Hows your game going? You are developing a game at the moment, right /v/?
Tyler you know damn well I'm not developing a game right now.
>>343615331
id like to help devs with sound and music. i'd be fine with doing it for free.
sample: https://clyp.it/4fopifzk
i can do genres that contrast this one though, anything works. Leave email address if interested anons.
Fixing hit detection. There's a lot of times where I kinda fucked this kind of code before so I'm reading through the manual again to make sure I'm getting it right.
>>343616327
Nice textures and rig. Do you have a webm of it in motion?
>>343615331
I've added sight to the AI so he can now efficiently search any kind of place.
>>343615331
you need to use the proper OP pic
>>343617421
post it then so i can save it
>>343615331
>Unity
>>343615331
What's the point of making games?
>>343617451I don't have it
>>343616789
I didn't make the enemy but I did make the paper bag on top of them to indicate they're placeholders.
>>343615331
unity is for people who can't do C++
I don't make games, I only make rocks and trees.
>>343618182
make a game where you walk around the forest and dig out various rare minerals
>>343618047
when unity is chosen over unreal it because of the license and not the programming language
I have an idea but right now I'm in the middle of learning Python
I'm gonna get to GameMaker after this, I think my game will be small enough to be able to develop it.
>>343618450
Unreal is also not very artist friendly.
While Unity is.
Two of my friends are already programmers. What are the most useful skills that will contribute to a game project besides programming?
>>343618843
concept art
it sounds like something "useless" but actually ends up being more important than people realize.
>>343618785
fuck that, unreal is much better for artists.
>>343618843
art
music
writing if the game has story
>>343618843
MUSIC
how can i make good game out of RPGMaker.
literally only thing i know how to use
Working on character designs at the moment. Post you game's main character if you got one.
>>343619673
Make ideas so unique and refreshing that they will compensate for RPGMaker's stale, generic engine.
Working away on background tiles, seems to be going alright.
>>343619410
>writing if the game has story
Doesn't that mean just writing dialogue? Anyone can do that.
>>343620001
isn't that furry porn game?
>>343620001
isn;t this that gay furry porn game
>>343620057
>>343620069
Nope, you're probably thinking of the one with Anubis.
Released a few weeks ago, try it out on the Android playstore, it's called "Dega Madness". It's just a simple game where you avoid objects and reach the end, but the vehicles get bigger/slower with each level. Each vehicle is different and has it's own 1-time use ability to keep things fresh. It's free.
Working right now on a game with a knight that looks crazy in my mind, hopefully it translates well into the actual game.
>>343620163
I don't really like how the vehicle stops so abruptly. Makes it feel like it has no force. It really shouldn't stop at all like one of those running games (bit trip).
>>343620001
Are you making a furry game for all those furry dosh or are you a furry yourself.
In any case, you make want to puke
>>343619817
To put it simply, The setting is kind of like Garo. But here, all the knights in this story have terminal diseases.
>>343622429
nice mesh, how long have you done 3dcg?
>>343622829
it's been years, though my practice has always been on and off since I don't focus on 3d art as my main job.
>>343615331
Making some maps. Each one is like a big experiment on seeing what works.
I just started a new job and it's taking up all my time and energy. I haven't worked on my game at all this past week. I thought I could do some stuff this weekend but I have other shit to deal with. I'll try and do some in the evenings but I'm so tired and just don't feel like doing anything.
tl;dr never become a wagecuck.
Just released a new Demo
>>343615331
yes i am and im hoping to playtest soonits a board game thou, not vidya. fuck that shit.
>>343624432
Tell us more. What board game?
I just spent 7 weeks making a game in Unity.
I'm used to Unreal 4 and I wanted to kill myself using Unity. I can't understand how anyone would put themselves through the pain that is Unity.
I admit a lot of the issues were due to SVN and not using Perforce but wow, Unity is a mess.
>>343624891
My computer can't handle UE4 ;_;
>>343624046
Minecraft texture mods?
Cool
>>343624961
Ah yeah sorry. I didn't take that into account and yes, that is a valid point.
For the, the interface was a huge let down. It felt like a hobby modded skin for WinVista or something.
>>343624984
it's a 3d platformer
>>343624046
>when you see another mine craft rip off even tho the games been dead for more than 5 years
>>343625195
Its a platformer, not a craft game
>>343625335
So Minecraft without Crafting
>>343625421
No, a 3d platformer m8
https://www.youtube.com/watch?v=eJdAIkfnosk
>>343625335
>I have a great idea!!! im going to take out all the good parts of mine craft!!!
>>343625195
>Any game that uses a similar art style to Minecraft is a ripoff
>>343625509
>Implying its not a rip off
>>343625476
Jumping up stairs looks weird because his animation kind of freezes to that one jump frame. I'd add two alternating jump animations.
Working on a game using a raycasting engine.
Gameplay is yet to come.
>>343623672
Looks really solid anon, keep it up!
Just like finish game.
ok. Demo day draws close but now there is a hermit crab.
Keep up the good work dev-anons. Can't wait to see your guys finished stuff.
>>343625661
This is an earlier build than what I have. That's already fixed
Beta testers are loving it, so that's good.
POST
THE
MUSIC
YOU
ARE
DEV'ING
TO
RIGHT
NOW
>>343615713
You a fan of Com Truise?
>>343626854
https://www.youtube.com/watch?v=emEg0zGS7KY
>>343626854
https://www.youtube.com/watch?v=vaYk-lmysEc
how's this
>>343627160
I like you
>>343626854
https://www.youtube.com/watch?v=2a7_ky7YTKY
>>343627362
Nice. I listen to Unicorn's soundtrack way too much.
>>343627363
text speed is too slow
walk speed is too slow
his pickaxe looks too much like a crossbow in some angles
the giant sphere enemy needs a better face
textbox could be more interesting
puzzle seems like it'll be solved by random trial & error by 99% of players
everything else is good though, great job
>>343615331
I'm almost done making the documentation.
I already have a prototype but it's all block design.
It's a game I made for my friends (it's local coop) before I leave. It basically takes the concept of Props Hunt but with a top down view and some mechanics from the Luigi Mansion Multiplayer game in Nintendoland.
The main design constrain is that everyone plays on the same screen.
>>343615713
Could you shoot an email at my throwaway [email protected] so I could save your contact?
I don't have a project right now, but I'm starting one soon. If I ever get it off the ground, I'm gonna need some music sooner or later. I'll write you at that point.
>>343626692
i remember you
hi
>>343627649
big guy and textbox is a placeholder
thanks for the feedback
>>343627363
>>343627735
you've been posting this for what, months? a year?
and every single time people tell you it looks like it's moving in slow motion
I'm beginning to believe that you're just a shitposter who keeps posting that and not the actual guy making it
Almost ready for demo day!
>All these people making levels before they have a solid core gameplay
>All these people making 3D and rigging before they have a solid core gameplay
>All these people making 2D art before they have a solid core gameplay
>All these people making narration and story before they have a solid core gameplay
Pathetic, it's like you retards try to reproduce the surface of other games without wondering how they're built.
>>343628084
im thinking about getting a walking cycle for him done
right now his walking and running animations are the same so it looks a litle weird when he walks
>>343628323
I thought the gameplay for mine was pretty good.
https://www.youtube.com/watch?v=eJdAIkfnosk
>still working on the same shit for years
>can't code so I "team up"with people who say they are dedicated but flake the fuck out
Fuck it... show me the way. I will spend the rest of this year learning how to code even it melts my brain.
>>343628492
use unity
>>343615331
Have an idea for one, but probably won't get started until a few more years. Too busy, la.
I'm learning python but I don't know if I want to apply it to gamedev yet
I want to just learn a language and then see where it goes from there
>>343628489
this really drives home how ugly the minecraft art style is when you get right down to it
Every day with this shit
Every day I feel like I get better, then I try to apply everything and it just comes out as a mess
The structuring works better but the shape is all over the place
My line work is still garbage
>>343628323
sorry to burst your bubble, but good art and graphics sells games, not programming. Most products are started with someone presenting the game to others, either for help or for donations, and art is what sells a product.
>>343626854
https://www.youtube.com/watch?v=szRJ0mJedKc
>>343628923
i think you're trying too hard, that body pose is all over the place and has no flow
>>343628832
you seem to be obsessed with Minecraft, anon.
>>343629016
I'm not the one making a game that looks like it (but worse)
>>343628935
competency sells games
looking nice is only part of that illusion
>>343629064
Yeah. You aren't making a game at all.
>>343628323
not everyone is an auteur do-everything game developer
game artists have to get their start somewhere
>>343628805
>falling for the starting with python meme
start with C
>>343617421
As long as it says "your game going?" so I can search for it in the cat.
>>343628492
Not sure if I'm allowed to do this but here is my old professor's website for his Programming 1 (COP 2210) and Programming 2 (COP 3337) classes for Java. Java is a simple language to start with that has concepts that can be applied to other languages.
Unreal Engine also has several resources on their website and youtube channel if you want to jump right into game development.
>>343629132
put some effort into your games instead of releasing something that took you a week
>>343629064
Everyone has their own opinions. It was no way inspired by minecaft.
>>343629016
there is no cohesive art style in any of these pics
you have a black and white unity logo character
flat shaded pyramids
then tiled cubes floating in space with noisey patterns on
then blocks on top that are the same color as the thing they are place on
then theres some stairs too big for your character to climb that lead no where
and some playing cards
because why the fuck not
also its in space
>>343615713
Can you leave YOUR email, anon?
I'll message you as soon as I have a game that needs OST.
>>343629206
maybe it wasn't but it looks incredibly low-effort and downright ugly
>>343629220
It's a video game... with an 8 bit cube man...
Are you expecting realism or something?
>>343628492
>>343629181
Forgot to post the link. Sorry.
http://users.cis.fiu.edu/~shawg/
If you can't access the website let me know.
>>343629289
Then show me your work with "tons of effort" put into it mate
>>343629362
why do I have to show you my game to criticize yours
>>343629008
I know, but what pisses me off is I drew the SAME fucking drawing on paper and it looks much more animated
I just wish I could get a "Style"
>>343629416
Because I want to see what you can do Since you seem to know so much about design.
>>343629430
look at something else as a guide
if you're trying to do concept art look how concept artists work. if you're trying to do a specifc type of video game art look at other games with similar artwork
>>343629291
how is that man in any way 8bit?
>>343629291
>Skinned 3d model
>8bit
your either an uneducated 10 year old or a crack head
>>343619817
That's some premium A E S T H E T I C you got going there.
Did most of you go to school to learn how to program
>>343629636
Maybe "8bit" wasn't a good way to refer it, but you understand exactly the point I was trying to make. I'm going to leave this thread since the users in here are complete assholes. cya mates
>>343629485
put 5 times the effort into a game before you start showing it off then it might start to look good
it's just way too bare bones to be interesting and the art style looks downright awful at times
>>343629361
Thanks... I'll add this to my "shit I need to learn" category. Being a writer/artist... it all seems like an unclimbable mountain.
I just can't rely on others anymore. Too much time, effort and money has been wasted already.
>>343629759
learning to program at school takes 10 times longer than it does just throwing yourself into a language and trying to make a game with it
>>343629778
>I'm going to leave this thread since the users in here are complete assholes.
Yes, go back to your reddit hugbox if you can't handle criticism.That said, I'm not the other guy and I like your MC
>>343629778
I dont know how you think anyone has any clue as to what your on about since clearly you dont have a fucking clue to start with
>>343618843
2D art, whether that means animated pixel art or concept art
3D art, whether that means modeling characters, rigging those models, animating those models, or modeling environments and props
There's also visual effects people, which could be either 2D or 3D. Think fog, weapon trails, fire, lightning, all that sort of stuff.
Writing and music/sound are low demand, don't listen to anyone who peddles that in your brain. Art and code represent 90% of the man-hours of any one game.
>>343629901
this guy doesnt know what hes talking about
you should never learn to program by making a game
it will lead to bad practices to get the visual result you want
>>343620001
>Furry character wearing tighty whities
You couldn't have made him wear something that make's people not want to play your game besides furaffinity? I don't know what aesthetic you're going with but even some Tomba shorts would look better.
Unless it's a porn game then nevermind m8.
>>343618843
2D art and textures.
3D modelling and animation.
I'm a programmer and having to learn this stuff now because I ain't got no friends.
>>343630207
yeah and then those bad practises fall apart as soon as you try to make something bigger, so you learn to program properly
better than the cargo-cult programming they teach you at school where you do things without ever understanding why
>>343617998
I love the environment
>>343630001
>Writing and music/sound are low demand, don't listen to anyone who peddles that in your brain. Art and code represent 90% of the man-hours of any one game
I wish more people understood this
the huge rush of musicians trying to get into game dev after Undertale was unbearable
>>343630343
I doubt it
Your in a thread on 4chan talking about game dev
Either you still havent made a game or your using unity or game maker
anyone seen this
https://www.youtube.com/watch?v=ujs20NXQUv0
>>343630343
What school did you go to?
Yes, jumping right into making a game IS a good idea because you feel your way around the process of making a game. But the actual programming aspect of it will be made much easier when you take programming classes, even if your assignments have nothing to do with making a game.
I'm making a porn game but I'm terrible at drawingpenises.
>>343630541
>>343630657
I dropped out of school 10 years ago because I was already selling the first game I programmed
I mean I guess you can go and learn but you will learn so much more in a month of practical application working on your game and reading online than you will a year in a programming class
>>343630868
post game you made 10 years ago and ill be convinced
>>343628935
I'm not talking about programming retard, I'm talking about design.
When you design a game the prototype of your core mechanics is the first thing you should do before. Doing the other way around is just retarded because as you tweak the mechanics and the core gameplay you will have to tweak the level design and maybe your art direction will change.
>>343631050
it's probably not on the internet anymore, it's also shit so I dont want to post it
Still working on this on-rails shooter.
Currently putting together some kind of victory screen when the boss is destroyed.
https://www.youtube.com/watch?v=WcQllS-jreY
>Tfw not a developer
>Have seen patreons and forum threads for "support my game!"
>Most of them have already taken 3+ years and aren't even close to completion
>The development team is either 1 guy with a massive ego and no perspective on how completely out of his depth he is
>Or a small group of fucks with no idea what they're doing surrounded by a hugbox of retards who throw money at anything
To the devs, do you bother going for crowdfunding with just a proof of concept or bare minimal demo? Or do you actually attempt to understand the tools at your disposal before asking for money for your "love child"?
>>343630868
I sort of agree with you. It's just like most other art forms. You can go to film school, or you can just make a film and get the hands on practice. I agree with you on that.
However, there are good programming practices and habits that are taught in CS. Data structures is a class that literally teaches you efficient programming for the data structures in languages.
Here's an example of all the sorting algorithms and where they're efficient
https://www.toptal.com/developers/sorting-algorithms
and here's the code for how they work
http://visualgo.net/sorting
>>343629736
A S S T H I C K
>>343631294
the only devs who succeed at crowd funding are people appelaing to nostalgia or people with an ego big enough to convince people they're the greatest shit in the world even when they aren't like Falco
>>343629136
Well then start with something that can fully express you art then.
Most of the time when people use this defense their game is "2D roguelike/platformer No.3475783"
>>343631154
>I dropped out of school to sell a game i admit is shit
Sounds legit
>>343631335
I'm not denying that they teach you good programming practices, it just takes so long to get to them and you're bogged down with alot of useless knowledge
there's no point in using anything other than merge or quick in 90% of cases anyway and you can understand that by spending 5 minutes on wikipedia
>>343630343
>better than the cargo-cult programming they teach you at school where you do things without ever understanding why
that's a good analogy
>>343631551
selling games online wasn't a big business 10 years ago, you can get away of selling alot of garbage when competition isn't hot
>>343631396
I remember hearing how Tim Schaffer convinced a board of investors to fund his Psychonauts sequel on the precedence that it would give them "good feelings" about investing. I've seen some stuff on ULMF get funded based solely on little to no substance and somehow people haven't learned from the multiple projects "still in development" or otherwise. Like, it's fucking insane how people can say "Star Citizen and Mighty Number 9 are the exception, we should promote more games blindly!"
>>343631650
Well it's going to crash pretty soon, infact I'm pretty sure the crash has started already, no fucking idea why anyone still supports Tim or Psychonauts 2 or thinks Broken Age isn't an underwhelming overbudgeted piece of shit
>>343631294
I want to put my game on Kickstarter in some months but only really so my "team" will have an actual budget for in-game art and music. The programming, concept art, game design, level design, character design etc. etc. is just me and another dude, so we won't need that much money in comparison to most Kickstarters, but making games is still expensive.
>>343629573
Im just learning how to actually draw in general
But it can just be so frustrating
I'm thinking of doing a set of videos on how to do programming, but actually explaining it in a way that doesn't restrict it to gaming, but also makes it relevant. Would anybody here be interested if I did that?
>>343632001
Sure. What language?
>>343631929
>Im just learning how to actually draw in general
that's the problem in of itself. you complain about not having a style but you don't have a goal. I developed my art style by making the graphics my game needed and working within the limitations of that framework. If you're meandering around learning with no particular purpose you won't develop a style
>>343631574
I wouldn't call it useless knowledge, but excess knowledge. Everything I've learned so far can be used for different situations. Some of the situations are a little bit more rare than others, but I still know how to use it now.
Either way, it all depends on whether or not you JUST want to make games. If that's all your looking for, then I agree with you. But if you have the time and money to go to school to learn programming, it would help a little with your gaming projects and also open up more opportunities career wise
>>343631574
> Data structures is a class that literally teaches you efficient programming for the data structures in languages.
Not that guy but this is mostly useless. For gamedev you'll be using arrays 95% of the time. If you're interested in making a game and not an engine 95% of what you learn in CS school is useless.
>>343632001
Maybe just me but I think videos as the primary source when learning something programming related kinda sucks, having to seek through the video to find what you're looking for instead of just ctrl-F or something is annoying. As complementary material to a text its fine but just videos doesn't work for me desu.
>>343632086
Starting off with C++, then expanding that knowledge into C# and other languages. It'd be more focused on teaching logic than syntax, so that it can be applied to learning how programming in general works, rather than just one language.
>>343632360
meant to reply to >>343631335
>>343632383
Would it help if I possibly provided a transcript with each video? Or even a write-up of the contents?
>>343632451
Write up is good desu. Maybe even just a dump of source code with good comments to go along with the video.
>>343632414
>>343632360
Yeah, I sort of agreed here >>343632270
If all you want to do is make games, the first few years of CS is really all you need.
>>343615331
No, all I'm really good at is artwork, and some basic 3D modelling and texturing skills.
Tell me, is Unity easy to get into if I want to start working on a 3rd person adventure/platformer type game?
>>343632451
videos are just a stupid idea for learning to code anyway seeing there's absolutely nothing aural/visual about it and you can't work at your own pace if you're watching a video as opposed to reading an article
>>343632549
>the first few years of CS is really all you need.
Agreed. I went into CS and looking back the first 2 years were really useful because I didn't know any programming beforehand. After I learned how to program properly (and thanks my school for teaching me C and Assembly first) everything that came after was pretty useless.
If you already know how to program then I don't know what value there is for even going to school in the first place. And yea, this is valid for game dev only. I don't know about other areas.
>>343632614
Your better off using UE4's blueprint system if you haven't programmed before.
>>343620001
Looks neat.
How many different enemy rape animations does it have?
>>343632549
you don't need any years of CS, you can learn to program from any online tutorial in a matter of days
if you have a purpose like making a game instead of just getting a degree it's a waste of time and money
>>343631775
Blind nostalgia and people literally too stupid to use their heads before they throw money at shit?
>>343631786
See, this is what kickstarter should be for. You have no idea how many fucks I see on other boards legitimately use the argument "We're not Triple A, we should be able to get away with the same shit and kickstarter should be a reliable source of income for me." I get that the development process is expensive and time-consuming, but some perspective on what "crowdfunding" is needs to be taught to these people. It's not "fund me so I can sit on my ass all day playing video games and dedicating a few hours to making this game."
>>343615713
Skype? add me: frostyraver
People that tend to work and do work for me end up with jobs/moving on to greater things.
>>343615331
Multiple shitty HTML5 games atm, for different clients.
>>343632669
Some people work better with that AV aid though. I can definitely see both sides of it, but some people just prefer being talked to, or taught verbally.
>>343625476
I like it.
Maybe add some coins or gems to pick up along the way to keep the player entertained, my problem with platformers are that they are so boring after a while, so a tip would be to use as many "fun" gimicks as possible like a zipline here and there or whatever, you get the idea.
And don't listen to the minecraft fags, they have to be retarded if they think your game is even close to minecraft.
>>343632838
>People that tend to work and do work for me end up with jobs/moving on to greater things.
lmao
>>343632918
then these people lack the ability to think abstractly and would make terrible programmers
>>343620031
If you intend to have an extremely basic and generic set of characters of plotlines, then yes, anyone can do that.
>>343627363
Needs part of the explosion or smoke on top of the player.
I just got a concept this morning, with 2 main axes of gameplay, more to add.
It'll be a 3D game with collectibles. No IA or too complicated shit. Mainly money and achievements.
Gonna try UE4 but maybe Unity would be easier?
>>343628492
I can help you, add my skype frostyraver
Will give you resources to help you make your game anon.
>>343632826
> I get that the development process is expensive and time-consuming
Most people don't. Most Kickstarters ask for at least half of what they actually need. The public doesn't actually understand how unpredictable, costly, and fraught with mistakes game development is. If you put up an honest Kickstart nobody would fund it. You have to lie to get peoples money, so the liars on Kickstarter are the ones that do the best. You can't just blame the developers, or the consumers, the funding model just doesn't work in reality in most cases
>>343632687
How is UE4 when it comes to animations and physics?
Is it possible to make an animation system akin to what they're using in Overgrowth?
Anyone have some ideas for more menu/text based games I could try to do?Because I can't into art and but I do like making menus.
It took a few hours, but I put all my older games on itch.io:
https://thetagames.itch.io
>>343632684
>thanks my school for teaching me C and Assembly first
That sounds like a pain. My school taught Java first, which I thought was a good idea.
>>343632790
I agree that you can learn it own your own, but I don't think it just takes days to learn it. Though it does depend on the complexity of the game you're making.
>>343633383
Not the anon who just answer you but from my experience from older version of unreal you still need a bit of programing. I'm not saying this because I'm a 3D modeler + animator and now force to learn programing and want someone to suffer with me.....
>>343633632
>My school taught Java first, which I thought was a good idea.
It don't think it's a good idea. I can't imagine learning to program with Java first because of how much under the hood knowledge you'll miss. I think that out of all things I took from school, low level knowledge of how the computer works is the thing that has helped me the most, even though I only program using Lua right now and don't really need to go low level at all.
>>343633213
>You have to lie to get peoples money, so the liars on Kickstarter are the ones that do the best. You can't just blame the developers, or the consumers, the funding model just doesn't work in reality in most cases
I see the opposite in most cases where it's people who legitimately believe they can just go into the development process with no experience or history whatsoever and people for some reason thinking if they fund this first game, they're somehow adding to the dying indie game scene. The problem is that while I can appreciate that the process is in no way simple and not accounting for shit like a poorly-implemented script causing crashes or text being misaligned, it's a bad sign when it's only 2 guys working on a game and the default response to people with experience offering their assistance is "Sorry, we don't trust other people with our project." Worse, though, are the people who fund it and don't pick up on the developer(s) not only being out of their depth, but that offers to help even on the most hands-off level are immediately rejected.
what do you think of when you hear this tune?
https://clyp.it/em3qxahh
>>343633807
Schools teach java because that's where the jobs are at.
>>343633917
Groove.
But I thought the first notes were a little out of rythm. Not that it matters alot.
>>343633910
well delusional developers are still liars, they're just lying to themselves aswell
The problem is still anyone can just make a kickstarter, say something that sounds convincing enough to the general public and make alot of money regardless of the real potential of the project
>>343633917
Either some sort of Detective game.
Or some kind of menus in those PSP Yugioh games.
I'd say the word City is a constant, the aspect of people in a modern society.
>>343632790
No-one will learn to program in a few days unless by "learning to program" you mean being able to write some basic scripts with the help of a tutorial
>>343633807
I thought starting with Java first was a good idea because you learn the concepts of high level programming first. Any programming mistakes made are usually conceptual or algorithmic mistakes. With C, there's tons more to manage, leaving the beginning stages of understanding concepts much more inconvenient. You don't need the under the hood knowledge to apply a lot of the early and simple algorithms.
But, I do believe you that once you know C, everything else should come easy.
>>343632763
Zero. Sorry.
>>343633917
A lower income area in a city where nothing out of the ordinary is happening. Like it's just another normal day.
Like when I hear it I imagine a camera panning across a street while people go about their day in a sort of run down part of town.
>>343626854
https://www.youtube.com/watch?v=Q5dU6serXkg
I'm gonna post this again. Does anybody know how to make hdma effects, (Wavy backgrounds, like water and heat waves) in Gamemaker? Someone tried suggesting that I cut backgrounds up into pieces but that is neither efficient or something I really want. What I want is something like a shader, that I can set to a value and enable for certain rooms.
Image related.
>>343619817
>>343631371
Damn look so good
Trying to figure out where to start on learning how to program, or at least understand enough programming to make a 3rd person shooter.
>>343634653
You'll be using surfaces, friend.
How the fuck do I come up with fantasy names?
I can't think of anything that wouldn't sound extremely cringy. I don't know how to name the main city and characters.
>>343634808
a 3rd person shooter is an unrealstic goal for beginners
You guys will hate me if I make another roguelite?
Not too good, can't even figure out jumping.
>>343619817
>main character
Twice in two days.. I'm revisiting this model to connect the legs to the hips and knees to the legs so those knee pads can do better.
Also thinking of redesigning the gun to be a more front heavy pistol, since the current grip design is just kind of unwieldy with the thick forearm armor and hands.
>>343634905
all fantasy is dervived from real ancient cultures and mythology. look up ancient languages and place names for something similiar and change them around a bit
>>343635132
I'll experiment with it, thanks
>>343633748
Along with my artwork, 3D modelling, animation and texture skills, I do have a very rudimentary understanding of Java.
See I was an idiot and fell for the ploys of one of those "game design colleges". It was pretty much a waste of time and money, but on the bright side it did give me a nice "jack of all trades" foundation for making small games as a hobby.
I'll ask again, to all yall. Should I start with UE4, or is it better to jump right into Unity?
Is it extremely hard to make turn based strategy game?
>>343634941
Bullshit, shit like Slender was made by beginners and while it's a crappy FPS, there's controllers and camera setups that people can buy.
>>343635267
Unity. I find it quicker and easier to use. UE is overkill for small projects. Also, better pricing model
>>343635378
it's not a shooter
you're one man walking around a static enviroment with one enemy
but if you consider that level of quality acceptable download unity and have fun
>>343635296
Surprisingly not, however there is a lot of programming involved, so you should have a grip on that.
What does /v/ think about walking simulators?
>>343635672
Naissancee is only good one
>>343628492
Pay freelancers. It's the only way. You get the job done in a week top. Also if you spend a little extra time looking through applications and people, you'll find good quality for less money.
>>343635078
I thought you were dead,it's nice to see that you're still alive. Where did you go?
>>343635446
How is Unity when it comes to physics?
My long-term plan is to start making a somewhat open world, 3rd person adventure game featuring a lot of telekinesis use and physics.
I am only a newbie when it comes to game development, but I'll learn as I tinker and go. I'll probably be making some small 2D stuff for practice too. Unity supports 2D pixel art games too right?
>>343634905
For places, make them fit stuff. Most place names comes from their history or location.
I.E, a town close to a river might be called Riverwood. A city that has or have a huge castle with nobles in them and have/has a focus on maritime trade might be called Harborcourt, or if they have a famous market, Faircourt, or Fairgate if it's more of a crossing.
This might help as well for inspiration and names:
https://en.wikipedia.org/wiki/List_of_generic_forms_in_place_names_in_the_United_Kingdom_and_Ireland
For names, if it's a smaller culture you can always go a bit strange. I played one RPG where everyone was named by a virtue. Innocence, Temperance, Vengeance and so on. But don't go overboard with to many of those people.
>>343618406
one exists already its calledstarbound
>>343635446
I like how having more and better tools is 'overkill' now
>>343636459
>A city that has or have a huge castle with nobles in them and have/has a focus on maritime trade might be called Harborcourt, or if they have a famous market, Faircourt
settlements aren't named after the fact dumbass, you dont start a settlement with a big castle with nobles in or a famous market
>>343636109
The physics are good, and you can mess with them quite a bit (for telekinesis)
>>343636596
I'll pay attention to your dumb as shit comments the moment you use a swiss army knife at Christmas dinner or a chainsaw for a haircut.
>>343636596
>>343635446 is right though UE4 is overkill for anything but large scale products. Having an abundance of tools isn't always the best way to go. Besides, UE4's performance at the moment is absolutely terrible on anything but the highest end machines.
>>343634874
Okay, cool. This might actually work the way I want it.
>>343636708
I'm not the same guy, but you must be the most retarded nigger I've ever met.
There is literally a town in Skyrim called Riverwood since it's close to a river and the town has a woodmill.
Fucking faggots like you should be euthanized, it's a fantasy game, the town can be named after what the fuck it wants to be named after.
If you have a city in the middle of fucking nowhere far away from other civilisations then call it "Fargone" or whatever the fuck, it's not hard.
Lurk for about 4 more years before you think about posting, you dumb fucking shiteating inbred mouthbreather.
There's already stable android build, and right now I am working on cardboard+joystick. If you have Oculus, there's even old Oculus build.
https://omicron.itch.io/placid-trip
>>343637114
lol
you didn't even read what I wrote
you can't name a town after a famous feature of the town because a town needs to exist before the feature becomes famous
'Riverwood' is a fine name
'Harborcourt' is /tg/ level cringeworthy
>>343637494
>you can't change the name of a town ever
yuh dun be rahtarded, sun
>>343636786
Except for the same amount or cheaper you can get cryengine or unreal if you're willing to pay the royalties. Unity Is a waste in the end and you won't have experience with a real engine in the end. If you're talking about overkill and really cared you'd use libraries or make your own over unity in the first place because unity has all that bloat as well
Im working on porting jet set radio future.
I started about a week ago and this is what i've got so far.
https://youtu.be/4GzqhjfTmMM
>>343637580
sure when it does things like change cultures and occupants, the reasoning in the post in just dumb and overly simplistic
>>343636708
A lot of them are.
>you dont start a settlement with a big castle with nobles in or a famous market
No, but names change.
Nobody remembers the name of the village where Amsterdam user to be.
There was once a settlement called Lygos, then Byzantium, then Constantinople, then Istanbul.
Presumably the first people to be called Baker or Smith had a different last name as well before they became know more for their profession than actual last name. A settlement called Woodcross or whatever might haven only gotten famous when a castle was build in it. Hell, the place where I live is called Kings Mountain because it's a hill and 1000 years ago a king build a shitty fort here that nobody remembers.
>>343637494
Alright, I can agree Harbourcourt is a pretty shit name.
But it's very possible that the people who built the city already meant for it to house the nobles of the land.
Like Kings Landing in Game of Thrones, your argument is still pretty weak desu famalamadingdong.
>>343637694
It's an overkill because the UE tools are designed for large games where as Unity is more agonistic to the size of your production
it doesn't have much to do with bloat
>>343637837
>Kings Landing
yeah notice the "Landing" part, it's not called "King's Residence"
>>343637776
people change town names all the fucking time, buddy
recently here we had a vote to change the town name from "White Settlement" to "West Settlement"
people voted against the change
>>343638261
with a name like that i'm not surprised
>>343638102
Christ, you're just grasping at straws here.
Landing, as in this is where the king has "landed", this is where he is going to reside.
Do you actually think the city was named "Kings landing" but had another city 4000 miles away where the King actually lived?
Or do you mean that the name fits just because it's not L I T E R A L.
By that logic the town "Harborcourt" could be called "Harbournobility" or whatever.
To be quite honest, I'm not entirely sure what you're trying to say.
>>343638261
Congratulations to your town on not changing name.
>>343615331
Just got RPG Maker MV.
Did I fuck up?
>>343638593
Dude that's for kids
>>343637458
The world is procedural generated and endless.
This is how it looks in action.
>tfw your post gets completely ignored because of people shitposting
I'm semi-proficient in C++ (I know abstract data types, not sure if that's "semi-proficient", though) and I'm not sure where to start with game dev. Tips?
>>343637828
Also. Just look at cities like Copenhagen. It's meaning roughly translates to Tradesman's Harbor and got that name because you guess it, it was a trade city fueled by it's harbor that sprang up from a settlement nobody remembers the name of. Names get changed when a village gets popular and turned into a city. A smaller noteworthy village might have a name more in line with it's location, but a historical famous city might very well have a name based on it's history.
Also. Some cities are founded specificity with names like castle or burg in it because that's the will of the king and a castle is a very prominent feature of a city.
Also, Newcastle, built around a old roman settlement called Pons Aelius, then, when a castle was built, changed it's name to Newcastle.
meh
>>343638821
Whatever you do, don't start by building some huge-ass game as your first project.
Start by making a couple of small games and then move on to bigger stuff
>>343638474
I mean Kings Landing is what you call a settlement when it's first created, where the king landed, it has history and circumstance behind it
You generally don't call a city something like Harbourcourt or Bigmarket because when you're founding the city, how do you know if it's going to have a big market? it has no history behind it, it sounds amateur and artifical
>>343626854
https://www.youtube.com/watch?v=zOxuQBe_cL8
>>343638926
Yeah, I don't have my sights set on a big project just yet. I wouldn't mind doing something small like Snake or something super simple just to get the hang of things. Still not sure where to start, though. Putting things together is always my weak point.
>>343638979
If you intend for your city to have a big market then you can call it "Bigmarket" even though bigmarket is a pretty shit name too desu.
And I know nothing of the GoT universe, but I am pretty sure there's no history of the king "landing" there, or whatever, it was where the king decided to settle down, therefore the city was named Kings landing, if you have a marketplace that's so big people start to build houses nearby then it would make sense to call the city "Bigmarket"
>>343638979
And yet the real world shows us that is actually the case.
I will grant you that geographical features are way more common. I was just lazy inventing some names on the spot to show how a lot, if not most, places get their names.
Is it easier to try going through Greenlight or trying to pitch your game to indie publishers like Devolver?
>>343639934
Why not both?
Twice the chance of success.
>>343639934
>>343640050
How much does Greenlight cost these days anyways?
Didn't they slap it up to like 60/80 bucks or something?
>>343640178
$100 just to upload something
>>343640257
Damn. That's why to much. I know they gotta keep out the trash, but still. Damn.
How about doing some quality control instead Valve? Fuck.
Platformers like Sonic use a left and right sensor to detect if the player is on a ledge or something. What would be the best way to replicate this in Game Maker?
My idea was to use two invisible objects with their own hit masks placed at one foot or the other. They'd have their own animations that overlap the parent sprite so that the sensors will move when the parent needs to animate them.
Then when collision occurs, both sensors will communicate back to an instance variable inside the parent, sending the depth of the upper bounds of the collided they're hitting. Then the array is iterated trough and Object is moved up to the highest one.
My issue with that is the synchronization of events though. The collision variables are easily added during collision events with the tiles, but the actual push back needs to always occur after any collisions.
>>343640378
if you don't have $100 to invest for your game it's trash anyway
>>343640378
>Damn. That's why to much
it should be fucking $1000
>>343640926
Well. I wasn't really planning on selling anything. But as a poorfag it seems pretty steep.
>>343641018
Fuck that. Sure you need a way to keep the 2D retro plaformers made using a GameMaker Tutorial out, but that would put a stop a more legit but niche stuff I think.
>>343620001
How many threads will it take to replace the underwear with something else?
>>343639501
>GoT universe
IT'S THE 'SONG OF ICE AND FIRE' UNIVERSE YOU CUNT REEEEEEEEEEEEE
It's called King's Landing because it's where Aegon the Conqueror first landed in Westeros, to conquer the lands of the ones that were there (It's the Andalos in the spanish version, don't know how it is in english jej)
>>343640574
>two invisible objects
bad idea
just use collision_point or collision_line
>The collision variables are easily added during collision events with the tiles
are you that guy who wanted to add collisions to tiles yesterday?
>>343641179
if you don't have $1000 to spend on your game it's going to be shit because you're likely still a teenager
>>343640574
Put pushback in the End Step event
>>343641421
see that's how you come up with a realistic city name
>>343640378
Green light is not an easy process you could easily sit in limbo for a year. The reason why there's so much trash is because its only $100 unlike the price point of consoles
I CAN'T FUCKING DO A FLUID WALKING ANIMATION
FUCK
>>343641484
>collision_line
Ah, didn't know that existed. That's exactly what I need
>are you that guy who wanted to add collisions to tiles yesterday?
Yeah. I had to switch over to Tiled from the room editor to be able to get tilemap data.
This was a lot of help:
http://www.yoyogames.com/blog/2
>>343642148
And the reason they can get on consoles is because they could afford to release them on PC.
>>343642149
>anon's computer story
>>343641741
the whole targaryen dinasty is unrealistic as fuck to real human standards
I made one last year, it earned me a few bucks. I'm also working in the AAA industry, so I don't have much time to make my own games... but I'm still releasing one this year, hopefully. A small game as well.
Plus Uncanny Valley has been picked up by a publisher and is coming to PS4, Vita and Xbox One later this year.
Here are a few codes if anyone wants them:
X3JN8-HBPYW-0V2IG
4Q4WV-PKLVI-2BFEZ
EVJ3R-HTNCN-YECHC
97N9R-I8BQH-NVNZ7
PNN80-XL6RJ-W97GT
>>343642834
Looks neat. Thanks for the code anon.
Downloading it right now. Gonna try out it later.
>>343642834
Got the first one, thanks
>>343642834
Thanks for the game man, what is it about?
>>343642834
Also. Bringing on the discussion about the Greenlight price. Based on how much you earned, did you think it was too much?
Like, did you make well above the cost of the greenlight fee so it sort of becomes irrelevant, or did it cut into your profits a bit?
>>343643235
Semi-open horror adventure game.
>>343643289
Greenlight fee is only 100 euro. We earned around 10.000 euro the first month we sold the game, now we sold around 30k copies (but of course a lot of those with discount). So 100 euro isn't anything compared to how much we earned.
>>343643418
Well. I guess that sort of answers that then.Would 1000 euros make you squirm a bit?
>>343642834
I broke your game within the first few seconds.
>>343642834
all codes are used up
saying thanks for all the faggots that didn't
>>343643625
Did you now?
>>343643597
1000 euro would be a lot, but console fees are much higher than that. So for first time dev with no money sure.
>>343642834
awww they are all used any chance of a couple more so i can nab one anon?
>>343643759
Fuuuuck, those shadowmen scared me good.
So far it seems like a pretty good game Anon.
>>343643289
are you 12 years old? it's 100 dollars
>>343643802
Not him, but it's only one buck.
Just finished making this little arena. I've got a short .webm of it here: http://webmshare.com/nq3gy (too large to upload)
>>343643949100 bucks is a lot when you don't make any money.
>>343644125
its one and a half days work at a minimum wage job
if it cuts into your 'profits' you're not making a profit
>>343644385
Making no money implies unemployment.
>>343644385
Why do you assume everyone lives in US? In a lot of countries that is like 25% of monthly salary. Where I came from (luckily I moved away) we got 600 per month.
Could you release a game on steam cheap, lets say 1 euro to purchase. But wont people who want steam achievement shit just buy it since its cheap to get XP and steam cards
>>343644665
>Valve takes a 30% cut
Also, no they probably wouldn't buy it
>>343644041
Looks pretty cool, anon. I like the style.
>>343623672
Looks like a Mega Man X clone. I mean that in a good way. Controls look tight. What are the graphics going to look like?
>>343644937
Thanks. I did kind of attempt to copy the X dashing with some minor edits, like combining it with Harmony of Dissonance's back and forward dashing. As for the artI don't know yet. I can't draw and haven't really thought of designs of things.
>>343628323
>designing core gameplay without any context or theme
good luck with that, let me know how it works out
>>343629291
Be open to criticism. He is doing you a favor. And if you think that looks good, then try to learn some taste and have some standards.
>>343637752
awesome, should open source this when you release so microsoft can't destroy it easily
>>343618047
>>343617998
>>343617052
So, how much CS is used in building games with engines like unity and UE?
I'm not talking about coding, I'm talking about actual problems. like search algorithms , minmaxing, real AI techniques? Or is it all behind a black box and implemented through function calling?
>>343637458
>>343638710
that kind of movement makes most people sick in VR
>>343645160
Designing from context is actually the exact opposite of designing from theme.
One is the top-down approach and the other is the bottom-up approach.
Most successful independant developers prefer the bottom-up one because it allows you to prototype early and quickly see if your concept is good. Most AAA companies prefer the top-down approach because it's easier to market "You'll play an Assassin during the crusades" than "You're some dude who can create portals".
Arguing about game designing and deving in general on this board is like trying to play chess against a monkey.
Learn game design before spitting shit on my face.
>>343645590
>So, how much CS is used in building games with engines like unity and UE?
none to some depending on how complex your game is
certainly alot less than coding your own engine from scratch
.NET comes with all the common data structures you might otherwise be implementing yourself
>have several games that are code complete
>give up because I can't into art or music
>>343645937
Most developers in real life use both approaches at the same time
Nobody prototypes game mechanics without any context and only incomptent fools design games without any core mechanics
The only program I know how to use is Game Maker, although I understand its coding language thoroughly. That being said...
I want to make a relatively simple adventure RPG. I'm not working on specific story details until I get my engine working the way I want. Pic related is the point that I got to, but then gave up because the inventory system I wanted would be tricky to implement. Obviously the sprites are placeholders.
I plan on developing a large, dense world with little details, hidden dungeons and maybe some randomization to keep things interesting. Combat will be real-time, a bit like 2D Zelda but with a few more options in terms of movement, abilities, buffs, etc.
>>343646131
this guy gets it
working on an animaton. can i apply different meshes to the same bones i used for the animation to animate different characters?
>>343646726
yes
>>343646726
If you do it right. And fix those goddamn feet, anon
>>343646131
>>343646217
Heh looks like the monkeys want to throw more shit at me..
>Nobody prototypes game mechanics without any context
Actually tons of game designers do this, it's called the "Bottom-up" approach, like I explained to you in my last post, retard.
pic related is the first prototype for Splatoon.
What you see here is called "Bloc design", retard, that's extremely common and that's what most competent devs use to prototype their gameplay because it helps focusing on the mechanics and only the mechanics.
THEN, once the core gameplay gets a pass, when it's fun enough even if everything is just cubes with no textures, they start caring about the art, the sound design, the level design, and all kinds of feature to make it more fun.
The bottom-up technique is mostly used by Jap devs, it's the rational approach but not the natural one.
>only incomptent fools design games without any core mechanics
When the fuck did I mention anything like this?
Both the techniques I was talking about are game design techniques, the only thing that's supposed to come out of it is a proof of concept. Top-down approach will just think like:
"Ok what would the player want to do if he's an assassin during the crusades"
"He would want to climb everywhere and be stealthy"
"The game would revolve around not being noticed"
etc... and from the theme they will ultimately come down to mechanics like the free-parkour thing or the stealth system.
What you people here try to do is to make the art, the story, the sound design and advanced features before even having a proof of concept. That's retarded as fuck, and no, absolutely no good dev works this way.
>>343647580
its a place holder. also the mesh is messed up marund the shoulders, anyone know how to fix?
>>343648015
Also forgot to add that yes, indeed, there is a middle ground between both approach, but this requires experience and is often possible only if you're like in a medium-sized studio since it consumes more ressources.
>>343648015
even when you prototype without graphics you still have an idea for the context of the game you want to create
and nobody designs a game using a completely top-down approach except failed movie producers moving to the game industry and 12 year old kids who have never made a game
every game designer does both at the same time
>>343645590
Based on the other answers in this thread, I guess the answer is: it depends on what you want to do. If the black boxes available to you are sufficient for what you want, then go ahead and use that.
I don't know if 3d math falls under com sci (I'm a drop out who took digital arts as their major), but here's an example: you don't need to know the exact formula for a dot product, but it really helps in knowing what it's useful for. When I was a beginner I had lots of unreadable and long code that could've been simplified with a dot product and a simple comparison check (I was trying to check if two angles had roughly the same value).
Most of the time, you don't need to code your own from scratch. And that's needlessly wasteful of effort when you should be using the tools/libraries available in whatever language you're using. Like what >>343646002 said, .NET already have some common data structures, and what's more, those have been battle-tested to be bug-free. So it really is better to use those. You just need to learn how to use them properly.
For AI techniques, that's actually one that I ended up coding myself. Though if you will use Unity, you could go ahead and purchase some of the available plugins for AI (some are actually free).
I liked the idea of Behaviour Trees, so that's what I made. Here's an old video: https://www.youtube.com/watch?v=ZzX4B_UgwaI
>>343648548
I'm doing both your mom and your sister at the same time.
How much does it cost to get to consoles? Does Sony or MS pick the games that get on their consoles?
Things are comming together pretty nicely
Programmer managed to get parallax backgrounds working.
>>343649369
fuck off
>>343649369
As it was said in aggy daggy, the furry moves too slow for its animation.
>>343648548
>even when you prototype without graphics you still have an idea for the context of the game you want to create
Yes as I said like two posts ago, creating from context is bottom-up, creating from theme is top-down.
>every game designer does both at the same time
I just showed you proof that this is not true..
Do you really think the students who made the portal mechanic in Portal were thinking about Glados and Aperture or something?
I recommend you to read more on this as I'm done arguing with you, not sure if you're trolling but it's like you read half my post and decide to throw more shit (instead of actual arguments) at me like the brainless monkey you are.
And also I think I've done enough teaching for today.
>>343649564
it's hilarious to see some kid on the internet who misinterpreted a little factoid about the development of one game and think he's teaching people who work in the game industry about it
nearly every real game uses a combination of both approaches at the same time
the portal predecessor was a student game made in a vacumn, most games aren't made like that
nintendo games are an exception aswell with their focus on gameplay feel but I'm pretty sure splatoon was originally intended to be a mario spinoff
>>343635296
I'm making one at the moment and beforehand I knew very little programming. Like >>343635486
said, it takes quite a bit to get your game into any even basic playable state, even without considering the AI.
Give it a shot, anon, post your experiences in game dev threads, someone might be able to help and if I happened to see, I could share a bit from what I'm learning with my project.
>>343615331
My development today came to a halt after realizing that unity logo is made from 3 arrows
>>343649369
Fucking furry get out REEEEEEEEEEEEEEEE
>>343636060
Thanks man.
>>343645590
UE4 got some decent stuff out of the box. But once you want to do something "advanced" you gotta start making your own stuff and/or finding ways to incorporate the existing elements with new ones. In the webm my AI uses the EnvQuery combined with the boxes to search areas and remember where they've been and where they should search.
>>343649369
You should really replace the underwear if you want to get more replies than people calling you a furry
>>343615331
I'm working hard on learning gamemaker, it's pretty fun actually when you get a bit more into it.
>>343650114
>nearly every real game uses a combination of both approaches at the same time
If by a combination you mean 90% of one and 10% of the other then sure. More than that is way more rare.
But when a game is great it often means it's hard to unveil which approach they used in the design. So retards like you assume they simply used both :)
Also I don't take anything from some retard who think he's a good designer just because he got hired for QA testing in the last clone-producing mobile company. The only fact that you use this as an argument in your favor on an anonymous imageboard is pathetic. TONS of completely shit game designers are working in the industry.
>I'm pretty sure splatoon was originally intended to be a mario spinoff
You should REALLY read more about the shit you're talking about
>nintendo games are an exception aswell with their focus on gameplay feel but I'm pretty sure splatoon was originally intended to be a mario spinoff
The whole fucking archetype of turn-based JRPGS is literally inspired by card games. And what are card games if not an arbitrary set of rational rules with theme slapped on it.
But you probably thought "B-But people often love JRPGs for their good stories so it must be a mix of both" like the retarded designer you are :)
How can you pretend to know shit when you demonstrated multiple times you had no clear idea what these approaches actually were.
Wild bet is that after learning the existence of both technique you read a shitty Gamasutra article about it without going any further.
>>343652152
Game Maker is some of the worst software I've ever used. It's honestly easier to just write your own engine than it is to try and fight that shitpile.
I sure as hell do
>>343652503
>The whole fucking archetype of turn-based JRPGS is literally inspired by card games
no they were inspired by western rpgs which were inspired by pen and paper rpgs
>If by a combination you mean 90% of one and 10% of the other then sure. More than that is way more rare.
It's a 60 - 40 mix for 90% of games
>>343652503
>>343650114
Also my point was originally that people here fail to understand why it's important to have the core design of your game ready before adding more. But it seems you still don't understand that the Top-down approach isn't "make art, narrative & story before gameplay", it's a way to make gameplay from theme. So I really don't see how your last post is relevant at all to the argument.
>>343652806
>It's a 60 - 40 mix for 90% of games
source?
Which free one's best for fighters?
I'm sort of conflicted, I really like the weak/strong punches and kicks style, but I'm also a sucker for blazblue's drive system as an idea, giving every character their own gimmick or mechanic. Sadly I've only see that kind of thing in airdashers and I want quick, more grounded gameplay. trying to mash them together seems to just come out as bipolar design for obvious reason.
>>343652806
>inspired by western rpgs which were inspired by pen and paper rpgs
inspired yes, but the core gameplay system of the first JRPGs are literally the same as cards games like Magic.
Dungeon Crawlers and CRPGs are the games with roughly the same core loop as pen and paper rpgs.
>>343652847
my point is people do it both ways at the same time while you're suggesting that people pick one or the other camp and work from there, which is not the case outside of a few rare exceptions
>>343653069
I've worked in the game industry a long time with lots of different people. I guess it's more like a 70 - 30 split but how do you even put a number on it, it's not a science
Acceptable amount of polygons per character model?
>>343653467
crpgs do not have the same "core loop" (nice gamastura buzzword there) as pnp rpgs at all
jrpgs are much older than magic type games anyway so i think you're really struggling to find a link there
>>343615331
How does a game with a blues rock esque soundtrack sound to you guys?
>>343653638
that's such a vague question it's almost stupid
it depends on how many characters you have on screen
what system you're running on
>>343653638
around 5-10K, lower if you want more people on screen
>>343653638
depends on a lot of factors such as what platform (PC or mobile) what kind of model you're making, the size of the model, etc.
Although these days you really don't have to poly pinch that much, just don't put 5 iterations of turbosmooth on everything.
Also, a better indicator would be triangle count or vert count. 3d programs also tend to give inaccurate measurements of tris and verts so make sure to import you're model into whatever engine you're using to see the real tri/vert count.
>>343654140
>>343654054
Cool, thanks
I think if I'm going to dink with unity this summer I'm going to try to make a 1st person dungeon crawler, kinda Etrian/DT2/Strange Journey style. Seems like a relatively easy starting point, and if I could ever get a good groundwork going I bet I'd have fun making labyrinths/puzzles.
>>343654535
Try to make it non-grid based. I would be all over that.
Like when I was younger playing a lot of dungeon crawlers all I could think was, "man, imagine how cool it would be if I could walk around in 3D and interact with everything".
Of course a lot of RPG's try to do dungeon crawling with modern action combat, but they forget the puzzle part and make the whole experience about combat which is a shame. Would be nice to get a mix of that.
>>343653503
>my point is people do it both ways at the same time while you're suggesting that people pick one or the other camp and work from there, which is not the case outside of a few rare exceptions
When you work alone or in a team of like 2-3 people it's far better to focus on using one way or the other rather than trying to do both.
As I said before (god do you even read my posts?) using both techniques requires experience and that's why it's not something I would recommend right off the bat, you can easily get lost and it's more consuming in ressources.
>I've worked in the game industry a long time with lots of different people. I guess it's more like a 70 - 30
Funny how you argument first sounded as if it was like a 50-50 but now you're at 70-30. Not an exact science I agree, but it still represent leaning to an approach or the other.
>>343653821
>core loop
>a gamasutra buzzword
Ok so you've literally read 0 books on Game design? Good, this really adds to your credibility.
You also obviously never worked as a designer in the industry for spouting shit like this. Making a good core gameplay loop is like the central part of designing your game system. You literally can't design a game without making gameplay loops and OCR loops, these are tools not buzzwords, kid.
>>343655260
lol
they're buzzwords invented in the last 5 years or so, just like most books on game design ever written. how did we ever design games before then i wonder
and yeah, the most natural way to design games is to do both at once, at any scale. it's rare to develop a game solely from just mechanics but it happens and it can work. you can't put a number on it, it's different for every game. But 90% of all game designs in the real world do not pick one approach over the other. You're literally reciting Extra Credits tier 'wisdom' and acting like you know what you're takking about
>>343617998
you should keep them,
or make a new type of enemy with paperbags on their heads
>>343625663
>piston
I have two ideas, but I'm trying to find a place to start out. I've always had an interest in programming, but I can't find many good Unity tutorials.
>>343639501
A king literally landed there riding a dragon. Don't ass-u-me.
>>343656593
>but I can't find many good Unity tutorials.
Nigga they're everywhere. One of the skills of being a game dev is learning how to use google to your advantage.
>>343656593
http://unity3d.com/learn/tutorials
http://docs.unity3d.com/Manual/index.html
It's literally the most detailed tutorial/documentation I've seen for anything ever.
>>343655260
just got back from breakfast and Mr Condescending Game Design Expert is still in here telling everyone to make games out of gray boxes
pretty incredible
>>343655906
>they're buzzwords invented in the last 5 years or so, just like most books on game design ever written. how did we ever design games before then i wonder
>Game design theory is a relatively new field of study
No shit retard, what next you'll mention that video games in general are a relatively new media?
It's not a buzzword, it's putting a word on something that wasn't clearly defined yet, but that is today objectively seen as a great way to design and commonly used in the industry.
You're obviously pretending to be someone you're not to spout shit like this.
Also 5 years? Kek you really are the one reading Gamasutra and nothing else, people theorized about game design BEFORE video games were even created. Yeah I assure you, GAMES existed before video games, and it's called "game design" and not "video game design" for a reason.
>the most natural way to design games is to do both at once
The most natural way is the Top down approach because it's the exact opposite of the rational one (bottom -up).
I think you still don't get what separate these two techniques. But Top-down is by far the most used in the industry, and yes even with the Top-down technique you still create mechanics before even making art or narrative, probably why you get confused. As I said before, please do me a favor and try to study these techniques, since you obviously are usure of what you're talking about.
>>343637752
Are you using the tools from jsrf-inside?
>>343656593
>but I can't find many good Unity tutorials.
have you fucking looked? that's like saying you can't find porn on the internet or shitposts on 4chan
I have a question for those of you here who are serious about making games solo.
How do you organize your workflow?
Do you just do whatever, whenever you feel like or do you set yourself clear goals and time constraints for said goals? What system do you use? Do you try to emulate a corporate workflow, like Agile or something?
>>343629016
>>343628489
It's kawaii
I like it
>>343648109
Weight painting and your topo might be shit
>>343658379
I just kinda work on what I want when I want.
Not the best way to do things, but that's how I keep up the morale. Don't feel like implementing the item system anymore? Fuck it, I'll just work on sound for a while. That kind of stuff.
>>343630597
I have now
>>343657757
The right way to design something is your way. But design is always based on these two main archetypes all I hope is that this will sparks some interest about game design, because I see a lot of people here who have the will to design games but without the right tools.
>>343657810
"gameplay loop" is a recent term used to describe (in a rather reductionary manner) a concept that already existed forever without a name
the most natural way for people who make games in the real world is to do both similtaneously. Unless your game has no gameplay like something like Uncharted, but even then they design the technical layer at the same time so the programmers actually have something to do
>>343658742
you've never made a video game in your life lol
>>343658379
emulating a corporate workflow is one of the dumbest things you can do as a solo developer
so are time constraints
>>343658672
It's the same with me for now.
>>343659239
I'm wondering if putting a more rigid Agile-based system and challenging myself to do more every week could increase my productivity. The risk is that it will become too similar to my job and I will lose all motivation.
>>343649369
>Diaper
>>343658878
>"gameplay loop" is a recent term used to describe (in a rather reductionary manner) a concept that already existed forever without a name
as I said
>It's not a buzzword, it's putting a word on something that wasn't clearly defined yet
you really are too retarded to read my posts right?
>Unless your game has no gameplay like something like Uncharted, but even then they design the technical layer at the same time so the programmers actually have something to do
So you literally have no idea what the Top-down approach is, because it's basically what you just described.
>Unless your game has no gameplay like something like Uncharted
And you also have no idea what gameplay is apparently.
Ahh..finally, actual proof that you had no idea what you were talking about. Thanks for ending this argument, it was painful playing chess with a monkey, never again.
>>343657757
>>343657810
>>343658742
>>343659013
Can you all just stop? These threads are usually so comfy and you're fucking it up. I don't care which one of you is "right" and you surely don't either, so please, just drop it.
>>343658379
I use this methodology called Kanban.
The idea is to put your tasks in a pipeline: "To do", "Doing", "Done". Each task is like an index card, and goes through these lanes. The trick is, to keep the number of tasks in the "Doing" lane to 2 or 3. If you want to work on a new task, you have to finish the ones on the "Doing" first.
Vertically, the tasks are arranged in priority. And it's normal to shuffle the priority around as the situation demands.
This keeps me focused on doing the most important tasks for the moment.
If a task sounds nebulous, you have to break it down to multiple, smaller tasks. Ideally, each task is something that can be done within a week or 2. This helps keep a steady pace of progress, as you can always expect to get some results after that 1 or 2 weeks.
I use hacknplan, but you can also use trello, or just plain excel, or even on pen and paper if you feel like it.
>>343659363
things like that are designed to facilitate communication between groups of people. as a solo developer your communication is always at 100%. you need to use it to your advantage
and scheduling and forcing yourself to work never works out unless you're like 80% done and need to make yourself bang out the rest of the content with little thought involved
>>343652581
Thanks for explaining why
>>343659804
you may want to go to another website if other people's opinions bother you that much
unity sucks, use unreal or code your own engine in dx
>>343660084
Says the guy who is deep into an argument over making video games.
>>343628323
>not just ripping shit off like a hack
>>343615331
I'm the idea guy, so it's going well
So amidst all this posting, I finally got damage dealing to work. That's all for now, anons. May you find your worth in the waking world.
>>343660229
you may want to go to another website if you think you can assume someone's identity on an anonymous image board.
>>343659363
>challenging myself to do more every week could increase my productivity
Or make you burn out.
Here's something generic that isn't difficult to follow and what I tend to use when I know I'll have the time:
Write out a realistic agenda of what you want to accomplish in a time period. At the end of the week do a "design review" to see what how long what you did actually took and what you want to do. Prepare your work for the next week/interval. On the first day of that interval, look at what you were able to do last process and work from there - but now you will have a more realistic idea of what you can get done so you can plan out tasks in a more reasonable manner. Repeat the design review (this could be every day, every week, every month, etc. Whatever works for you)
Some might call it corporate but it's worked wonders for me with any task.
>>343659804
I wonder if preachy guy is going to show up in all these threads desperately explaining the "correct" way to make games
>>343659804
>comfy
I was going to stop until you used that word
>>343660497
I'll put a trigger warning next time.
>>343660414
Thats pretty cool looking anon. What are you making it in?
>>343656427
u wot
I'm testing around with some stuff in Unreal. Going to make a free, short horror puzzle game in Unity, and a full character action game in Unreal.
For Unreal, by the way, what are the methods for having collision for attacks and dodges, minor physics effects like cloth or chains, and whatever else? And which would you think is the best? I will look it up on my own, but there could be some stuff that isn't documented.
>>343659620
>you really are too retarded to read my posts right?
your posts are too stupid to read
>So you literally have no idea what the Top-down approach is
If you want to put it in the simplest terms, you design the story before the gameplay
barely any game is actually made like that despite the fact that you think it is
I've said it three times already, both design methods are carried out at the same time
I'm not sure what else I can say at this point. If you redefine what things mean to make yourself right then I guess you can 'win' every internet argument
>>343659841
>>343660450
Thanks I will try these.
>>343618843
Art, music, pixel art, concept art, sound effects, modelling, animating...
>>343655260
Not that anon, but can you recommend me some books on game design? I'm interested in learning.
>Use Unity
>try to make simple 2d platformer
>fight with the engine for six months
>use every single solution for 2d platforming collision available
>nothing ever works
>just wanted to make simple 2d platformer
I hate games more than anything else in the world
>>343661454
they're all garbage
>>343661529
There are like three thousand tutorials for that, anon
>>343660729
>For Unreal, by the way, what are the methods for having collision for attacks and dodges, minor physics effects like cloth or chains, and whatever else? And which would you think is the best?
That's a lot of stuff that will take you a while to learn.
Have you done any tutorials or have any experience with engines? Check out the official forums. There are a lot of different ways to do those things and I'm sure they've changed as the engine has updated.
I made a tune for an end-boss
https://soundcloud.com/iwilldevouryourkittens/united-we-fall
Thoughts? I'm really proud of this one, and I have the exact scenario in mind
>>343623672
Damn, I love games with these types of controls. Keep it up anon, you're doing something great!
>>343661529
Don't use bloated 3D engines to make simple 2D games
>>343660675
It's inUnity
Here's a video of my custom attack editor
>>343661754
Damn. That's neat.
>>343661626
>That's a lot of stuff that will take you a while to learn.
It might, but I remember dicking around in Unity and managing to get some good ragdollish physics and collision for hair fairly quickly
>making 2D turn based strategy game
>everyone shitting on Unity
What should I use instead? Not Game Maker, obviously, but you all seem to talk more about 3D engines here.
>>343620001
>>343649369
Harmarist, I love your work, but I'm not sure if you're not trying to take on too many projects at once at this point. What's stopping you from finally finishing one of your games?
>>343661914
Unity and Unreal can do some 2D stuff. It honesty depends on which you'd work better with
>>343661754
Cool shit
>>343661670
This. Unity2D is pretty much useless unless your going mobile.
>>343661754
Oh snap, you programmed that from scratch or what? Thats really cool.
Hey fellow anons, poorfag here. What would be an easy program to use in order to develop a simple platform game with pixel graphics? My laptop is as low-spec as it can get, so I cannot afford to make anything very fancy. Also, if the program requires minimal or no coding at all, that would be great since I know absolutely NOTHING about coding.
>>343662067
>Harmarist, I love your work
get out
>>343661553
how so?
>>343662323
Try godot
>>343618450
Isn't Unity more expensive in the long run?
>>343662323
Mario Maker
Just kidding. Game Maker has its simplistic make believe scripting, might be feasible for your use.
>>343661891
>collision for hair
>>343661670
Then what should I use?
Game Maker is beyond useless. At this point it seems like I'd be a thousand times better off just writing my own engine.
>>343662323
Maybe Stencyl?
>>343662356
Why? I mean, apart from some weird shit, his art is all top notchas far as furry porn goes.
>>343662662
Maybe Java? JFrames can be used for some simple graphics. Same with C# WinForms (if you enable DoubleBuffering)
>>343662595
What's so bad about that? If a character has long, polygonal hair, it would make sense for it to collide against the body rather than clipping through. It's the same as making a cape or a loose chain.
>>343649071
>singular blades of grass
Do they move in the wind? If yes, pic related.
>>343662253
Yeah. I've been making editor plugins for quite some time so I know my way around.
>>343663038
Could you explain to me how it works? I'd like to make similar plugins as well.
>>343663038
So how does the actual process of making attacks go? Is it a state machine, or something else more complex?
>>343662662
love2D
blitzmax
>>343661754
>>343663038
That's pretty awesome, anon.
I've just started to get into editor tools myself, so I can only make pretty simple things like pic related, but it's cool to see just how much you can really do with them.
>>343662431
the level of academic game design discourse is about equivalent to a youtube video discussing the same thing
you'd just be educating yourself stupid
>>343618843
level design.
>>343663520
So how is one to learn?
>>343628253
every time you post updates to your game it looks less and less interesting/fun
>>343663681
by making games yourself obviously, the same way everyone else does
>>343633917
Detective/Spoopy game
>>343663681
Playing other popular games that are generally very well received. Super Mario 64, or Half Life 2 for example.
>>343663456
That spell list intrigues me anon. Post full list?
>>343663189
That's quite a lot to explain. I'm not going into detail here so it's up to you to google for the specifics. Roughly, you can think of it in 3 parts:
1. Saving the data
2. Showing a window where the user can edit that data
3. Making the game use that data
1. Saving the data
Data is usually saved into prefabs, but if your data isn't an object in the 3d world (like for example, in my case, I needed to store attack damage, pushback amount, etc.) you can make your class inherit from ScriptableObject instead.
To force Unity to save assets, call AssetDatabase.SaveAssets(), but make sure to call EditorUtility.SetDirty() on the prefab/ScriptableObject so that Unity knows it should be saved.
2. Showing a window where the user can edit that data
You need to be comfortable with creating GUI using the legacy GUI system (the GUI.Layout stuff), because that's the way to draw editor GUI. If you want to make a dockable window, create an EditorWindow class (http://docs.unity3d.com/ScriptReference/EditorWindow.html)
If you want that editor to show up beside an object in the inspector, create an Editor class instead (http://docs.unity3d.com/ScriptReference/Editor.html)
You usually use the GUILayout.Button, GUILayout.TextField, GUILayout.Toggle, etc.
Also check out EditorGUILayout.ObjectField if you want to be able to assign another asset to your data (like if you want to let the user choose and assign a sound clip to your data).
For more complicated stuff like the timeline in my attack editor, I check for mouse input events using Event.current. The Event class has data on where the mouse is, if the left button was pressed/released/dragged, etc. So I use that to properly position the red timeline scrubber position, and to allow the hit range/cancel range to be resizable.
3. Making the game use that data
This one depends on your game but the idea is that now, instead of using constant values or simple variables, you reference your files and use the values inside them
>>343664604
Sure.
I gave each element 3 normal damage spells that increase in damage/severity and approx. 3 spells unique to that element (ie. Ice Block has an unique effect, there isn't an equivalent "Fire Block" spell). Plus there's some special combination elemental spells at the end like Frostfire Bolt.
...I think I may have gone a bit overboard with them, but designing all of these spells is fun.
If you have any ideas for names/spells feel free to mention them. I like talking in ideas for these kinds of things
>>343665727
HYPERDRIVER SUPERNOVA
>>343645590
Almost everything, except most CS problems are already solved so you don't solve them again.
For example you use Hash's all the time for quick look up but you don't actually have to implement it.
Search algorithms are important for shit like navmeshes and you have to think of how to model data but you aren't going to do college type "implement a linked list" shit anymore.
>>343665727
>light element
>dark element
>space-based spells
>mind/psi-based spells
Its great to see someone stepping outside the dull fire/ice/lightning zone.
What about a masterworks-type "element"? Basically different spells that summon and fling various melee weapons as projectiles, or summons armor you can temporarily wear.
>>343660626
Acting like more of a faggot is sure to make them stop.
>>343629197
>>343629812
>well where's your game if you're such a high-skill expert, you don't even have one do you?
>y-you need to try a million times harder to be near my level before showing anything, my perfect revolutionary game will be revealed when it and the world are ready!
Added some shooting and bullet collisions. Enemy bullets will be red.
>>343663250
>So how does the actual process of making attacks go? Is it a state machine, or something else more complex?
I do use a state machine, but that's more because Unity requires it. To be fair, it simplifies my work on playing movement animations (at least 4 animations: move forward, backward, left, and right, and Unity will automatically blend between them as needed).
But for the attacks, I do not use the state machine. State machines mean it deals with transitions between animations. But for action games, people expect the attack animations to be "snappy" (the moment I press an attack button, I want to see the character attacking already).
(There's code in Unity to force the animator state machine to "jump" immediately to a certain state, without going through the transitions. Animator.Play or Animator.CrossFade)
That's partly why I made my attack editor. So when I want to make a new attack, it's just a matter of creating a new file for it, assign which animation will be played for it, set the damage values, set which parts of the animation will activate damage dealing, and which parts will allow cancel (i.e. cancel frames). And I assign that to the combo list or some other attack type, and the game will automatically recognize it.
I still need to add a state to the animator state machine for each attack, since the playing of animations go through the state machine. But I'm looking for a way to automate that as well.
>>343666520
REMEMBER, RESPECT IS EVERYTHING
>>343666502
>you need to prove you're better than someone to criticize them
every time
slow
just added all the placement textures to see how they look on top of the mesh
now I'm going to finalize them/make them not look like cut-outs
I don't feel like taking a day off but at the same time I feel burnt out which sucks
>>343665872
lol, were you one of the guys in these threads?
some of the names were maybe a little bit too dumb, but that sort of chuuni, indulgent feeling is kind of what I'm going for anyway. Hell, I liked them enough to save the names anyway.
>>343666439
Oh yeah, that's definitely a type of magic/spell casting I would like to implement. Though, I don't think it really fits to have it as an element. I was considering putting it on one of the reoccurring bosses, actually.
>>343667350
cute
>>343661754
how do you scrub through the animation in editor?
>>343667507
Its even easy to categorize by power/upgrade.
>summon flying dagger
>summon flying sword
>summon flying warhammer
>summon rain of spears
>FINAL HONED BLADESTORM
>>343667890
I just googled on how to do it. I found this: http://forum.unity3d.com/threads/sample-mecanim-animations-in-editor.262973/
>>343667507
Is it too late to give more suggestions?
Unholy Distraction
That's all really. I just want a game with that spell.
>>343667350
post topology.
>>343668338
>http://forum.unity3d.com/threads/sample-mecanim-animations-in-editor.262973/
awesome, thanks man
>>343626979
Of course!
>>343666520
Is only being able to see the shots in the shadows a feature?
>>343629258
[email protected]
plsnospam.
>>343668428
he has a nose
the eyes are separate to the mesh so I don't care about the shitgons for now
>>343661754
You working on Mirage?
>>343632968
yeah that won't happen with me, kek.
>>343668115
I think that'd fit a boss or even a playable character way better imo. Plus I would be able to give some unique mechanics on top of that if it was a character specific thing. I'll think about it more though!
>>343668338
l-lewd
this is not a lewd game, anon.
>>343669073
>he
What
>>343669317
trap
>>343669290
What sort of game is it anon? Turn based RPG, ARPG?
>>343669317
It's a girl(male)
>>343669096
Sorry, I'm not familiar with that.
>>343669603
Currently an ATB RPG. Thinking about changing the mechanics, but it's not going to stray too far from being a JRPG style game.I wish I had an artist ;_;
>>343668803
You can see them otherwise, it's just a little harder. I'll change the colors up. Enemy bullets are much easier to see.
If any of you are thinking about releasing your shitty projects on steam FOR money please stop,there's already enough shit as it is on there and seeing only 5-50reviews for 3 year old pixel vomit is just sad.
>>343670639
honestly this
>>343670342
>dat Pheobe
hnnng
>>343668803
>>343670495
Is this better, anon?
How to into code?
>>343670935
Not a lewd game anon!
Please don't lewd my (stick figure) characters.
Is game maker any good without being able to code?
>>343628489
i like that, anon.
>>343667332
The "criticism" was shouting that it's a minecraft clone even if it isn't and suggesting that people shouldn't post pictures/videos of early game development in the game development thread.
>>343672035
Game Maker is never any good, but an okay starting point for an aboslute beginner.
You should quickly move on after learning it though.
>>343670342
>I wish I had an artist ;_;
you don't even need one your rock golems look great and the animations do, too
>>343672340
Game Maker is the best tool for 2d games. Anyone suggesting anything different is a tool themselves.
>>343666612
So it seems that it does affect the state machine for movement without really being part of the state machine. It seems possible for me to do something similar in Unreal using blueprints and the different animation editing tools and systems, unless I'm mistaken.
>>343672527A friend made those.Getting him to make anything more is like pulling teeth.
Thanks though. I've been getting good mileage from what little I have now anyway.
>>343672698
>So it seems that it does affect the state machine for movement without really being part of the state machine.
It's not a state machine for movement. The (built-in) state machine in Unity is only for the playing of animations. It's not a general-use state machine (though I think that's possible now with some new API they have).
It just so happens that the state machine includes the movement animations as well as the attack animations.
My logic for handling movement states is just hard-coded.
>>343616327
How do you have multiple colliders on a gameobject like that?
>>343672340
Then what should I use? I can't code and have no idea how to even learn it.
>>343673342
Each collider resides on a different game object. I create the colliders on the bones themselves. (Bones of a 3d model turn into regular game objects once imported into Unity.)
>>343673524
Is there a simple way to deal with the OnTriggerEnter/OnCollisionEnter for each of them without having a million script calls?
>>343673646
You just put a rigidbody on its topmost gameobject. When one of the child game object's collider collides with something, it gets reported to the rigidbody at the top, so you only need to put the script with the OnTriggerEnter/OnCollisionEnter on the topmost game object. Last I checked, that was how it worked.
how do you make games
Waiting for this guy to release his voxel engine
>>343676537
give me the name of your game faggot.
>>343632838
added
>>343676923
You're a fucking idiot if you can't figure that out with the picture provided.
>>343677091
>
>>343676923
im not either of you but here.
https://twitter.com/gavanw/status/679486571075080193
>>343676537
it's shit
Just shambled this together in blender in 20 minutes
I mainly just wanted to tell you guys about my concept
Basically its a kart racer with a fantasy theme throughout
>You would have characters like knights witchs and Orcs who would all drive unique vehicles like horses and broomsticks
>They would drive along fantasy themed tracks like castles and dungeons
>You would use weapons like bows and arrows, spears, swords and shields
>You could collect gems from winning races to spend on new tracks, characters and skins
Do you think this would work?
I would also like to add things like multiplayer but I have no fucking clue how I would do that
>>343678980
Also I just started using blender a couple of hours ago so please excuse my shitty modelling
>>343678980
I really like the idea, but hell your pic is ugly. If you find a nice aesthetic it will be amazing.
>>343678559
https://youtu.be/n0GPIvXFL0w?t=11m41s
11:40 for the pr0n.
>>343678980
There isn't really much there conceptually other than it a kart racer. A fantasy theme is just a coat of paint.
new thread where?
why do you keep posting unity and gamemaker shit when you post these threads? make one from scratch or don't make one at all
>>343660414
Is that a fucking reverse stamina bar
>>343680492
thread's already past bump limit, we dont need any bait
>>343680492
here's a (You), it's the only thing you'll be getting from your superiority complex.
Have fun spending years to display a polygon, you greasy neckbeard
>>343680724
im not baiting, make a game from scratch you fucking lightweights
>>343680818
Please, show us all of the games you made on your twenty year old, shit crusted throne