triggering the shift to Tier Infinite (where enemies cannot die, meaning time ceases to be recoverable, so you have to beat the piss out of them endlessly until the clock reaches zero).
Note that for this video, I use a headshot to set his HP to zero; in the actual game, his head won't take damage.
Also, his color scheme is changed slightly to reflect the fact that his chest is his weak spot (his bright red knees affect his red "topple" HP, and his bright blue chest orb affects his blue total HP).
There are still some bugs here; for one thing, the physics simulation on his explosion is broken just a smidge because a couple pieces of him are still skeletal, these will have to be switched to actual MESH parts to simulate properly (and externally attached actors like his conveyor belt shins and stuff also stick around). Also, I'm really unhappy with how he clogs up the stage when he first dies, as he's so big he really gets in the way, so he'll probably "fall" but not collide with the level, slipping right through the floor. This is actually how Grunts die, too (their parts linger for a little bit and then they just slip through the floor) so hopefully it won't look terribly weird.
Also, started working on his Stomp attack, which will be in effect when he does a "close range" melee attack but the player isn't directly under him.
>>343549784
I mean more in the sense that if you were playing a super fast platformer or something on 1080p, someone with 4k could see way more stuff coming at any time, whatever scale the game is made in should always be consistent, and pixels upscaled the same amount the screen is.
>>343548395
2x. (200%) may depend on the size of the game screen.
>>343549223
Pixels always the same size, you see more by resizing the room, but you have an options menu window to adjust the camera zoom distance so a player on a smaller monitor can see more if he's willing to give up detail clarity.
>>343539107
Real talk though. Do you have a name yet, or any social media/contact?I write for a small gaming news site and like reaching out to cool projects
>>343550593
No name yet, but I post stuff sometimes here, you can contact me there as well http://paperbugdev.tumblr.com/
>>343550210
And I couldn't give two less fucks if someone with a 4k monitor could see further then me. Someone with a better graphics card get more frames then me, should we start limiting the framerate to so people with better computers don't get an advantage? Nothing should ever occur off screen, any game that does that is completely garbage.
I'll post this here since the /b/ thread died.
A game like Mr. Mosquito where you play a spider that has been trapped inside a house.
>You can wander around on the ground looking for food and ways out, or set up web to catch insects.
>Really wide FOV and very short draw distance
>Avoid human NPCs(I assume hard to implement) or it could just be a PvP arena game.
>Low-poly models for everything, think Katamari or Pikmin.
>Also like katamari, the house would be unrealistically messy for easy hiding and to show off the objects you've modeled.
>Going under furniture/into mouse holes would lead to a weird "insect world" where everything is very fantastical (roach motels, termite clubs)
>The longer you wander/eat insects, the bigger spider (and target) you become.
And the endgame would be escaping the house after mastering the game and having a backyard to fuck around in.
It's a really simple idea that I think literally any game developer could use to make a fun game.
>>343551117
Well think if you had mario, but you could see 4 times more, but everything outside of the 1 screen range you would normally have just didnt move. It'd be an unnecessary and odd looking result, but programming the active width of enemies and objects to correspond to someones resolution is an even stranger thought, the main point is that most games are made with a set amount of pixels on the screen at a time in mind, so allowing that size to be overly surpassed is basically like announcing that your game isn't balanced around any specific port size.
What is the best option for making a sealth game where reloading a quick save isn't the best option after getting spotted?
removing player saving and focusing on autosaves?
rewarding a player for avoiding the enemy after getting spotted?
Make the AI dumb as rocks?
>>343551846
Except if someone programmed the game to be zoomable they wouldn't fucking have enemies being seen stand still. Your argument is moot.
>>343551973
Rewarding the player, I think. Removing player saving would make me not want to play, since I like to go back and try different methods to resolve the same situation.
>>343551973
Add a style rating at the end of the mission that can only be maxed out when no reloads were used.
>>343551973
You can take guard's radio and say "false alarm guys" twice, the third time they know it's you.
Unlses you want full stealth, then I dunno.
>>343551973
Assuming you mean just plain savescumming:
Making quicksaves a conspicious action that can't just be used at any time and then throw in autosaves when the player has satisfied some kind of checkpoint but still wouldn't be able to freely quicksave.
Resources are used to quicksave.
The game remembers some element through quicksaves and quickloads even if it's just a score bonus (Generally avoid framing things as penalties).
Ideally in a stealth game the AI should be smart but not unpredictable I guess.
>>343550848
Sent you a message on Tumblr.
>>343544536
fug this looks fun
>>343551973
On load, all enemies peform a look check directly at the player, so quick-saving anywhere that an enemy COULD see you means on load you will be seen immediately.
>>343552352
That sounds really cool
>>343551973
Remove quick saves, doesn't really make much sense that the player is capable of saving whenever he feels like it. I would never award the player for failing the challenge, reward players that complete it without getting spotted instead.
>>343553521
Yeah it seems like the best solution to me.
That way the player rarely ever even thinks about quicksaving, unless they fuck up knocking out the guard who spotted them.
>>343553525
>>343552798
>>343552110
what would the reward be other then a fancy rating at the end of a mission
access to more gadgets maybe?
what kind of utility items are usefull in stealth games?
i could use some ideas
maybe a ranged stun gun? or a noise maker thingy?
what do you guys think
>>343553946
>ranged
ranged stealth is bad because it is the only thing players will end up using.
Chloroform takedown from behind?
throwing rocks as a noisemaker is always an easy solution
I'm against ratings in stealth games but it seems to work for Hitman.
>>343554230
i remember in hitman 2 if you got a silent assassin rating you'd unlock a special weapon
I'm aiming to make a Zelda lite clone with maybe 2 or 3 dungeons and a small field zone so maybe 4 hours of game play. Would you buy it for $5 anon? Please?
>>343554230
>it is the only thing players will end up using.
I dont agree. In Metro: Last Light I went out of my way to punch every person I could.
In the non-redux version there was even an achievement for doing that, but regardless it was just so satisfying to sneak up behind someone, turn them around, and punch their face.
>>343546932
So you're saying I create a single invisible block Object, then add the sprite animations to its Children list?
But wouldn't that still cause things like this to seem like he jumps backwards when you animate it?
>>343553946
No rating, reward the skilled player with more gagdets/items to play with. If someone hire someone to murder someone they're not gonna want everyone and their grandmother to know before you've even done the deed. Punish the bad players by making the mission harder if they get detected and are sloppy.
no graphics so code accompanies this post for harsh criticism
spent most of the day yesterday playing regular card games with my friends, trying to make one of them now
>>343554815
Make it for Android and put ads on it.
>>343553946
>what would the reward be other then a fancy rating at the end of a mission
Have certain doors that get emergency-locked down whenever the player is spotted, even if he doesn't "alert the base" or whatever.
So you can hide secret areas and shortcuts only accessible if you're never spotted through an area.
>what utility items
poison rice balls
Serious answer:
Timed EMP mines that knock out electronics (for security cameras) but not guards
Book of matches that can be lit and placed on the ground; after about 15 seconds, the smoke alarm goes off in that area, drawing guards (meaning you can take an alternate path around that area while the guards are distracted by the fire)
Tranquilizer gun (knocks out guards at a distance, but it takes 15-20 seconds to fully put them down, and once hit they'll immediately move toward the nearest alarm or other guard for help, potentially putting the base on high alert if you shoot guards at the wrong time)
Someone tell me how I make GameMaker draw a text with my current state on screen I can't get it done because I'm stupid.
>>343554851
Look at dem buns.
>>343537007
Can't find the motivation to start. All I want to make is a shitty porno game in Renpy.
>>343549884
>falls down and shakes the stage as if it weighs a ton
>falls apart into beach balls
>>343554851
the thing that is moving is the block, not the pinned sprites.
if the block jumped forward, the sprite animations will follow.
Have any of you made a full game and released it? Did you have any major bugs in production?
>>343538327
>feet
Are you going to sell this game?
>>343555181
Excellent note; I need to figure out a way to trigger camera shake on component physics impacts.
>>343540035
>game designer
fuck outta here
>>343540079
are you the first to do the booster jet pack thing?
>>343555240
Right, which means if the Origin of the sprite is at the center of each frame, when you draw elongated sprites (such as those where he's swinging a weapon) the Origin of the sprite will be somewhere near the middle of his arm rather than in his chest. That means that even though the sprite isn't actually moving, it would appear that his body has moved backwards when he swings the weapon rather than the weapon extending outwards.
>>343555305
Just I have nightmares about releasing something that breaks and having to fix it or get into some legal hot water
>>343555332
yes but this is only the place holder model for animations and scale for enviroments. my gun models are much better
>>343554926
Why not just use enums for the ranks and suits? That way you can make cards with just the for loop, by specifying what rank your cards start at and when they end. Global variables are also likely a bad idea.
It's interesting that you made variables for the number of ranks and suits. Are you planning on varying the types of cards in each match? That could be cool.
>>343539410
Looks like a balloon. Lolipops are more "2D" looking, and the way the "sprinkles" are placed makes it look more like a sphere than a 2 sided object.
left or right?
>>343556487
can we see some gun models, i also have a suggestion for you, because that swat guy doesn't look TOO bad, you would probably have much better luck downloading MakeHuman ( it has some kind of open license so that you can use them in your work ), then just extrude and build off of it in a program like zbrush. it's how i made kevin mccallister earlier in the thread
>>343557358
Definetely left. I like the texures. The right one just looks cheap.
>>343557358
Right, definitely. The higher quality textures don't mesh well with the polygonal art style.
>>343557358
Can't you find a way to mix both?
>>343557358
try to make the right one smoother, you can still see some "stairs" and then it would be much better
>>343557358
left colors
right models
Is there anyone who really codes his stuff entirely from scratch or just me? I'm not familiar with any game engines, so I usually spend the first 15+ hours (depending if its 2d or 3d) coding my own engine before I start creating my game.
>>343553946
Just turn off quick saving
>>343557805
I do too anon!
>>343557805
Any clues on physics for 2D games? I'm trying to create some platforming physics (jumps, gravity, etc) for the first time, and whilst some work, many aspects feel clunky.
Also, any good way to generalize your physics to all game objects?
>>343557805
Anything you make will most definitely worse than an already available platform.
>>343557358
Rght everything, the colors look more alive, the simplified style is also really easy to read, left looks like a prototype early access thing, right has charm and a cohesive style: simple colors, simple models.
Right.
Motivation isn't relevant to starting a project. If you really want something you need to manipulate your Self discipline to work for you. Once all distractions are gone you just need to be able to work an hour at a time with ten minute breaks. (the fact youre on 4chan means you're not even trying).
This no motivation excuse is bullshit and you know it.
>>343557614
those are old screens. the current version looks a little different
>>343557358
hey man is there any way to see a wireframe of the level? are those rocks tesselated to high fuck or are they normal mapped?
>>343557805
>not coding an engine you can use for every project
>>343558102
The world looks beautiful. Not sure if I'm feeling the player character though.
>>343557805
>Is there anyone who really codes his stuff entirely from scratch or just me?
If it's 2D then yes, anyone who has skills to do it. Stuff like GameMaker is mostly for beginners
3D is a different matter though, it's much harder.
>>343558117
its just normal maps on simple geometry
here's a snowy level
>>343558102
Nice work, but I agree with >>343558234
>>343558234
thanks. well there are all different playable animals, and you can swap between them. But they are still all pretty early
>>343558425
>playing as anyone but Regice penguin
So is Unity hate just something for actual games and not just projects?
I want to make my simple 3d game like >>343558312, I just have absolutely no experience with anything and Unity seems to be accessible.
>>343558425
anon you have to put pic related in your game
>>343558425
I'm in love with it. I'm a sucker for cuteness, and everything looks adorable.
>>343557938
So what language are you coding in?
>>343558020
Your gonna need a basic understanding of physics of course. I love to use parables or sine-waves to simulate jumps. Gravity is a bit more difficult
>>343558027
That is probably correct, but I have a lot more power over what I do and I feel more secure coding in it.
>>343541858
>be me
Be dead.
>>>/b/
>>343558425
Reminds me of figurines like pic related
>>343558425
The cats eyes should match the other animals eyes.
>>343558867
>be me
>read this post
>mfw
>>343558425
how are you gonna animate those
>Have a background in C++, start learning Unity and C# along with it
>Pretty easy, C# is like exactly the same as C++, at least to the depth that I've gotten
>Do some of the Unity tutorials, all goes well
>Want to try make short proof or concepts/demos of small games
>Am complete ass at creating assets
I downloaded blender and got as far as making a basic mech. I can't for the life of god figure out unwrapping and texturing well, and bringing all that into unity.
I just want to be a code monkey, fuck assets.
>>343539107
Your game reminds me of this frogger clone I played years ago
https://www.youtube.com/watch?v=MzQoNZnTWT0
I think you should have a look at it, the first few stages all take place in some kind of garden from a cricket's perspective so they might give you some ideas. The music's also pretty sick, but that's unrelated
https://www.youtube.com/watch?v=oZZ-9EJCDjE
Nice game by the way my dude
>>343558597
Unity (along with Game Maker) is fine, especially for beginners.
It's not 10/10 perfect amazing software and lord knows the devs fuck up loads of shit whenever they update it, but pretty much every engine is gonna be like that in some way or another (to varying degrees of course).
Unity mostly has the stigma because it's the most common engine indie devs use which means it's used to make the sorts of games /v/ hates along with all sorts of broken shovelware that makes its way onto steam.
If you're just looking to make something without much experience I'd say it's the go to unless you wanna do something 2D in which case you should use Game Maker.
>>343558679
good stuff anon i look forward to seeing more !
>>343559360
>not using solid color assets
>>343537007
http://gamejolt.com/games/cat-weapon-early-prototype-version/160379
Here is an early prototype demo that I made. I will begin work on the actual version later next week.
>>343559360
use a different program anon, or at least a different program for unwrapping. a standalone app i used a long ass time ago was called LithUnwrap, was easy to use. i'm looking for different modeling programs myself and i guess 3dsmax and maya both have their faults, giving modo a try because it's more modern
>>343558525
>>343558620
that actually looks like some good inspiration for some bosses or enemies
>>343558727
thanks
>>343558915
yea that looks cool
>>343559010
yea, it definitely stands out too much. ill be working on that as well as all the other animals
>>343559308
im trying to dynamically animate them in blueprints based on speed.
What's your excuse for not letting players customize their controls?
>>343544536
I think the text scroll works well as intended, but your text box is stupidly big for the amount of text you're displaying. Either make the box smaller or use more left/right of the display and probably even a second line if you plan on keeping the box that size.
>>343559576
thank you, ill make a short test level as soon as possible
Added a new monster designer to the team, he's great (better than me). We also released our first trailer and our followers are pretty excited so it's going great!
>>343559970
But I finished coding the keybinding menu yesterday
>>343559970
there's nothing to control yet
>>343537007
Is anyone working on a decent elder scrolls clone for android? Ravensword is pretty beat up.
https://1d4chan.org/wiki/FATAL
Inspiration?
>>343551973
>>343552165
Definitely has the best idea. You shouldn't remove the ability to savescum because some people are just honestly bad or like to play games casually and the less people you can alienate the more will play your game. Hardcore players now have a reason to play it straight, going for that SSS score, and the average player will also be trying to max score but might scum here and there if they struggle on a section.
It's the best method of making everyone happy.
>>343559721
>loli cat pussy
>>343560608
Disgusting furry. These characters have joint to do with sex at all.
>>343555731
Those are all placeholder sprites taken from other games if that's what you mean. The mech and pilot are from Metal Warriors
Speaking of which, if any artist is interested I'm open to contributions
>>343557358
Both have pretty solid art direction, but the bunny and turtles look out of place in the left. Every other asset has a matte finish to it and the bunny and turtle look shiny and don't belong. Right overall is really good, I'm a big fan of minimalist / low poly art direction a la Polybridge and the like. My only gripe would be that it looks like you tried a little too hard to make the bunny "low-poly", he looks like he could use a few tris in the torso area.
Overall I like right more.
What ya'll nigas use for pixel graphics?
How do I get into making table top clones with no programming skills? I would really like to put a few board games on my phone or tablet so I don't have to carry around so much or set anything up.
>>343558679
>no HK G3
disqusting
>>343558915
more like PIG related
>>343559970
Built on Unity
The semester is ending I didn't have the time to work on it for a month already. I'm also drunk right now, so my grammar is probably shit.
>>343561671
Don't post your frogshit here.
>>343559979
Idk, I think it looks pretty good. Reinforces the minimal style.
>>343561067
Paint.net (Free, Windows). Turn on the grid and the rulers and your good.
>>343557358
>>343558102
>>343558425
Are you making Silicon Valley?
>>343561067
GraphicsGale and Aseprite are both free
How do i get an object that's the same size as a tile to snap to the same grid as the tiles?
>>343562265
you can either change the grid to a fitting x and y value or specify an exact x and y coordinate for your object in the "objects" tab
>>343562592
so like this?
>>343562265
You can't. It snaps based on the actual x and y coordinate of the object, not the size of the sprite it's using
>>343562760
You can also move it without snapping with drag + Alt
>>343561083
Nobody has any suggestions? Something were i just have to put in basic logic for the rules and photos for the sprites?
>>343563210
Construct2?
>>343563210
This >>343563275 is your best bet. If you want to play board games on your phone you're much better off downloading something finished though
>>343541437
I think your problem is called z-fighting. You're talking about the flickering of the shadow mesh right? Basically, adjust the near/far clipping planes of your camera and it should be fixed.
>>343563275
This may work but will it be too limited with the event list? I really am wanting to make a xia legends of a drift system clone and part of the game is randomly selected tiles for the board that need to be placed in specific orientations Baised off of the players position
Can't you guys just all work together to make pic related and save the gaming industry?
>>343548395
I used to use 2x, but now I use 3x.. looks better with high-res monitors today.
>>343542296
jesus fuck what kind of advice is this
>tfw trying to figure out jumping in an isometric game in gamemaker
I'm in hell
>>343562098
it's inspired by silicon valley / mario 64 / banjo
each animal has their own stats and special abilities, you can swap between any real animal on the level if you are next to them
>>343542151
its gotta be a post processing effect
>>343560084
post trailer, those monsters look g8
>>343564576
Swapping animals sounds cool
>>343565263
Hey, thanks!
https://www.youtube.com/watch?v=xhp2V8g9yho
>>343538814
Ignore what this faggot >>343539323 says, it looks gorgeous.
I just decided to start, like 6 hours ago, though I'm just an art guy so I guess Im gonna do some concept art to get started?
I did write a few pages of mechanics and plot/level guidelines I want to fit my stuff into, buuuut, yeah, not sure.
How does a game about Shield mechanics, where the more you block the less effective it becomes and to power the shield up again you have to get hurt, sound like? Obviously emphasis on dodging to not lose the shield.
>>343563889
It already exists.
>>343565947
>and to power the shield up again you have to get hurt,
remain an artist.
What's the best software to make pixel art?
>spent like 15 hours devving nonstop today
>fixed a fuckload of bugs
>added a big new feature
>halfway through implementing another
>made some basic art assets
holy fuck dev is addicting
>>343541340
You lie, I've seen that character ages ago
>>343537007
still in preproduction, but i'm not sure what to think, i'm the only artist, we got two programmers and a dead weight
>>343566718
>"dev is addicting"
>>343567512explain
>>343542151
Shaders
You could fuck with these
https://marketplace.yoyogames.com/assets/261/free-shaders
Hardly. Recently tried Unity, spent like 2 hours scouring scripting API to figure out how to move someone. At least I learned a decent amount of shit about vectors.
But I haven't done anything since then.
>>343567458
>I've seen that character ages agoI have no dared to touch gamemaker ever since then
Would these qualities make a good FPS game?
>Go through time killing influential figures, destroying organizations and commit false flag events for different factions for money and equipment
>campaign playing as the bad guys throughout history e.g. nazis, russians, terrorists
>large range of weaponry from the crusades to modern day and beyond
>lots of customization for both melee and ranged weapons as well as characters
>multiple ammo types you can switch between in game
>arcade mode like timesplitters 2
>enviromental hazzards like nuclear waste and booby traps
>no ADS unless it is a sniper or a high zoom scope
>alternate fire modes for most weapons
>no cutscenes
Thats all i can think of. anyone want to add or take out some things?
>>343567585
In the show, Spongebob says "Is it possible to use these words in the same sentence?" or something along those lines while he's searching through that book.
>>343567585I can't develop anything even if i tried,
you describe it as like its an aphrodisiac
HOW?!
>>343566718
>holy fuck dev is addicting
You are a liarIf you're not teach how to be like you, I want to dev and learn math but either my dick gets in the way or a game does
>seeing everyone's game and trying not get upset
>>343567857
>nazis
>bad guys
>>343537703
Kirby Dream Land 3?
>>343568331
i have to appeal to the normie audience or else it will be controversial, but by it being controversial it would attrct even more people so ill make them portray them as saviours and get mad money, win win desu
>>343568640
>appealing to normiesbut yeah everything sounds ambitious, good luck
>>343537007
It's not. I made a food and drink blog instead. No, I'm not posting a link. It's making me about 70.00 a day right now, and I don't do shit other than post pictures of good and drinks I was making anyway, and posting the recipe I used.
It's pretty great, actually. Free money.
>>343568745
thank you, the game will be controversial and generate revenue like mad much like early GTA. also thinking of putting trump in the game as a playable character that liberates mexico
For making a combat focused game with a lot of varied moves, what are the methods of actually putting the animations together in Unreal 4? Also, how do you do collision data in general?
How terrible of a name is Nahamanata for an ingame continent?
I finished adding the last 5 skills I'm going to have in my demo. Everything except alchemy and ID item works, currently.
>>343569663
I would not attempt to pronounce that correctly if I saw it in text dialog and would probably forget it immediately, but it's probably not a big deal.
Give me some map themes, so far I've got:
>Industrial
>City
>Farm
>Castle
>Japan
>Rural (like Farm but has river)
>>343563889
>Pressure is going to be 8 years old this year
damn
>>343570553
How about circus?
>>343570553
Beach and cave my nigga
>>343567512
>>343567976
>>343568209
Just become a boring individual and have nothing else to your life but developing.
Then all you do is code.
>>343570553
America
>>343570553
shopping mall
>>343569909
>% based chances
>probably doesn't even use custom randomization algorithm
>illogical bonuses, i.e. swordskill --> armor --> wtf
>possibly imbalanced bonuses, i.e. what is better armor or bonus damage
>also unclear how much skill is added
>skills in general are nothing but do something better that you could already do before --> could be replaced and balanced with attributes instead of forcing people of not being able to use whatever equipment they want
>illogical skills, i.e. armor skills --> no skill needed to wear armors lel, again should be solved through attributes
>+% experience skill --> really really bad idea since these kind of skills become mandatory, might as well just tune the game without that shit in mind and save everyone the tedium, same with merchant
>>343570553
rape basement
What do you think of this?
https://clyp.it/3audrwpy
>>343566515
Some help here guys
>>343566515
Paint
>>343566515
I use aseprite, simply for its convenience of making animations easily
but you can always use like photoshop or even microsoft Paint if you're that budget stricken
>>343571374
sounds like 80's boss battle music
>>343571178
It's not balanced at all yet - they're just implemented.
That said, I'm cloning one of the greatest games ever made so it's amusing that you think it's stupid.
I'm working on rescue-able NPCs and writing their dialogue interactions with the main character
some of them spoof on some well known characters and celebrities for fun
can anyone guess who is the pic related? also feel free to suggest interesting NPC characters, they could literally be anyone or anything
>>343571163
>>343570627
>>343570975
Maybe. What kind of obstacles would there be?
>>343538814
Looks awesome.
>>343568640
>normie audience
Such as yourself?
>>343572078
What kind of game are we talking nigga?
>>343558679
>He did the M16A1
You're a good man anon
So in Game Maker, I've noticed that using the room editor to add tiles doesn't actually let you assign any behavior to them.
Should I
>create Tile objects
>assign behavior (like how to act upon collision) to those objects
>when another object collides with it, activate that script
or
>use the tile editor to place tiles
>on startup, read through the room's tile map
>use a lookup table that contains instructions for what to do on contact with each tile.
I was hoping to be able to use Tiled because Game Maker's tile placement is really bad, but if I use the object method (or any objects, really) I don't think I'd be able to unless I made a series of special tiles for the editor, then on startup populated those spaces with the objects that have script data,
>>343571959
Kinda looks like Tommy Wiseau
>>343571374
Pretty damn good. How did you make it?
>>343572189
Top down multiplayer shooter
I just realized I don't actually know anything about story pacing. I know, I know,
>video games
>story
But I have to do this while the computer that can actually run everything is being fixed. For now I'm pretty much just writing whatever and hoping it all works out, but isn't there anything that explains how to actually write videogames? What with all the RPGs that have been made and all the circlejerking over game storytelling there has to be something.
>>343572332
Thanks!
FL studio, used Harmor
Here's some other stuff of mine:
https://soundcloud.com/dr-doomsday/late-night-in-megacity
Currently looking for a team to make music for.
>>343572320
ding ding ding
>>343570553
train
>>343572357
i'll do it.
>>343571814
Mate that game was good when there were only a couple hundred nerds playing.
Also doesn't change the fact that learning skills just become mandatory eventually and if players will get something 99% of the time anyway there is no point in making it a choice anymore.
The same goes for the other skills, just because your favorite game had them, doesn't mean they were good / were what made that game good.
This is also not a question of balance, lots of the skills are just pointless and illogical.
>>343570985
>>343567512
>>343567976
>>343568209
i'm the op.
dev is one of my escape valves. i work a lot during the week, so i usually only get one or two hours into dev daily. one other hour is used for going to the gym and another foranime. the rest is doing house chores and sleeping.
i'm not really *passionate* about my game. i DO want to finish it and see people playing it, but it's not some fiery, crazy passion. it's more like a comfy love. that means that i don't rely on motivation, but i forced myself to work on it everyday until i built a discipline around it.
every day i work a little bit, in any way, on it, and on the weekends i end up feeling like working more on it so i can do everything i couldn't do during the week.
and remember life's most important rule: don't give up. no matter what. keep going.
>>343572881
Could be neat for a team based map.
Still not sure if I want free-for-all, team based, or a mixture
>>343567490é sempre legal ver outros devs brvocês já têm experiência com algum jogo anterior?
>>343570553
Floating islands
Ship-to-Ship in middle of ocean
Single Ship in middle of ocean
Secret Installation in core of planet
>>343573396
>Ship-to-Ship in middle of ocean
If you don't think this is the tightest shit then get out of my face
>>343573191
This used to be me a few years ago, like in 2012-2015, but I lost my drive to code now.
I just feel burnt out, and deep down I do want to code because I love the feeling of creating something, but every time I try to code I spend a day on it and don't touch it for awhile after that. I don't have many other skills either so its not like I can just draw or write instead.
Has anyone else been burnt out on developing before? How did you get past it?
>>343573545
Should I go team based or not? Still on the fence.
>>343539323
>>343538814
? It look nice
>>343573631
>get Python
>make a shitty bot (Python is great with APIs)
>have some fun
>>343573898
>fun
ahahahahaaaaa
game dev isn't fun. It's work you do to earn fun when your game is done.
>>343573631
the trick is i don'ttypemycodeunreal blueprints my man, all the fun of programming without any of the bore
>>343573898
But anon I've already done that.
>>343574002
>not enjoying adding content and watching your creation take shape
Whole reason we do any of it, the joy of actually making something happen for once.
>>343572310
it's 2am and i'm struggling to decipher your post, so i'll just throw out a few general things you might or might not know (judging from the first sentence, probably not) and hope you catch what you need out of it
gamemaker's tiles have completely no behavior of their own - that's what gives them an edge over objects in certain situations like laying out the visually varied level design. thanks to the fact there is no behavior attached to them, they're much much lighter and there can be many more of them than object instances.
most of the time, their purpose is purely decorative - they serve to amp up your game's visual variety. however, yes, they are not completely static and you can add them in runtime, remove them, try to do some kind of collision detection with tile_layer_find or load up the list of tiles into an array and then operate on them from there (the last two will likely negatively impact the performance though, especially if you try to get the new array every single game frame).
creating a ton of different objects to act as a tileset is a terrible idea - organization mess, possible impact on performance
if you need a collision system with tiles, depending on the size of the room you could (when the room starts) either just read them all up and generate a two-dimensional array with the collision properties of every cell (this works for small rooms, possible huge memory waste for bigger ones) or you could read the array of the tiles and basing on them generate invisible collision objects where they lie and try to merge them together when possible, creating wider/taller collisions instead of rows of little square collisions
Right now I'm just working on my art. I've only been doing it for a few weeks now, so I still struggle with getting things to look how I picture in my head, but I've already noticed at least a slight increase in skill. Art is actually what I'm enjoying the most, very frustrating at times when I can't execute what I want, but also very rewarding when I do. I'll probably post more about the actual game once I have a bit more to go on, as of right now it's a top down action/adventure. This orc is one of the main antagonists, but you'll also be able to play as him. He's simple, but so far he's my favorite sprite I've made.
Pic is just a comparison of my first orc to what I made today.
>>343574002
You've got the wrong attitude lad
I have fun making video games and that's why I do it
Testing out some new armors and weapons
>>343574230
>read the array of the tiles and basing on them generate invisible collision objects where they lie and try to merge them together when possible, creating wider/taller collisions instead of rows of little square collisions
That's basically the same thing as creating a ton of different objects as the tileset though, isn't it?
>>343574314
If I wanted to have fun I'd be playing video games. It's called "work" for a reason.
I'd be willing to make music/soundfx for anyone. My preferred style is cyberpunk ambient/noise but I can score and orchestrate pretty much anything.
https://www.youtube.com/watch?v=0j_kGU-_C_s something i did many years ago
https://soundcloud.com/kjvalium current soundcloud
>>343574464
not quite. if you have an elaborate level tileset, it's far from the same, as tiles stay in place and you need only one invisible object per one kind of behavior with collision. you could even minimize that further through making one object that could act differently depending on a variable (for example, fire up an assigned script with script_execute on collision).
what i suggested to avoid is abandoning tiles altogether and trying to replicate their functionality with objects
>>343557358
>left, detailed somewhat more realistic
>right, simple cartoony and cute
Definitely right, this game have to be cute
>>343574676
but if you're not having fun then why are you doing it?
wow what a lazy enemy
>>343575020
75FPS or go home.
>>343539757
kek
>>343570553
Canyon
Factory
Mountains
Catacombs
Maze
Jungle / Treehouse City
Venice-like floating city
Desert
>>343574724
Okay, wait. I don't get what you're saying. What I'm taking from this is
>in the room's creation code or something, create a global array that has each tile's ID or whatever
>make one type of invisible object (say "SolidTile") that is placed on each solid tile.
>that tile has a script_execute function that runs on collision. That script reads from the global array which tells it what kind of tile it is overlaying, and behaves according to what that tiletype is supposed to
Am I understanding you?
>>343557884
This is what happens when you ask /v/ for advice or opinions
every
fucking
time
>>343570553
Alright, not sure what to do. I'm making a top down shooter but:
>Team based
>Free for all
What do, /v/?
>>343576272
Loving the canyon idea.
>Draw up assets in GIMP
>export them to Unity
>...
How do I make them do things?
>>343577592
Do you know how to code?
>>343577592
If you're looking to learn code, this course helped me a lot. I came in pretty much 100% new and I can do some fundamental stuff now.
If you're looking to take the "easy" way, Playmaker is a great visual scripting plugin. You'll still be using variables and logic, but the presentation is more straightforward.
http://www.hutonggames.com/
It just depends where your priorities are; obviously learning to code straight up has it's own benefits, but if you're more of an artist/designer looking to make your shit move around, Playmaker might be for you.
>>343578264
Forgot to link the course: https://www.udemy.com/unitycourse/
>>343578264
Why cant learning art be as easy as learning to code?
>>343578381
Code is logical, art is subjective.
>>343578381
Art is literally "Do your best and bullshit the rest"
I'm going to create a simple networking library in C# using .net core and mono
I'll open source it so anyone will be able to create multiplayer games
I'll also sell some prepackaged stuff for Unity as well as an example project so if you're an idiot you still have a starting point
That's my goal this week.
>NAT punch through server
>network synchronized time
>RPC system based off a broker-style pattern
>Get something working cross the net
and if I have time
>make a simple example and get people to connect to it so I can stress test
I can't stand Unity's bugs and I only need very low level messaging and RPC. UNET has too many bugs
If anyone's interested in what I'm doing, I could write up a document on what I plan for it too look likecurrently trying to update my visual studio for .net core
>>343547431
I think it looks fine. The retro indie look is a perfectly valid look for modern games. Hell, its become so common, it actually looks modern.
>>343579186
I've always wanted to know more about writing netcode for games. I've done it a few times but only super basic and shitty
Where should I go to get people to help work on a game with me?
>>343537007
>implying anon makes games
>>343579408
India
>>343571374
Houston, we have boner.
>>343579186
Thanks anon. Could come in handy for my project (>>343577215)
>>343579186
>I'm going to create a simple networking library in C# using .net core and mono
Timeframe?
>>343579390
The approach I'm going with is like a broker system.
All messages are going to enter the server at a single point and their streams are going to marked by an enum telling the server (or client) what kind of message it is.
The broker then feeds the rest of the stream into what's basically a dictionary of <enum, action<stream>> and the individual function will handle the rest of the stream.
The trick is that the client and server need to be in sync on what the enum represents and the contracts for each enum's function on the other side.
An example could be an entity controller that has an "update entity" function. The server sends the client an "update entity" call with some parameters telling it to update the position to "whatever". The client receives the call, it gets brokered to the entity controller, and it updates the entity's position on the client side.
Update on the server side -> [Server Entity Controller] -> [Outbound Message] -> update entity's position -> [Client Broker] -> [Entity Controller] -> update entity's position -> Updated on the client side
As long as both sides know what the other has registered to the broker, then from the server and client you can easily call functions on the other side, and you can make them as simple or complicated as you'd like. Of course there needs to be messaging architecture underneath that controls the sockets and how/who the messages are sent to.
At least that's what I'm going with to start with. I'll see where the pain points are and how to alleviate them as I go
>>343551325
Sounds like a fun idea for a project. But you'll need a good art team for this one.
>>343537007
Working on texture modding a game.
It's going pretty good.
>>343579951
>>343580240
I haven't started yet, but I have this entire week off and plan to work on this since it'll segway into something worth money much sooner than my shitty single player games will.
If these threads are around, then I'll post progress throughout the week and probably in agdg as well.
I wanna have a simple FPS example up to stress test since I know people here would play it for me.
There really needs to be a simple open source networking library/libraries for C#, especially with .NET Core coming out. In case no one is aware, .NET Core is amazing for networking.
>>343574416
Are you making those graphics yourself?
>>343581785
No. They come from official assets sold for RPG Maker MV. They're modular in nature so they're very versatile.
>>343580978
>you'll need a good art team for this one
>mfw that's the only part I could actually do
>>343570553
Here we go, day 1 progress. Square is player, green pluses are health, orange gun is pistol pickup. Thoughts?
How do I make music?not chiptune shit
>>343583359
Record the sound of wild goats mating in the mountains, heavily edit it, strum a few chords and lay over it.
Done.
Good UE4 tutorial set?
>>343583359
I have no idea, I`m just a code monkey, but maybe look this up:
>>343571374
>>343572332
>>343572637
I'm trying to make the decision whether to pay for greenlight or not. https://www.youtube.com/watch?v=eJdAIkfnosk
>>343583702
Fix the camera clipping into the walls
If you don't know how, you can use raycasts
Also what are the mechanics for the game? I see jumping and dropping bombs
Also how far are you into making the game are you?How many hours of gameplay?
How much are you gonna try to sell it for?
Do you really not have 100$?
>>343584058
I have 4 out of 32 levels done right now. about 20 minutes of gameplay. I want to sell it for $1. I have the 100, but I just want to be sure I'm not wasting my money over something noone will buy.
>>343584243
Why not put it on itch? Set the price at s minimum of $1 and maybe earn some extra money from kind donators.
>>343584243
Sell it for $10, if sales stagnate after 3 months, drop it to $5.
Also put chat emoticons in that people on /v/ would likeI was gonna say, if you were a poorfag and had a complete game, I wouldn't mind putting up the 100$ as long as I get it back from the first 100$ made
>>343584472
from what I've seen, Itch barely gets any views. I have a demo up there, and only 10 people have viewed it. I'm going to put it on multiple sites besides steam if I pay for greenlight.
>>343584646
Put it on other sites first to earn some money for greenlight. Keep in mind, Valve takes like 30%, so $1 won't get you much.
>>343584493
I wouldn't want to risk you wasting your money. So you think it has potential to get greenlit?
Old webm since latest progress has been mostly internal stuff.
>>343585118
I've seen way worse stuff get greenlit. I'd say you have a chance if your video is good enough.
>>343585052
Just sell it for $1.49, that way you get about a dollar per sale.
>>343585629
This is the trailer I made last night. was reeealy tired. Seems to have a negative rection...
https://www.youtube.com/watch?v=_s9fL821JHc
>>343585629
What's with the slowmotion?
>>343574724
>>343576571
something like....
(On Room Creation)
global.TileArray[0,0] = 0;
var tileSize = 32;
var rowLength = room_width/tileSize;
var columnHeight = room_height/tileSize;
var tilePosition = 0;
for (var columnPosition = 0; columnPosition < columnHeight-1; i++)
{
for (var rowPosition = 0; rowPosition < rowLength-1; i++)
{
global.TileArray[columnPosition, rowPosition] = tile_get_id(tilePosition);
tilePosition++;
}
}
Am I understanding this? There doesn't seem to be any kind of actual identifiers for individual tile types though. IDs are for individual instances and the "background" is the actual texture sheet, not the individual tile type. It doesn't seem like there's any way to programatically reference the type of tiles in a background layer in order to reference them for collision.
>>343585806
Different anon, I saw that earlier, I liked it and can't wait to play it.
>>343586379
Templar's ultimate slows time and reflects projectiles for the duration. The excessive slowdown is what happened when two of them decided to use it at the same time before I put a limit.
>>343585806
Game does look fun but i think those levels need some work
>>343586665
Thanks. posts like that motivate me to move past the dislikes.
>>343586815
The levels do need a LOT of work. I'm just doing their basic layouts right now, and working on the little details and texture fixes after.
>>343583702
Your textures suck. Choose better palettes for your levels. Look up some color theory.
Charge $5 instead of $1. $1 games might as well be free. Just offer frequent discounts if you feel guilty about the price. Also your sound effects are grating as fuck. Song is nice though.
>>343587318
should the sound effects be deeper? The textures arent done yet.
>>343585118
>I wouldn't want to risk you wasting your money.
It's 100$, it's not a huge deal
>So you think it has potential to get greenlit?
I didn't see a lot of gameplay, but it looks nice. More things to do will be key to keeping people playing for a while
>>343587075
>>343587318
Only thing I would add is levels look a bit too flat,
But I would play it.
>>343587632
Thats good to hear. I love constructive criticism. There will be tons of different variety levels.
>>343585806
>walking doing nothing
>more walking doing nothing
>spinning around doing nothing
>more spinning
>walking towards what looks like gameplay, but fades out
>more walking
>actual gameplay on dice, but quickly back to no gameplay
>only see gameplay later on in the video
Focus the video around actual gameplay, but artsy bullshit
Reminds me of Mario 64 in a good wayBut yeah, if you're a poorfag, I could help you put it up on steam. If you're not a poorfag, good luck, it looks like it has potential
>>343583702
Green light isn't that easy. I have 10+hr rpg coming out and we've been sitting for 6 months.meanwhile shower with your dad sim and all the other meme games get voted in
>>343587768
You don't greenlight without advertising already ready.
Gotta build a bit of hype on reddit and here, and on facebook if you have it. The trick is to get a bunch of people to vote yes quickly
>>343587767
I've got the money, but thanks for offering. I'll try to make a more gameplay oriented triailer soon.
>>343587768
Have you shilled it at all?
No joke, consider buying adspace on Plebbit or, if you're super desperate, 4chan.
>>343587971
Btw, this goes for any poorfags out there
If you have an actual complete game or close to it, I don't mind helping out putting it on Steam. 100$ isn't much to recoup or lose if it goes to the shitter
>>343587436
Deeper– maybe. I'm no pro at sound effects. But consider different wave forms. Square waves are not pleasant to hear often. But sine waves are. So think about how often it'd be playing. I'm sure there's something you can look up about that. Download labchirp by the way, it's fantastic for sound effects. Play around with the randomizer if you aren't sure what you're doing.
>>343587768
http://steamcommunity.com/sharedfiles/filedetails/?id=707050383 was on greenlight for 6 days, completely ignored. But after the dev shilled for a solid day with edgy gifs it was accepted.
>>343587768
Post the game fag or stop complaining
I can't yes vote your shitpostno votes are ignored by steam, so no worries
>>343551973
I remember in NSMBU that there is a quciksave- function that whenever you save you go back to the main menu and when you resume, it gets deleted.
You can only properly save when you're outside a castle or after you beaten the final boss.
I think a method like that can prevent savescumming.
>>343588347
Does this sound better? I used the triangle channel instead of the pulse. http://vocaroo.com/i/s1B0hkzv5fOv
>>343588625
Reminds me of LISA
>>343588881
Yeah, it's fine.
>>343540079
>>343560890
That's really cool looking and has some similar concepts to the game I want to make one day, keep it up!
>>343588625
Funny.
>>343538647
absolutely none of the games in this thread will be making any money whatsoever
>>343589346
I believe in Clarent.
>>343589346
If that blocky game posted earlier was polished up a bit more it'd be fine. Just needs that and good marketing. Hell, I'd buy it.
I literally don't have to do any work at this point unless someone emails me asking for help, which I don't mind.
I've sold $340 worth of stuff so far in the last month and some change.
You can do it guys, keep up the hard work and remember to sell something.
>>343589346
I'm gonna prove you wrong and make a whopping $20
I used Unity for a bit, and want to try Unreal to see what's different
How do I do anything with it
Nothing makes sense
Uploading a video with Blanco's new jump sound. I want to know your guys opinion of it.
>>343590270
Here it is
https://www.youtube.com/watch?v=qy1-FiINSLg&feature=youtu.be
>>343588625
>have a """magnus opus""" game story
>only desire to learn how to dev is to make the game idea before someone else
>anon seems to have the same idea as me
Just added being able to freeze water to create temporary platforms. You can also freeze enemies temporarly
>>343589774
I don't think I could ever monetize my shitty game. Then again, its still in early stages (>>343582960)
>>343590574
I really hate that damage sound.
>>343591009
It sounds like something being hurt.
Talk to some losers who also make games here
https://discord.gg/0wjqct9qJ3JlMthP
>>343590574
There's something up with that jump sound. There's like static at the end of it
The damage sound is pretty hard to deal with
The game might need better sound direction, but visually it looks nice
>>343591117
You're right. I guess I just don't like that type of audio. It works well for your soundtrack though, and I do like that jump sound.
>>343590574
There's some weird static coming off at the end of the sounds. Also I think they play a little too long.
>>343591352
I hear it. I'm trying to see whats up with it. I'll make a different damage sound if it bothers people that much lol
>>343590846
dope shit
>>343575260
She's 60 FPS senpai sorry
My laptop's screen don't do 60's so I can't even see if this webm looks good
>>343558915
Haha
>pig related.
Good one anon.
>>343559360
Blender unfortunately takes sone time to learn. But once you've figured it out it'll come as naturally as coding comes for you now. There are good youtube tutorials out there. Just stick to it. You can do it buddy.
If only I could understand Lumberyard.
>>343590574
Here's a sound effect I made in labchirp for you. I included the file. I only modified the frequency and volume envelope. I really want you to at least play around with the program since whatever you're using right now sucks.
puush/pOoP4/019eff2fca.rar
I can't directly paste the link so just put a . before sh
>>343591672
Is this all you?
I have an idea for a game story, and the only thing missing for me is good, quick, strategic combat and what you've made looks great.
>>343592367
Link isn't working
>>343592523
I don't know why. Pic related should work.
fixed the jump sounds and changed the damage sound.
https://www.youtube.com/watch?v=V8dqR44zAHM&feature=youtu.be
>>343592641
Doesn't work for me either
>>343591672
What game?
>>343592641
there we go. It sounds cool, but I want to keep the games sounds fully made in famitracker.
>>343592856
That's a shame, Anon. But I support you.
>>343573324Sim, eu to no sexto semester da minha graduação, ja participei de alguns projetos, e tu?
>>343582960
What do you make your assets in anon?
>>343592821
My game
>>343592490
All me
>>343593439
Post name of game or development blog
>>343593526
thumbtackdev.tumblr.com/
Game has no name :^)
This is my favourite thread on 4chan, nay...the entire internet.
It's like a ray of light in an otherwise bleak and desolate wasteland.
I love reading about everybodys projects and the vibe is generally supportive and uplifting.
Thanks for the bread OP.
>>343593669
N-Gyn
CUZ SHE A ROBOT GIRL
>>343593669
How about
HYPERMAN CONFLICT MATRIX
>>343594072
>>343593994
How about___no__._
>>343593428
I make them in blender from cubes then import them in Unity and add materials. I try not to use textures but I do add some small details (the corrugation, for example). I want it to be clean and simple
>>343590043
You are a stray sheep, on the long game dev journey. Come back, brethren, Unity is comfy as fuck.
>>343574036
This actually sounds like a good plan for the guy who initially pisted the question.
Are blueprints really that powerful ?
>>343593815
Why are these threads always so /comfy/?
>>343574314
This guy is right. As a long time gamer it seems to me that developing my own game is the only way to derive the pleasure I once got from playing games.
It's like game dev is the ultimate game, where your own willingness to learn and improve is the only obstacle that hinders your progress.
>>343594648
Pic related was made entirely with blueprints IIRC
>>343595060
game dev is nothing like playing games
>>343574715
Cool, guy, I'll keep you in mind if my game ever reaches that stage.
>>343594648
The Unity equivalent is a fucking godsend. This should be in the OP for anyone trying to figure out gamedev with no prior knowledge. I've done coding in the past, but Playmaker is just plain cheating. You can use it in junction with scripts, so if there's something you can't quite do in Playmaker, you're not fucked.
>>343589774
what is this itch.io?
>>343581373
You absolute madman.godspeed and good luck
>>343596128
Looks like the Unity Asset Store.
>>343591672
I've seen some of your stuff before in other threads. Would purchase. Got any special plans for the game? And are there any major gameplay factors to set it apart from MMBN?
>>343582172
Nice bug.
Hey guys, this thread is about to die and I feel I should ask some questions for those strays who are left. I have no experience with development, am a decent but unmotivated artist, and full of ideas.
>In terms of implementation difficulty, is adding a vertical dimension to gameplay significantly more difficult?
I have two basic ideas for 3d games, but it seems that most of you in here have opted for a 2d style, with the exception of Insect RPG and Square Jumpan; which still seem to lack verticality.
>Is a quality computer necessary for developing a quality game?
One anon talked about how his computer can't match the fps that his game is running at. I'm currently on a trash laptop and want to uy a new laptop. Thing is, I'm considering aMicrosoft Surface, obviously Windows 10 is abhorrent but any advice?
Also, how frequent are these threads? Back when I browsed /v/ they seemed pretty regular. (2008, RIP lolchair adventures)
>>343581373
Have you heard of lidgren? I've been using it for my Monogame projects and it works great.
>>343542209
this so much
>download gamemaker
>get frustrated when i cant get something simple to work
>uninstall
>eventually reinstall when i think of a mediocre idea
>process repeats itself
modo is FUCKING AWESOME. i will never use another modeling program. for home alone game
>>343596993
If your using an engine like Unity it's pretty painless. Manual 3d graphics are more difficult.
Not really. It depends on what kind of game your making. There are plenty of lightweight 2d tools, and even some small 3d ones.
Also, can we get a new thread?
Thread is about to die but I just finished adding freezeable enemies, so you can turn them into temporary platforms.
Also if you fall you return to the last safe location.
>>343597070
Try something simpler. Maybe Stencyl is more your speed. It's simple but you can do quite a lot with it. No coding required.
>tfw I've been unintentionally shilling this program all day
>tfw I don't even use it
>>343597356
If I freeze an enemy and touch it, will it slide away like in Kirby games? Cause that's what I thought of when I saw that.
>>343597356
Should I make a new one? These threads are my life now.
>>343597356
Please stop
Youre making me guilty about my nodev
>about to install unity
>install space: 9gb
u wot? Most of it seems to be Microsoft Visual Studio Community 2015. Do I need that?
>>343597596
I thought about it but it would break some pathfinding and it would be hard to stand on them.
>>343597641
Sure, I always keep these threads on the second monitor while I code.
On a scale of Asteroids to Skyrim, how hard would it be to make a 3d tag game like Dead by Daylight but with a Tom and Jerry theme?
>>343596993
>In terms of implementation difficulty, is adding a vertical dimension to gameplay significantly more difficult?
It is for assets, which is no doubt the biggest barrier of entry for most. Making 3D assets is not impossible, and it definitely gets easier the more you do it, but it is an investment all in itself. Blender is going to feel like alien technology, so learn important keybinds, and know that 3D modelling is mostly making vertexes and connecting them by pressing F. Figure 3D modelling out, and your toolset expands immensely.
>Is a quality computer necessary for developing a quality game?
It sure as fuck helps. Not just to make a higher-quality 3D world, but also compiling and other CPU-heavy aspects. In Unity, I have a Scene View and a Game View of the game, so that means everything is basically rendered twice as I work.
>Also, how frequent are these threads?
We have these pretty much everyday now. I consider myself more of an art guy than a programmer, but this stuff isn't rocket science. You just have to have the will to figure it out. That's it.
Also, see this: >>343595942
>>343586883
Maybe you should consider the dislikes instead since your shit looks legitimately awful. What the fuck are those levels? What is this game about? There's not even a proper title at the end, it's just the name in a pixel font. No effort at all.
>>343597068
yo, thanks for the tip
I also use Monogame but I'm so lazy that when I want to do something with networking Istick to what I know from webdev and use websockets. I'm sorry /v/
>>343597356
i really like the style
>>343598125
New thread, sorry for the image, but I couldn't use a duplicate file
>>343597787
No. Personally I much prefer Monodelop
>>343598330
>Nobody in the new thread
Face it anon, it's dead
>>343596993
3D games are 5-10 times as difficult to make as 2D games
Making your game on a shitty PC is better because it makes you care more about game performance
>>343594556
How do I make game when I can barely code
Mayhem league guy can make a game with only blueprints
here's a promo pic of the mccallister house, would anyone even be interested in playing this, i feel like throwing in the towel and starting a new project i could actually make money off of with my own IP
[dog wearing underwear.png]
>>343601853
>Home Alone simulator
I need this
Finally, I got all of my 15+ games on itch.io (all freeware):
https://thetagames.itch.io/
>want to make video game
>0/10 coding skill
>0/10 art skill
>2/10 music skill
spent too much time studying science and now im too old to learn anything that will help me make video game
should i just kill myself ?
i haven't even started yet, i'm figuring out how to make a hex grid work with a single object using relative mouse/object positions so i can make a small scale tactical game
aiming for sometihng kinda like FFTA2 but with a hex grid
>>343605051
Just make it a normal grid with some padding between them and odd numbers are 0.5 more on x than the even ones. Then put hexagonal images on top.
>>343604868
>now im too old to learn anything that will help me make video game
what, you're on your deathbed? quit fooling around and just do it
>>343604868
You can learn on khan academy. Real basic shit, but its a start
>>343583359
I'll do music for you. Give me a legit email and shit and i'll contact you with some shit i've made.
>>343605668
Give me a sample
>>343605735
here's a few month old synthwave track that im proud of. but i've worked with other genres.
https://clyp.it/4fopifzk
>>343605923
no takers? makes sense i guess.