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Where is your indie game /v/?


Thread replies: 513
Thread images: 117

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Where is your indie game /v/?
>>
Here is mine senpai "Bokube" A puzzle game I'm working on.
>>
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It's coming along, coming along.

Check it out: different leg positions for when you're on inclined surfaces.
>>
>>343865929
>furry
just stop dude
>>
>>343864779

Not bad. I learned how to pixel art today.
>>
/v/, I want to make a game. where do I start and what do I use, keeping in mind I have no experience. Should I try modding first?
>>
>>343866015
>No post
Where is your game?
>>
>>343866079
This.
>>
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>>343865929
>every single game dev thread

I think you're intentionally baiting with you furry diaper shit now.
>>
>>343865929

>disgusting 2d retro sidescroller shit

>It's furry degeneracy too.

This is why I don't ever want to make games, why make games if you are releasing stuff in a giant pool of shit? Indie games were supposed to be the savior but they are just as generic as AAA games.
>>
>>343866079
>>343866223

Learn Unity. It has tons of tutorials and docs readily avaliable on their website, plus its free to use if you don't plan on making dosh off your games.
>>
>>343866278
Sorry. Me and the programmer are just making progress that quickly.
People here do seem to get triggered by the briefs, huh.
>>
>>343866374
would unity be easier to learn than, say, unreal 4?
>>
>>343866079
Download a game engine like unity or unreal and download already made prototype projects and play around with them to understand the engine for starters.
>>
>>343866438
Unity is much easier than Unreal 4, yes. Gamemaker is easier to learn than both of them and better if you want to design a 2d game.
>>
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>>343866394

I am triggered by how generic it looks. It's just another retro pixel graphics sidescroller megaman clone.

Why would I want to play the same damn game over and over again?

The problem is all these autistic programmers who are really good at math and logic are absolute dogshit at making something worth playing.

And desu you probably have tons of talent so I hate to be a dick but it triggers me just how much wasted talent the indie scene is.
>>
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How do you like my spooky monster? It's textured and even rigged.
>>
>>343865929
>>343866394
Don't pay them mind. I think the animation and pixel art look great but I think the underwear is a bit silly. Does he put pants on in the game? If not you should remove it or give him real pants, it'd be more appropriate.
>>
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>>343866394
Your art and animation looks pretty good anon, but yeah, the briefs give off a strong furry fetish vibe.

If you changed his clothes to pic related he would have a much more innocent mascot look.
>>
>>343866545
Okay cool, I'd love to make a first person horror game in the same style as Frictional's games, IE real survival horror. so yeah it'd have to be 3D. I've also been kicking around the idea of something of a first person hotline miami, focusing on just having really fun and fast paced combat. so hopefully someday I can make something of these.
>>
>>343866631
Nice I like the lack of arms. I like the fog too.
>>
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right here
>>
>>343866631
looks unfinished, if im being honest. HOWEVER the animations and audio can save this.
>>
>>343866675
those are almost just as fetishy as briefs for furs. Sora style baggy shorts with a vest would work.
>>
>>343866631

It looks too goofy to be scary.

If the head and torso was smaller it could be more creepy in the dark.

Also it looks too much like something from Silent Hill and some horror mods.

Let me guess it twitches right?
>>
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>>343866631
>silent hill retexture.png

nice originality
>>
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>>343865080
The first level in screenshot form.
>>
I'm working on it, but I just started. It's pretty fun with Game Maker though.
Does anyone here have experience with it perhaps? How do I git gud at it? Do I just have to keep following tutorials and experiment and comes from alone?
>>
>>343866630
Are there many megaman clones out there? Should list some off that are worth checking out.
>>343866672
>>343866675
So far the underwear just changes color in order to show which subweapon he has equipped. Depending on how much time everything else takes, I thought it'd be amusing to have the type of underwear change as well.
Alternatively if everything comes together way quicker than we imagine, having it be like Wonder Boy in Monster Land where you start off in underwear and then gain armor as you progress would be neat. Just a ton of work.
>>
>>343866927
this actually doesnt look half bad. good job
>>
>>343866857
>Let me guess it twitches right?
Only when you shot it in head
>>343866881
I love Silent Hill
>>
>>343866927
That looks straight out of nintendo. Good work!
>>
>>343866927
thats cute but you should make it even cuter
>>
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>>343866824
>dat dystopian Neo Tokyo look/feel

Fucking awesome anon, keep it up!
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>>343867091
Well the first world in the game is easter themed it gets cuter! I added easter eggs into the dirt in a later level.

>>343866984
>>343867068
Thanks senpai's.
>>
>>343866824
This looks very ambitious. Do you work in a team?
>>
>>343865080
The propellers under the axe obstacles are spinning too quickly. They add a lot of unnecessary visual noise. I also feel its a bit counter-intuitive in terms of visual feedback for the player. The player is going to want to keep an eye out on the rotation of the obstacle while also looking at other parts of the map. The rapidly spinning underside makes it a bit confusing and distracting.
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>>343867098

Will do!
>>
>>343866630
>>343866975
This anon is retarded. There are no megaman clones outside of rokko chan (old as fuck), 20xx, and mighty no 9 (lol).
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>>343867325

Nope, working solo on this for 3 years now
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>>343866079
Download game maker and follow some tutorials, then make a simple game on your own.
>>
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This year, Inside even though I typically hate games like it. Only time i've actually felt like describing a game as "Dreamlike" doesn't feel inaccurate. Overall though I'd say i either Ori or Super Meat Boy.
>>
>>343867459
Fighting is looking really good! Any links to an update blog/website?
>>
>>343867459
Now that's some serous dedication. Good luck with ever finishing this though.
>>
>>343867442
There are also the MMZ and Azure Striker Gunvolt games, which were done by Inticreates. They took it into a weird direction though. Kinda makes sense that they did MN9 as well.
>>
>>343867264
When's it coming to steam?
>>
>>343866975

Mercenary Kings plays a lot like megaman and that's exactly why I dropped it. It feels too similar in controls to megaman and I just got bored.

But I am just bored of all retro graphics side scrolling games. Whats the appeal of your game besides service for furfags? What mechanics are in place that makes it different than other games?

I mean I wouldn't be talking all this shit if you were some obvious amatuer making a simple little project but I remember you from like a straight year ago and you obviously are cranking your autistic power into this.
>>
>>343867727
Mercenary kings is a grindfest where they mistook "force people to replay the same levels over and over" with "replayability".
This shibe thing is more of a metroidvania.

A year ago? We only started work on this project a couple weeks ago.
>>
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>>343867559

Not yet, right now I'm focused on finishing a playable prologue/demo thing. Once it's done I'll pull up a site/twitter/etc

>>343867565

Thanks
>>
>>343867459
Nice, very inspiring anon keep it up.
>>
>>343866630
Ain't that the truth. These games do take a lot of time to make, but the design direction is usually just a clone thought out on the first day.
>>
>>343867459

Good shit but you definitely need to find an animator. Animations are almost top priority for a 3d beat em up. If they dont look cool and satisfying then the game ends up feeling really slippery.

I like how you aren't relying on physics shit like Lugarau and Overgrowth too. I can tell you are obviously aiming for that Dreamcast feel.
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>>343867912

No way I swear to fuck I remember seeing this exact shit at least 6 months ago. I could be going crazy.
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>>343867637
When its ready! It's still in development. You can follow the development on my developer twitter: https://twitter.com/TheeWhiteReaper
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>>343868083
Maybe you're mistaking it for the Anubis thing.
>>
>>343866931
It'll take time but you will get better at it as you keep building your own stuff.
>>
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>>343867943

Thanks

>>343867973

Yeah, I wanted too at first, but good animators require lots of dosh, that one freelancer guy almost agreed for $5/animation but declined shortly after. And the guys that say that will do for free? Well they loose intresest after a month or so. So nope.
>>
>>343867942
You should find some people to work with. It looks interesting.
>>
>>343868302
I guess I have to learn the GML language right? What's the best site for learning this?
The tutorials I watch are very practical and make a lot of fun, but I often have no idea why the person does what he does.
>>
>>343868341
Anon I suggest you search up the 12 principles of animation. There's a tutorial series on youtube and it pinpoints all the ways you can make your animations look as smoothly, powerful and emotional as possible.
>>
>>343867574
ASG is like if you took MN9's gimmick and reset the enemy of all other enemies to full every time you shot one, even if they were vulnerable to a dash kill. I know it's the lightning field instead of a dash but honestly it feels like the same shit.
>>
>>343867574
MMZ and ZXA are actual fucking megaman games, not indie clones.
gunvolt is weird as shit and barely qualifies.
>>
>>343868642
>reset the enemy of all other enemies
I'm dumb, I meant to say "health of all other enemies".
>>
>>343868341

That sucks. If I was a good animator I would help, but all my experience is in SFM and not actual gamedev.

Even so, when you get around to improving the animations, don't be so focused on making it look "smooth" just be sure that the animations serve the function of making the combat look like you are doing some real damage. Because if I have to be perfectly honest that webm you posted doesn't look that fun to play yet solely because of the animations.

Die Hard Arcade/Dynamite Cop series never had SUPER amazing animations but they all served their purpose extremely well + really good sound effects to boot.
>>
>>343868558
Drag and drop is just gml with a graphical interface, so it's fine to use it while you're starting

>I often have no idea why the person does what he does.
It takes a while to learn this stuff. Try looking up the commands in the help files to get a better understanding of how they work, and think of them in context of the whole game/object. Think about why they're using it at that time. It'll take a while to click, but it will eventually. Just comes down to spending time on it
t. self taught gm dev
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>>343867727
mercenary kings is like megaman? what fucking megaman did you play?
>>
>>343866975
See >>343867727
Retro-style games are awesome but even those of us who like it don't like tacked-on RPG gimmicks to inflate the game's replayability. If anything it makes me never want to touch it again. Also it's way more Metal Slug than Mega Man if you want to get technical.
>>
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Here's mine
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>>343868546

Finding people who actually want to do something is so hard. I tried but to no avail. It's always about the money in the end. And I cant afford to pay people money right now.

>>343868598

I've never heard of it. Looking it up right now. Thanks!

>>343868808

Yeah, I know. Sadly in the end I'll probably will have to settle for something of this quality.
>>
>>343868864

Of course Merc Kings isn't exactly like megaman. I never meant near perfect clones of megaman I meant all these 2d retro shooters/hack and slash/platformers that try to be like NES and SNES games.

Maybe since Mighty Number 9 is such a shitshow you could be tapping into something actually since a lot of people will be looking to satisfy their megaman itch, but personally I am just bitching about all these great programmers and artists are making shit that I felt like I have seen before hundreds of times.

>>343868283

goddamn.
>>
>>343869063
Have you thought about kickstarter? If you turn out a fun demo and maybe rustle up a small amount of funds to have an artist do a proof of concept, I could see a cyberpunk game get funded
People are aching for it thanks to CDProject's endless cocktease
>>
>>343868838
>Try looking up the commands in the help files
Where are these help files? Are they in game maker? In the folder I only found a tips folder but these tips seem very limited.
file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/gamemaker_studio/Tips/tip01.html
>>
>>343869063

Yes 12 principals of animation is essential.

Also don't be defeatist, it seems like you have put so much time in the environment and aesthetic of the game but all you have to do is nail the landing and you could have something REAL here.

Imagine how much of a slog Shenmue would be if the beat em up combat wasn't so much fun.

I am sure if you put some extra time into the animations even if you weren't as experienced as a professional animator you could still make something look fun as hell. Just be simple and to the point, make sure you emphasize every hit in respect for how much damage it does. Flashyness means nothing if it doesn't feel solid.

I go back to thinking about all these shitty 3d hack and slash/beat em ups i have played before simply because the animations weren't satisfying or fun. Like Nanobreaker.
>>
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Here.
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>>343865080
Any social media blog I can follow for this? Looks cool/cute
>>
>>343869741
I've seen your shit posting on the Nintendo developer forum nigger you can't hide from me.
>>
What are some good Pixel Art/Animation programs I can use to make assets? Asking cuz fuck Photoshop
>>
>>343869818
https://twitter.com/TheeWhiteReaper
>>
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>>343869236

I had, but nah. I dont want asking for money when I'm not even sure I'd be able to finish it in the end.

>>343869624

Yeah, I think after I release the demo, I'm gonna do several revisions of battle system based on feedback
>>
>>343869894
Havnt shown my game there yet, but nice attempt I guess.
>>
>>343870030
did you draw this? thats a really cool image. possibly even desktop worthy
>>
>>343869570
In gamemaker go Help > Manual
has everything you need to know, I use it every time I open gm
>>
>>343870013
Thanks, very excited to see the final product. Keep up the good work!
>>
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Sorry that I have to cover the name.
>>
Can /v/ even code?
>>
>>343870367
im not the guy making the game, but thanks for the encouragement anyways. just downloaded unity, hopefully one day I can make a thread like this and report my efforts.
>>
>>343870502
Is this the part where we reply and say what language we use, then you greentext and meme about how it's shit?
>>
>>343870502
I keep a whole Word Document open for all the notes I take on code I develop for certain things, so I can keep them for reference later on
Pretty nifty, and I recommend doing it if you're bad with remembering stuff like I am
>>
>>343868991
Did you create those textures and stuff yourself? Where did you learn to do that? I like the look and it could suit what I'm doing
>>
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>>343870548
Thanks for giving him that as I was cooking some dinner.

Here is another level that is a night time scene, with a sunset in the background.
>>
>>343870502
Coding is easy peasy. The real challenge is the art design.
>>
>>343870703
no problem, followed and will keep an eye on your progress. this looks really neat so far though, and you seem quite far into development. keep up the good work!
>>
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Obama Adventure. Super deep experience.
>>
>>343865929
YIFFE
>>
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>>343870502

no i use that gamemaker command stuff and that alone makes me feel like a retard.

I don't think im cut out for programming. I just suck ass at life.
>>
>>343870807
"Coding is easy"
says no programmer ever.
>>
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Rainy Night scene,

Reminder to check out actual footage of the game (also with some audio) here; https://sendvid.com/y9p23bnk#
>>
>>343866631
I guess if it's dark, the player's vision is distorted and it jumps out at you it might be pretty spooky.

Worked for Slenderman
>>
>>343864779
Is unity drag and drop stuff to build games or do you actually write code like a normal language?
>>
>>343871215
why so blue
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>>343871330
Depends on what you're making and what you're willing to spend. There is an asset store so you can buy assets to drag and drop, or even buy code so you don't have to program.

Or you could not waste your money and learn a programming language and use javascript or C#.
>>
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>>343864779
I'm currently learning blender to make a model of all the environments for the game. But since it turned out to be quite fun, I'm spending time trying to replicate bracelets from 999/ZTD.
Other than that, it never got past the initial game idea, which I assume was inherited by some guy from /v/ in one of these threads. Sadly, he wanted to put a different spin on it, so I'll have to deal with the fact that when my projects finally gets done, people may think of it as a ripoff.
>>
>>343871330
You write code. It uses c#, js, and some other thing nobody uses
>>
>>343871215
is this music in-game? sounds pretty good mane
>>
Any advice on getting music for your game if you can't do it youself? Poor fag friendly
>>
>>343871473
What's a good start to leanr a prgramming language. I don't wanna leave my basement.
>>
>>343871625
beg, use free license/old music from the archives
>>
already out as freeware but no one is interested to play it and i dont want to shill

also i dont have enough money to get it on steam
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>>343871625
Search through forums for developers. They often have people making music looking for work. Not sure how expensive this is though.
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>>343871426
In that scene there is a lot of blue fog as its a toony rain storm.

As you can see at this link:
https://sendvid.com/5oe89iyx

I'v been spending a lot of time lately trying to find the right visual look for night time/heavy weather scenes.

I decided to turn down the fod eventually for rainy scenes to this screenshot however.
>>
>>343871696
Source
>>
>>343871690
>free license/old music from the archives
which archives?
>>
>>343871791
this screen is definitely an improvement. keeps the level in clear view while still setting the atmosphere
>>
>>343871295
The plottwist is that I don't make a horror game, it's an action with Resident Evil Dead Aim-like battle system and bullet hell elements. I'm trying to recreate monsters from my old Ludum Dare game in 3d (picrelated).
>>
>>343871696
Where is your game? You're suppose to post it not just talk about it Anon.
>>
>>343871794
eventually someone will find it
ill give you a hint, cyberpunk themed sandbox rpg
>>
>>343871696
>i dont want to shill

That's the entire point of this thread.
>>
>>343871856
https://archive.org/
You can find some good shit there if you know how to look
Not a lot that's good for games, though
>>
>>343872138
And you wounder why Noone plays your game. You deserve to fail.
>>
>>343872131
I think he's just baiting for attention like a faggot
>>
>>343872275
>you wonder
i do not
>>
>>343872138
You choose to be a faggot over letting anyone play your game. This is your life. I almost feel sorry for you.
>>
>>343872275
Who is Noone? Some youtube celebrity? Can he potentially boost sales?
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>>343872582
Your the one bitching that Noone plays your crap game.
>>
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My team was working on an over-scoped project for a while then we decided to stop and adjust our game to something that is a "bite-size".
We're still in prototyping phase and we're working on to make an action-RPG.
Let me know what you guys think of it.
>>
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>>343864779
>Where is your indie game /v/?
Nowhere, because I lack drive
>>
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>cant make complex games
>dont care to make simple games

haha :D
>>
>>343872916
>animations don't have any kind of reaction to hitting the object
how hard is it to slow the animation and then gradually build up speed back to full speed on the frame the hammer applies an impulse to the other objects you aspie nodev
>>
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Just ironed out the kinks in the savegame system, then added a spooky mushroom enemy. When you go near him he freaks out and you have 1.5 seconds to kill him before he fills half the screen with instakill gas.
>>
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Deciding whether I put it on Stream Greenlight or not.
https://www.youtube.com/watch?v=u_8GwPlSs3c
>>
>>343873186
>prototyping phase
That will be in a separate prototype, which is in our tasklists/scrum.
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>>343870153

Yeah I do scetches before modelling stuff, those that I like I then colour
>>
>>343873428
>its only garbage because its a prototype!
lmao
>>
>>343864779
Well, I just started 2 days ago. But nothing that most of /v/ would be excited, though I like this kind of games. It's gonna be simulation of cranes for mobile. Made some models, learned how to render normals for lods and basic touch controls.
>>
>>343873439
it has that awful 1990s ReBoot CGI look to it, I can't tell if I love it or hate it
>>
>>343873609
If you put in a hidden feature like accidentally dropping things on people I'd play it.
>>
>>343873410
i like the music
>>
>>343873719
I don't plan to make visible people in it, but I want to make unlockable bonus toy crane.
>>
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>>343873591
>Clearly unfinished product
>"Why is this shit lololol?"
>It's an unfinished product
>"Fucking what no it should be more finished than this"
Literally fuck off no-dev
>>
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>>343873858
Posted wrong image, but still fuck off
>>
>>343873858
Thank you.
>>
Do you often have to experiment a lot before getting a code right, or do programmers always know exactly what they are doing?
>>
>>343873410
>>343873807
This, music is very catchy.
>>
>>343873858
>takes literally 2 lines of code to fix a major animation issue that has a considerable impact on gameplay
>B-BUT ITS A PROTOTYPE ;-;

let me guess, you're one of the aggy daggies that have never finished a game in their life?
>>
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>>343873684

I really wish I could do better, but that's really the extent of my talent here. Although I am trying to grab that 90s game and 80s anime feeling, since I love it myslef and all.
Anyway even if the game EVER comes out, I think the price will reflect the quality.
>>
>>343874010
Yes. So tense running to check. Spending hours going through finding a misplaced comma, finally works. Max elation. You think you learned something new, but your solution made a mess of five other things.
>>
>>343873410
i think this is dank
>>
>>343874010
do you mean "I dont know how to approach this problem" or "my code doesn't work and I dont know why"
because the latter goes away after a year or so
>>
>>343874059
Just go all out and make something like that Dire Straits Money for Nothing video.
>>
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>>343874171
It will be even more dank after months of polish.
>>
>>343874174
I mean how to approach things. The way I see it currently (I'm still a complete noob though), I'd have to experiment a lot before getting things the way I want, and I wonder if that's perhaps actually quite normal for programming.
>>
>>343874046
>takes literally 2 lines of code
Do try and enlighten us. In what acceptable design pattern could you write 2 lines of code to handle :
"to slow the animation and then gradually build up speed back to full speed on the frame the hammer applies an impulse to the other objects"?
>>
>>343867942
So IF someone hypothetically wanted to make some better cover art, or any art of the mc at all, would you be willing to provide a full 360 of the character?
>>
>>343874214
>make something like that Dire Straits Money for Nothing video.
It's called System Shock
>>
>>343874398
>how do i change the speed of an animation
holy shit stop posting lmfao
>>
>>343874046
>takes literally 2 lines of code to fix a major animation issue that has a considerable impact on gameplay
Yes, but this is obviously a game that is still incredibly early in development you dumb nigger. Why would they smooth out kinks now instead of waiting till they have the proof of concept nailed down?
Jesus Christ you're an idiot if you can't even understand the concept of a fucking prototype.
It's like complaining that a fucking storyboard doesn't have smooth, clean animation
>>
>>343874237
The character looks very cute, but the world and graphics look still quite lackluster.
>>
>>343874559
I got you here.
You don't even know what design pattern means.
Good night, kid.
>>
>>343874374
It's normal to begin with, once you understand how everything works you dont need to experiment much (unless you're trying to design a game feature nobody has done before or something)
>>
>>343874559
Now you're obviously shitposting. Here's a (You), now fuck off back to your own ass, you like it up there anyway
>>
here, feeling alright

https://www.youtube.com/watch?v=_-92eFiPXBU
>>
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Top-down game with gameplay similar to Zombies Ate my Neighbors, which camera angle do you guys prefer?
>>
>>343874629
I've been told this before. I'm just building the basic layouts right now, and will add little details and secrets later on. Gameplay over graphics is how I go.
>>
>>343865080
Despite character character being a cube, looks professional, could see Nintendo publishing it as an eShop exclusive.

>>343865929
Yiff in hell furfag. I hope your mom or dad find out you're into animals wearing diapers and hold an intervention with all your other family members and friends, but you probably don't have any friends.

>>343866824
Need to improve your modeling skills, human faces creeping me out. I think the models would work if you had a proper shader.

>>343873410
Looks like typical unity trash.
>>
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>>343874747

pic related
>>
>>343874762
C
I spent years working on a completely top-down game and making graphics look attractive from that perspective is just hell
>>
>>343874762
A or C are your best bets, but I'd say C if you really want the player to focus on their character animation and impact on other objects
>>
>>343874762
I like A the best
>>
>>343874802
Family is just impressed and mildly bewildered at the amount of money the animal stuff brings in, really.
>>
>>343874762
a if the game is 2d

3 if it is 3d isometric

i dont like 2 prespective at all desu
>>
>>343875040
>makes furry games for fun
>tries to play it off as "in it for the money"
>>
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>>343874802
>Need to improve your modeling skills, human faces creeping me out. I think the models would work if you had a proper shader.

Yeah the models in that tralier(2014) wont be used in the final game(not as the NPC at least) I modeled them myself and it took me a lot of time and they were horrible in the end. So I bought Fuse. Sheesh. Saves me a lot of time now. And the results are more or less adequate.
>>
>>343874762
C > A > B

Almost no game is A besides arcade games like galaga and other shooters. Almost every top down game released on the SNES is closer to C.
>>
>>343874802
>typical unity trash
I doubt changing engines would do anything anon
>>
>>343875114
Ain't for fun. It's all just work but I'd rather make games than do the usual drawing thing. Seems to be an audience for the game thing at least.
>>
>>343874762
C
Makes environment easier to recognize.
>>
>>343874927
did you guys ever find a good level designer
i think i remember a long time ago you guys posted somewhere asking for someone
im asking because your level design still looks like shit 2bh
>>
>>343866824
Akira feels
>>
>>343875275
are you saying you're not a furry?
>>
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here's mine
>>
>>343875487
I like everything I see in this webm.
>>
>>343875487
looks pretty good
please put some indirect lighting in there though
>>
Anyone making games with waifus?
>>
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here,

I'm coding ships now.

https://www.youtube.com/watch?v=FNmbHkNFZ5Y
>>
>>343874237
all it needs is anti aliasing
>>
>>343875767
Shouldn't be too hard to add.
>>
>>343875341
yeah

but dw the level design can't be too complicated otherwise doing combos becomes annoying etc, but yeah pretty basic stuff
>>
>>343875635
Most definitely
Racks in the most attention
>>
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>>343875627
I'll try, I'm taking inspirations from the driver for the overall lighting and mood

>>343875592
thanks
>>
>>343876001
doesn't need to be a ton but it helps make dark scenes look much clearer without neccessarily making them that much brighter
>>
>>343873439
>>343874059
Work on your materials and your variety of maps and textures for the models. You're a fairly good modeler so with a bit of polish your game could look really nice. Also those drawcall counts from the earlier screenshots seem way too fucking high.
>>
>>343864779
Rotting inside my mind. Seriously It's literally impossible for it to become a thing... I can't draw, I can't make sounds, I can't make models... I can't do (unironically) nothing.
>>
>>343876196
>1600 draw calls is considered high
is unity preformance really this bad?
>>
>>343875986
They better be the kind you want to cuddle with.
>>
>>343876346
Yes. I try to not exceed over 300 draw calls in my game.
>>
>>343876132
definitely, for sure! that's one of the reasons I added rim lighting to the characters so that there's still enough distinction even in dark scenes because the game will take place at rainy night during a blackout
>>
>>343876346
1600 draw calls is high no matter what engine you're using
>>
>>343876402
is that when you're developing for mobile or PC?
>>
>>343865080

I love the way the main character moves by rolling around.

Simbly ebig.

Nice looking game too.
>>
>>343875487
Holy shit, this looks really nice. Absolutely love the style you're going for, looks like a PS1 killer7.
Does it have a name, any sites I can follow?
>>
>>343876494
that depends how much you're changing between calls I guess but video cards can do tens of thousands without breaking a sweat
>>
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>>343876502
I'm making a 3d game for pc, but I don't want my game to run only on high end PCs, because people with high end PCs generally are playing high quality AA games. If a picrelated game needs specs that can run Battlefield 4 on max settings, I think something is wrong.
>>
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I've made my decision. I'm going to wait a while on posting it on greenlight. It just isn't good enough yet honestly.
>>
>>343876715
thank you. i have a small dev blog unusualelectronicdream.tumblr.com
>>
>>343876860
Tell me more, anon?
>>
>>343876860
I said it before but you should put five times in the effort in before you try and market it to people, a game needs alot more than a cube man jumping between cube blocks in an empty world
>>
>>343876904
Awesome, keep up the great work!
>>
>>343876919
The game itself is a 3d platformer in the style of sm64 and BK if you didn't know. I try promoting it in several places, It gets ok reactions, but I feel like it's just being rushed. I do not want my project to feel unfinished in any way.
>>
>want to make bullet hell game in game maker
>can do art and music but have no idea how to code it
what to do
>>
>>343876963
I'm putting as much work as I can. The levels themselves seem empty because they aren't completely finished yet.
>>
>>343877074
Learn to code in GML. I made my first shooter in game maker when I was 14 it was 10 years ago and I'm still a failure
>>
>>343877074
show us your artwork
>>
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>>
>>343876904
>tumblr
>>
>>343877316
>using youtube arrows on forchan
>>
>>343866824
>>343866824
2001 called, they want their game back
>>
>>343877369
Can I go back with it? Gamecube era coolest era.
>>
>>343876378
>tfw making [spoilers]qt animal-plush styled girls[/spoilers] purely for tender holding and loving
I hope they're good enough
>>
>>343877316
it's just a small dev blog
>>
>>343877441
go ahead
>>
>>343877450
I sure fucked that spoiler up
>>
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Started working on mods for the spells themselves. This one causes the projectile to fall from the sky or closest roof above you instead of being cast from your hands
>>
>>343865929
Is it literally megaman clone with furry?
>>
I know how to code and make a good game, but usually it's just geometrical shapes, and it looks disgusting, how do you make good 2d sprites and animation?
I always have to cut them in PS, place them well, ecc..
>>
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What can I do to better Blanco, /v/?
>>
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>>343877797
Give him a little hat.
>>
>>343877797
This little guy is actually the cutest. Every time I see his stupid little derpy eyes I smile hard.
>>
>>343877828
Planned for a powerup. what design should I use for the hat?
>>
>>343877797
Make sure to make movement feel satisfactory.
Remember how in mario 64 nintendo didn't start making levels until they finalized mario moves.
Make good levels
????
profit
Also polish the art if you have time
>>
>>343877797
The guy is good. The environments are not so good. And explosion particle effects clashing with the cube art style.
>>
>>343877893
Little brown top hat on left side of his head.
>>
>>343877893

I think one of those dumb propeller hats would fit him.

Maybe gives him a higher jump or glide ability.
>>
>>343877893

Make him changae colour
Like red, gold. Gold being the ultimate powerup
>>
>>343877893
MAGA hat
>>
>>343878021
+1
>>
>>343877920
I will be changing the explosion particles. What's wrong with environments? so I know what to change
>>
>>343877797
The only thing that bothers me is that looking at him from the side you can't tell which way is front or back. Though I'm not sure what I'd do to fix that.
>>
>>343878081
Try to use bigger cubes to build objects with, use small cubes for characters
>>
>>343878081
>What's wrong with environments?

There's nothing in them, and the vertex colored trees look out of place when everything else is textured
>>
>>343875906
>combos
Tell me more.
>>
>>343878081
low detail, no interaction and the platforming itself seems very simple and stale
i'd look to those bonus levels in super mario sunshine as an example to design better levels around
https://www.youtube.com/watch?v=Z6CteMJiVbM
>>
>>343878081
>What's wrong with environments? so I know what to change
well you've made some very ugly color choices in some parts but it's not what's wrong with what's there rather than what isn't there
you need to put alot more detail into the game in general
you can't just have levels that are cubes with one repeating low-res texture and call it a day
>>
are those game guru package they sell on steam worth it?
is any of the game dev stuff on steam worth it?
>>
>>343878297
just pirate them f@m
>>
>>343878297
buying packs of generic game art is one of the scrubbiest things you can do
your game needs it's own art
i have bought their packs for sound effects though
>>
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>>343878196
Ok, I get it now. I'll refrain from showing further screens until I add more detail to this level. I'll post more in a couple hours after adding more details
>>
>>343878442
>I'll post more in a couple hours

How about spending a few days reading about level design and after that a few weeks redesigning and playtesting your levels?
>>
>>343878442
>couple hours
try days, or weeks
>>
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>>343878442
>block guy is CUTE! CUTE!
>>
Too busy marathoning anime to get shit done.
>>
>>343878653
Any suggestions?
I wanna nodev too
>>
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>>343878537
>>343878550
Well okay, I guess a couple of days wouldn't hurt anything. cya in a couple days, /v/
>>
>>343873104
I had to laugh over this. KEK
>>
>>343873104
I just fucking caught this. A++ would laugh my ass off again.
>>
>>343878836
One Piece should keep you busy for 8 months.
>>
>>343877797
He looks a bit too edgy.
>>
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>>343872916
That looks pretty good anon, loving the physics cubes breaking.

Only thing you need to work on is transitions between animations.

What are you using? Unity?
>>
>>343879117
>not reading it in 2 weeks
if i can re-read berserk in 3 days , one piece should be that longer even while having 50-60 more tomes
>>
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i tried making some character sketches to get an idea of what game i'd like to make

i think i accidentally made myself a waifu
>>
>have no idea how to code
>no idea how to model shit
>best i did was a shit map on ut2k4 editor where i made it so fucking huge , you throw a rocked launcher at a few barrels and they went flying in all directions causing fps to go 1
>>
>>343866675

Isn't that what Crash Bandicoot wears ?
>>
>>343873591
that's a prototype though, you are literally laughing because you find a qword funny, like a toddler, or a retard.
>>
>>343866927
Looks polished. Hope the gameplay matches.
>>
>>343879536
Almost, without the suspenders. He wears plain denim shorts.
>>
>>343879358
Incidentally, I did too a couple months ago and she's gonna be the protagonist for the game I'm making. I don't wanna share the drawing though because I suck. Something something Loomis.
>>
>>343866630

Maybe you should learn to relax bro.
>>
>>343879629
can't be worse than mine mate
especially since mine's furshit. not monstergirl, full on furshit.
>>
>>343879519
Learn Unity. Its relatively easy to use, quite diverse when it comes to 3D games, and there are hundreds of tutorials out there.
>>
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>>343879712
Come at me, my poorly drawn mecha-wench can beat up your poorly drawn animal-wench.
>>
>>343864779
Does unity allow for any kind of programming or is it just pure WYSIWYG bullshit?
>>
>>343877662
Pretty much. Super Metroid + MMX + maybe megaman legends style inventory stuff.
>>
>indie games
>>
>>343879857
You can do a plenty of stuff with just code. The WYSIWYG stuff is there if you want to enable in-editor level editing or changing values of prefabs on the fly.
>>
>>343879838
Didn't know Michael J. Fox posted on /v/.
>>
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Making an ARPG here, going good so far.

Finally made a nicer "room system", and fixed issues I got with the camera being shit.
Now i'll implement the HUD (on the black bar at the bottom).
Still not using my own tileset, I plan on making one soon.
I'm at the start, began coding like a week ago, but had to remake entire stuff because it was shit.
At this pace, I might launch the game in a year or two.
>>
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>>343879838
your mech wench is literally a bunch of balls stapled together with an animu girl riding it

is this really the best you can come up with
>>
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>>343880068
>>
>>343875116
My advice would be to be clever when showing the characters. Early CGI in movies was terrible but the good ones managed to hide the problems like the dinosaurs in Jurassic Park being obscured in the shadow, rain and in the movement. Showing a close up in a well lit room will only show the flaws. Obscure them in some way through camera angles, shadow, etc.
That being said, definitely interested in seeing this released. Good work.
>>
I finally figured out jumping (sort of)
>>
>>343879838
are you 7 years old. ive seen better handwriting nevermind coherent linework from 8 year olds.
>>
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>>343880436
>that ending
Was not prepared
>>
Working on the sound for a game right now.
>>
>>343880513
oh yeah?

then this is sure to knock your socks off
>>
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Making this for AGDG's space Jam but I plan on expanding on it after that.
>>
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doesn't show on screencaps but you can move and jump, and rotate the camera around you, with the NPC sprite switching direction for pseudo 3D effetc. the head piece and weapon are independant sprites that can be changed at runtime. the character sprites body use a 32 color palette you can also change at runtime.
next step is adding some interaction menu like shops and some test dialogs.
>>
>>343867459
I just can't get over how blocky this guy moves
>>
>>343880068
>>343880445
Hey man, don't say I didn't warn you.

Real talk though I actually do have a nerve disorder that makes my hands shake horribly. It's not fun.
>>
>>343874937
>>343874952
>>343874983
>>343875079
>>343875136
>>343875319
General consensus so far from /v/ and /agdg/ seems to be C, so I'll work on refining that.
Thanks m8's
>>
>>343881237
a convenient excuse

gitgud
>>
>>343881331
I'm not joking.
>>
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Trying to get the main character right, he's supposed to be an astronaut mouse from a city/empire made of cheese. The arms/legs need shading/tweaking and the helmet needs redoing to be more spherical but it's mostly a design test

I think he's cute personally but I also feel a little bit like I've made a Sonichu style autistic hybrid of Olimar and Pikachu.
>>
>>343874762
C looks best for aesthetics and gameplay.
>>
>>343881237
you should enter competitive Mario Party instead of coding.
>>
>>343881408
>I also feel a little bit like I've made a Sonichu style autistic hybrid of Olimar and Pikachu.
that's because he's yellow with red cheeks

try any other color (light grey, beige, white, light brown) and see what it does for you
>>
>>343881392
dont let it stop you. gitgud faggot
>>
>>343881408
Did you make that?
is it hard to make your own assets if you are a disgrace at drawing?
>>
>>343881618
I'll give beige a try and see how that goes

>>343881678
Huh?
>>
>>343881540
I know you're just fucking with me but I was always really good at Mario Party's mashing shit because of it. It doesn't fuck with keyboard use at all but it does make a mouse a lot harder to work with. I can't play first person shooters or RTS's to save my life but if it's on controller or keyboard only I'm fine.
>>
>>343881408
>pikachu pattern hamtaro in olimar suit
this better be the last boss of Tails get trolled.
>>
>>343881674
I'll try anon. It'll improve my drawing but I guarantee you my handwriting isn't gonna change much if at all.
>>
easiest way to make webm from unity gameplay? Obs + web convertion of the flv? Or am I missing a direct tool to do this?
>>
>>343881910
go digital.
paint tool sai for example, use it with a wacom tablet and turn on stabilization.
no more shakiness.
im not a complete cunt, but still gitgud
>>
>>343881938
obs can exportnas mp4
>>
>>343882064
doesn't really reduce the number of steps.
>>
>>343881938
Don't know why OBS wouldn't work, but with Bandicam you can directly capture your screen. That would surely work.
>>
>>343882009
How much can I get a cheap but workable tablet for? I don't wanna buy a piece of crap that dies after a month, but I'd like to practice drawing without having to basically tear it apart with an eraser every time because my fucking spazzhands. Half the reason I don't practice is because real life doesn't have a ctrl-Z button and it makes me sad when my end result is scribbly crap anyway.
>>
>>343882113
put mp4 in webm for retards. nondicking with online website conversions whch is what i assume you are using for the webm convert.
>>
>>343882209
wacoms cheapest ones will do you fine for a number of years. (just dont come with replacable nibs etc)
60+ish dollars. could get secondhand anyway, their build quality is good.
>>
>>343882209
btw just wanna put out there, I don't normally take criticism very well but I wanna thank you guys for giving me a reality check. I'd rather take the ego blow now to avoid disaster later. Cheers!
>>
>>343882489
60 bucks? Not too bad, even affordable for a poorfag like me. I'll scout around Wacom's site. Thanks again though dude, I appreciate it.
>>
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>>343881618
Is this color scheme less derivative? I'll probably get rid of the antenna for some other kind of trinket when I redo the helmet, too
>>
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>>343882274
good. Seems to work. Thanks
>>
>>343880995
>but you can move and jump

Does your jump actually have an animation, or is it shitty ghetto like actual Disgaea?
>>
>>343882747
I think it's better, doesn't make me think of pikachu

but keep the rosy cheeks they're cute
>>
it's coming along fine i suppose

https://www.youtube.com/watch?v=w4Beb8Td4jA
>>
>>343870689
Which of the textures are you asking about? Most of the 3d models just have flat textures
>>
>>343882897
see
>>343882810
I kept it simple with just a frame. older version of the proto used 3 state"ascend, top, descend" but I had to reprogram the animator completely, and mine doesn't have the fancy interpolation shit. for later versions maybe.
>>
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>>343875648
submarine (roof) version done!
>>
>>343871124
programmer here
art is much much harder
>>
>>343883420
I do both, I disagree. Especially when you enter certain fields of programming that don't have easy access common tools already made.
>>
>>343882913
Thanks, I'll keep the rosy cheeks for sure. Color scheme aside, does it actually look decent? I can't tell if >>343881678 is saying it looks like shit, his post is really strangely worded. I can go back and change whatever, I'm okay at spriting environments but characters have always been my weak point
>>
>>343883549
Like what?
>>
>>343883587
rest assured I have no fucking clue what that guy is saying

I think it looks neat, and most importantly really cute
>>
>>343883549
>he enginedevs
lol
>>
>>343883549
True, but I've often found that you can work some alchemy with programming, get something to function, and work from there. Art may just use one toolbox, but it's always been harder to refine than a program.
>>
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want to make rpg game. should i go with fast pace top down combat (Ys/Hyper light Drifter) or turn base(SMT)
>>
>>343879320
Thank you.
Despite of a lot of haters, we do like and continue to use Unity.
We'll work to make better animations as well as smoother blending.
>>
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Should I rig or texture first?
>>
>>343884030
Here's a simple rule.
DO EVERYTHING BEFORE RIGGING
>>
>>343874046
Where is your game?
>>
>>343883998
Just curious, any reason you are using Unity over UE4?

Unity just seems kinda shit for more ambitions projects. Partly on account of Unity games running like dogshit.
>>
Having some issues getting my map system working.

Who knew making games when you can't program or do art would be so hard?
Madness.
>>
>>343882747
Why is his face completely straight? It makes him look like a whack-a-mole. Is this intentional? I'd make his cheeks puffier.
>>
>>343884030
texture.
>>
>>343883718
My last recent experience is video related anything in C# outside of a windows form environment. Hope you enjoy tearing and using DirectX9 unsuported dll wrapped tighter than fully delitized Sparky.
>>
>>343883854
that depends on how much effort you're ready to put in

action combat in an RPG isn't easy to do while turn based almost only requires you to just make enough assets, you won't have to worry about movement or physics, hitboxes and stuff like that
>>
>>343884323
Because I'm shit at drawing curves, kek

Nah point taken though, I'll tweak his cheeks and see what I can come up with
>>
>>343884030
rig it, the simple colors works good like that. A low poly model looks better with this sort of rendering than with actual textures you are going to literally waste your time
>>
>>343884484
Cool, I'd like to see the results. For what it's worth, the colouring/lining style looks nice.
>>
>>343884146
We believe both has pros and cons.
UE4 will have better looks if given similar condition, no doubt on that. However, UE4 has only recently opened and still lack in Community and support.
Unity's component-based workflow and maya-based system fitted our team's need. We found that we could find way more community support and better tutorial / API.
If used(coding & project setting) correctly, Unity will perform just fine with decent visuals.
>>
>>343884447
I would say turn based can be harder to balance though.

With action combat you kinda get a feel how things work while testing and skill can triumph stuff. While turn based needs to be really well balanced to be fun and you need to account for many different scenarios.
>>
>>343873410
I'm sorry but the artstyle is just so inconsistent.
>>
>>343884416
That's more of a C# issue than a programming issue.

>C#
>current year
>any year
>>
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anybody want to collaborate with a musicbro?
happy to do a few songs for free
especially interested composing for a horror game

have some samples:

https://soundcloud.com/mister-ampersand/cool

https://soundcloud.com/mister-ampersand/the-boss-mole-cometh

msg me on soundcloud (or reply here, obviously)
>>
>>343884658
>With action combat you kinda get a feel how things work while testing and skill can triumph stuff.
you sure about that?
>>
>>343884715
>call yourself programmer
>b.b.but this isn't TRUE programming
not sure if nodev, or college drop out codemonkey
>>
>>343884793
I'm just saying C# is shit.

You can dev in anything you like, but don't make it out to be a general programming issue when you're struggling with the language.
>>
>>343884910
>I'm just saying C# is shit.
nodev seems like it.
>>
>>343885023
As long as we've established you have nothing to add.
>>
>>343884771
I admit I'm no seasoned developer. But on the stuff I've done I find action combat easier since it's more about feeling. You know, you can sort of feel if a UZI fires to slow or has to little spread. You can sort of go by your game sense and tweak it to fit that. While in turn based RPG's you need to think more logically and mathematically, "this enemy has Y health and Z armor so this skill needs to do around X damage, but since this other enemy has Y health and the damage is to low to hurt it I need to increase the damage and health to the other enemy, but that makes this area to hard" and so on and so on. I feel I often get overwhelmed while with an action game I can use more trial and error.
>>
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>>343884630
Just a quick two minute edit. Left is old right is new. Is it too much, or not enough on the cheeks?
>>
>>343885293
THICK
>>
>>343885293
Much better. Looks good.
>>
>>343885293
also, perspective wise his right cheek needs to protrude less than his left cheek

because right now it just looks like he has an ulcer on his neck
>>
>>343885293
Better. Looks pretty fat, but in a cute way. Still, I'd try to make it more asymmetrical to show that he's looking to the side and is not a blob who is identical from all angles. Maybe make the back part straighter or make his neck angle in.
>>
>>343885293
I actually kinda prefer his straight face. It adds a bit of character. The right one looks a bit "generic".

As long as the more longer straighter faces remains more constant and not just a feature of him I think it could be a nice little art style.
>>
QUICK! Give me a name for an attribute that indicate that an item can be picked up.
I'm using pickupable right now, but it's not even a word.
>>
>>343885628
Lootable
Holdable
Inventorizable


or just call them "Item" while others are "Object"
>>
>>343885628
Pick Up?
Take?
Steal?
>>
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Here: https://zillo7.itch.io/tier-1
>>
>>343885712
This guy knows coding
>>343885751
This guy doesn't
>>
Soon
>>
>>343885712
>Lootable
Yeah, I think I'll go with that.
>>
>can't draw

how do i make vidya now.
>>
>>343886194
Text adventures
>>
>>343884684
The game is nowhere near finished. I'm just getting the gameplay finished up
>>
>>343885628
Speaking off. I could use some help with some terms. My English is failing me. I could do with a nice shorter name for sort of generic replacement parts/repair parts.
Components? That sounds a bit to vague.
Just parts? That could kinda mean anything.

Also whats a good name for sort of utility spaceships? Mining ships, fuel ships, sewage ships, that kind of shit. Right now I just have it sort of as, Transport, Utility, Fighter and so on, but I'm not sure if "utility" really captures it.
>>
>>343886194
Make abstract art.
>>
>>343886194
make shit with simple vectors
>>
>>343886194
You don't have to draw to make great art you know..
>>
>>343886194
Use rectangkes and other shapes as placeholders. Work on the code and mechanics first.
When you have the gameplay working, ask an artist to make art for you. When he delivers, replace the shapes with sprites/models you got.
>>
>>343886194
Shit pixel graphics, like many indie games.
>>
>>343885628
"item"? As opposed to "props"?
>>
>>343866824
Jesus anon, that gave me chills.

Keep it up.
>>
>>343886293
How about "spare parts"?

Ships like that I'd describe as "Service ships", but that'd also encompass transport, so it's maybe not entirely accurate. Utility should be fine, or you could go with "Specialized" or something.
>>
>>343886442
great advice. i will do just that.
>>
>>343886194
>Suddenly remember that game where perspective=size of the object
If than one absolute madman made a game you can do it too
>>
>>343886594
Spare Parts work pretty well. I like it.

Service ships I like. I'd be happy to change the name Transport to something more fitting if there is one. It's just sort of ships that have no larger uses other than hosing people and objects. You know, cargo ships, space busses, that stuff. They only kinda take resources while the service ships gives them back from a gameplay perspective.

Thanks anon.
>>
>>343885342
>>343885428
>>343885461
>>343885489
>>343885524
Hmm, slightly mixed messages now, I'll definitely make the right cheek less prominent but that one anon said they preferred the straight face. Too many cooks? I don't want it to end up like that dumb thick girl sprite meme. I'll keep experimenting and come back in a few days, I won't get too hung up on that particular character design - after all, it's a shmup, the characters are only seen when they jump into their ship on the character select screen.
>>
>>343887438
If in doubt, go with the majority I say.
>>
>>343887220
It's just that the word "service" as in "service industry" also includes transport, meaning taxis and such. Still, it shouldn't be too confusing if you clearly distinguish it from Transport through UI and such.
>>
>>343887438
If you don't know then just stop right now.

Take a break and look at it again tomorrow, you'll be in much better shape to spot anything weird.
I personally think it looks good, the slight lightness on his cheeks make the left one look perfectly long and fat, like a hamster.
>>
>>343887438
>>343887546
Don't let /v/ sway you too much, especially with such a small sample size. In the end it's still mostly about your vision. If you like the general aesthetic of having everyone be no-neck tube characters, then you can go with that. If not, then listen to the other anons and make it more asymmetric.
>>
>>343887713
>Still, it shouldn't be too confusing if you clearly distinguish it from Transport through UI and such.

Yeah. That's what I was thinking as well. I appreciate the help.
>>
>>343887438
you shouldn't just do what people tell you here

you should take their opinions with a grain of salt and think about them, then come out of that creative process with either a new perspective or the same one you had before depending on what YOU think then
>>
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I just got Mouse Cam to work. I'm not sure if I want to keep it though. What do you guys think?
https://www.youtube.com/watch?v=Ky8Q34pHSkM&feature=youtu.be
>>
>>343887838
>What do you guys think?
I think the music is dope
>>
>>343887838
Are you gonna add more animation frames to that? Because it looks really jarring.
>>
>>343887838
music is on point fampai

C U T E
U
T
E
>>
>>343864779
im still working on it. i got some bare bones frame work and i have been slacking because its so soul numbing to have to bust your ass to get some UI component to work right

like i got a menue screen for actions you can take against political rivals. but the options change depending on who you have selected and they dont just pop in. they do this shell game movement and stuff collapses and expands from in between stuff

and their are different types of action so when your cycling through them each option isnt present all the time

and the ap system was the easiest to set up

that took longer to get done right than i want to admit. there was a minor problem with global variables because i was recycling code and it took 3 days to set up then fix

at this point im about to redo the concept for the visual end of things to be super simplified art deco shit just because i dont want to spend a week on 1 thing that will only be used 1 time

all this work to make a kickstarter to siphon money from people and not make a game ... i might as well just make it then ask for money to finish the =finished game
>>
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Working on a level to go with a boss battle.
https://www.youtube.com/watch?v=WcQllS-jreY
>>
REMEMBER TO EAT BREAKFAST AND DRINK SUGARLESS TEA

REMEMBER THAT A HEALTHY DEV IS A PRODUCTIVE DEV
>>
>>343887989
animation frames to Blanco? I might add alternating between the arms, but other than that I don't want to change his animations
>>
>>343875487
dem lighting and animations.
>>
>>343888285
>Sugarless Tea

Fuck that. I'm eating nachos and drinking sweet ice tea for breakfast.
>>
>>343888285
People drink tea with sugar?
>>
>>343887838
i'd buy it
>>
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m'lady
>>
>>343885293
use the 2 frames for a breathing animation that contrast with the "solid" aspect of the armor.
>>
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>>343888285
>tfw /fit/ de/v/
>>
>>343888494
>nachos for breakfast

americans
>>
>>343888590

https://en.wikipedia.org/wiki/Maghrebi_mint_tea
https://en.wikipedia.org/wiki/Iced_tea
>>
>>343888959
Ice tea is barely tea. It's like sugar with tea characteristics.
>>
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>>343888707
quick edit with the eyes and top of head being lowered by 2 pixels in the fat sprite
>>
>>343889037

And it's still called tea. You asked for it, you got it.

Not my fault you only know 1 kind
>>
>>343889282
Jiggly fat hamster
>>
>>343888940
southerners aren't american. they're traitors
>>
>>343884030
Doesn't matter at all. Even if you decide to remodel your mesh after rigging you can just do that no problem.

You can even go as far as to begin rigging a temporary mesh with desired proportions and later create the actual model for it.
>>
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>>343889323
too fast I guess
>>
>>343884734
>no replies
gg
>>
>>343889718
Perfect
>>
>>343889282
Original sprite creator here, I have to be honest that looks more like an eating animation than a breathing animation. Just for you though I'll see if there's some kind of situation in the game where I can fit this animation in :^)
>>
>>343877239

This game is too cute ! CUTE !
>>
>>343888285
fuck off hipster
>>
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I'm making a sort of FTL ripoff, and I was wondering what type of traveling method I should use.

A sort "follow the lines", or a "travel anywhere in your current influence"

The circle is a lot easier to implement of course, so I'm leaning towards that.
>>
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Working a bit on battle. Changing a few things. Tweaking others. Animation not final.
>>
>>343890460
You got some cool stuff going on with the menus and transitions.

You got a devblog?
>>
>>343890460
Looks neat?

How much of that is placeholder?
>>
>>343875487
Is that the mgs basement level?
>>
>>343890460
Every single time you post your game i smile.

Keep it going anon, i want my children to play it.
>>
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>>343890602
>>343890841
Thanks, I just use lerp for almost everything

You can check stuff here http://paperbugdev.tumblr.com/

>>343890604
Pretty much everything so far is placeholder. I might redraw all the animations later.
>>
>>343890893
What is lerp?

And how big is your dev team?
>>
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>>343890460
good gracious that looks nice. should add some impact effect on hit and dead animation like SMT IV
>>
>>343890893

damn thats pretty solid
Is the artsyle finale or is it placeholder?
>>
>>343891089
linear interpolation you pleb
>>
>>343890893
>>343890460

Looks good, but there's a few changes you should make.

1)Get rid of party members.

Dealing with and controlling so many party members at the same time could be confusing. It's better if you just make one main character and get rid of the others.

Also, for every character you introduce, you'll have to make the story much bigger, which could also lead to more confusion.

2)People enjoy collecting items, so make the entire game about collective offensive items and fighting enemies with them.

3)It's called Paper Bug, right? How come the PAPER part doesn't come up at all?

Make it so your character do stuff like roll up like a newspaper to swat flies away, instead of whatever magic you have planned right now. Actually, make the MC's powers entirely paper related.

Then you will have a good game.
>>
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>>343891089
https://en.wikipedia.org/wiki/Linear_interpolation
The team is currently me as the main artist/programmer (I drew, modelled, animated and coded everything), my friend as the concept artist/writer/general idea guy (but he helps with stuff like particles and gameplay ideas) and a friend of my friend who makes 3D models (but still waiting for deliver some).

>>343891153
We haven't worked on particles much yet, so those are still missing. But we will do it eventually.

>>343891202
Placeholder, but the general art direction is making everything simple/low poly with few shadows and black outlines.

>>343891364
The party are only the 3 bugs you see now.
Fuck off Cody
>>
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>>343864779
In the fucking trash can where it belongs.
>>
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I am making a game inspired by those .io games, can be played in browser
http://a.particlo.org/
>>
>>343891568

What will the story be about anon? Something like A bugs live or more like Paper mario?
>>
>>343891568

Do you have plans for ios, android release?
>>
>>343890191
Why not both? Maybe the circle takes more fuel, but the lines take longer to travel around on (say if you want to take a shortcut you use the circle to jump across a gap where there are no lines).
>>
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>>343891961
We already have the story sorted out, but I don't want to spoil much. The basic is that the trio of bugs are an exploration team for the Ant Queen. They adventure through the world looking for treasures, going through many other insect kingdoms (Bee, Termite, Wasp, etc). There are many characters and twists, and we plan on making every character unique. The 3 party members each have different personalities and a reason to team up together.
We actually had an idea for a more traditional PM like game, but it was too ambituous so we might do it if this is a success.

>>343892052
Since I'm making this in Unity it should be relatively easy to export to mobile, but currently we are working only on PC.
>>
>>343892430

Cool, thanks for info anon and good luck!
Do you have site/facebook/twitter?
>>
>>343891568

Hey dude, could you spare an artist on your project? Both concept and main artist.

I'd be willing to work for free, in exchange for some pointers on how to program.
>>
i like your game, paper bug dev

but could you be a bit less blatant about copying paper mario?

i mean i understand you were inspired by the games, and i love them too, but half of your UI looks like it was directly ripped from it

you've got a neat theme to work from, you should be able to come up with something cool

just a thought
>>
>>343892430

Please keep android in mind! This types of games are goldsend on tablets
>>
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>>343892715
>>343892715
Here's an example.

I'm no expert, but I'm willing to learn on the way, adapt and make my best effort.
>>
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>>343892709
It was posted earlier, but here http://paperbugdev.tumblr.com/

>>343892715
Currently we aren't looking for outside help yet, we want to make sure the entire game is done and working before we rework the assets, but stay tuned in case we announce anything

>>343892724
While the idea right now is directly "based" on it, as we build the game and replace the assets, we will add original stuff and replace the UI part with more original ones.
>>
I'm going to test how fast I can make a gun in blender. Starting now, I'm going to speed model.
>>
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I'm working on a trailer today so I can post this on steam greenlight tonight. I'll probably make a thread on here later in the evening.

https://www.youtube.com/watch?v=V9wpbujA8PA

do you think it'll work?
>>
>>343864779
I gave up for now. Started wageslaving, coz I need money. No free time now.
>>
>>343893434

You got the paper mario vibe down pretty nicely.
>>
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Ironing out bugs after modifying my drowning simulator game to support multiple submarines.

I used to have a global "submarine" singleton which was referenced everywhere and it took a fuckton of refactoring to make the game support more than one submarine, but now it's working pretty smoothly.
>>
>>343894234
It's gonna be yuge.
>>
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>>343893710
progress report, putting the speed model on a pause for a moment
>>
>>343870013
followed! looking forward to the final product!
>>
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>>343876720
I'm trying to get into composing OSTs for games. I definitely don't mind doing some work for free if you're looking. I have 5 years of production experience but its up to you if you want me involved.
>>
Anon, I want to develop games. Where do I start?
>>
>>343898079
https://unity3d.com/learn/tutorials
http://rbwhitaker.wikidot.com/monogame-tutorials
https://docs.unrealengine.com/latest/INT/Videos/
http://www.gamedev.net/forum/31-for-beginners/
>>
>>343894234
>meme games
I think you're an asshole and a retard but at the same time I respect you for following the money. You'll probably make a tidy sum from this if you can get the Pewdiepie's of the world to shill it on their channels.
>>
I've read a shit ton of documentation and watched some video tutorials. I think I'm ready to start making some initial prototypes for character movement and control, and build up from there.

Also, depending on how my workflow goes, it could be possible for me to do something thats rare, but I love. You might be able to play as EVERY character, even common enemies and bosses. It depends on how Unreal handles enemy AI though
>>
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>>343896310
Well that was fun. There's probably a ton of stuff wrong with it that would make /k/ explode into rage. I've never seen a gun in real life, let alone shot one. I'm a bad american lel.
>>
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I decided to put all of my older freeware games on itch.io:

https://thetagames.itch.io/

ĐiệnWorlds my recent game, though.
>>
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Just finished adding a new skill.
>>
>>343900682
>hammer strikes a fucking plate above the cylinder
?____?
>>
>>343903461
your game looks neat.
>>
>>343895384
your game is fucking horrible and listening to reddit cucks crying to add anti fun shit like server logs is why it's been dead for 3 weeks
>>
>>343895384
neato!
>>
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texturing is I WANT TO DIE TAKE ME LORD! :D
>>
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>>343891568
this is so good anon, keep up the good work
>>
>>343875487
fucking NICE
>>
>>343903461
how much is it gonna cost?
>>
Here's mine which you've probably already seen a million times. Now my question is: How do i force my self to keep working on this? I just can't do it physically.
>>
>>343900682
show wires, nobody cares about normals if topology is shit.
>>
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>>343904613
here you go
>>
>>343905305
holy shit is this supposed to be a joke or is there something wrong with your brain

there is objectively zero reason for your model to have a trillion polys, even if you dont intend on using it in a game
>>
>>343904423
if you give up now then all the time you spent previously on making it will have been wasted

you have the opportunity now to make something you did in the past not a waste of time. that is a very fortunate position to be in, and you shouldn't waste it
>>
>>343905305

Turn off the subdivision surface and press TAB.
>>
>>343905305
People saying you have too many polys are baiting you anon, it looks fine. In fact the trigger guard could be a little more defined with more polys.
>>
>>343905305
>>
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>>343905760
I turned off all the multires, i think i lost all the higher levels
>>
>>343906054
You are woefully misinformed.

Starting with something with super dense geometry is alright, but you need NEED to eventually lower the amount of polygons you need.

>>343906273
ok i think you're baiting super hard my friend
>>
>>343891364
It's funny cuz this is what Nintendo did
>>
>>343905305
>so many verts that the wireframe has a wireframe
>>
>>343894234
Say it's an educational game showing the impact Trump would have in the economy and you might make a bit of money. And get ready to receive some hate mail.
>>
>>343906273
Looks good.
>>
>>343903694
>and listening to reddit cucks crying to add anti fun shit like server logs is why it's been dead for 3 weeks
I don't see how giving the hosts more tools to deal with griefers (if they wish to do so) is a bad thing. If you want to play on a server where everyone dies within minutes and completing missions is impossible, host your own.
>>
>>343905305
this is why your latest AAAA game requires 2 500$ gpu to run at 720p 30 fps with dips.
>>
>>343906623
>I don't see how giving the hosts more tools to deal with griefers
thats why your shitty game has 0 (zero) players
but good job ruining the one thing that made your generic finnish trash remotely interesting
>>
>>343906623
>griefers
haha it's already too late for you.
>>
>>343906772
>>343906259
>>343905760
>>343905510
>>343906359

i have you know i graduated from devry with a BA in 3D modeling i will not have this kind of talk with nobodies
>>
>>343906917
I mean the general shapes look great man but god damn you need to retopo that shit
>>
Whats the best way to learn Unity/coding?
>>
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>>343906917
>not redoing the entire Navy Seal pasta
>>
>>343906787
Are you just shitposting or can you actually explain why you think optional server logs are a bad thing?
>>
>>343903914

dialogue for that scene

>"Help me. I just escaped from the Voss Institute. They experimented on me. Can I hide here? I need silicon-based oils to feed this cybernetic body."

>"I can sell you a house. It'll only be 980,000 bells. If you don't have it on hand, you can work for me until you pay it off!"
>>
>>343864779
I'm making it in Lua.
>>
>>343907383
yeah theres nothing wrong with the 2 idiots that actually host servers banning literally 90% of people that join them because they picked up a fuel rod and it showed up in the logs so they were probably griefing

like i said, there is a reason your game went from 20-30 players at a time to 0-3 a few weeks after you added logs

and griefing is literally the only thing that makes your boring meme game fun, in fact it's the only thing that set your game apart from the boring as fuck locked down no fun allowed SS13 servers
>>
>>343904423
You already seem to have a foundation. That's more than most can say. Even with just what we see in the webm, there's definitely a game here. How much time did you spent on just this and is there more?
>>
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I'm working on it
>>
>>343864779
How do I learn C# without wanting to shoot myself in the face?

Do I need to enroll in a CS program or something to get some competent teaching?
>>
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>>343908143

I really don't have much of a foundation. Just my graphics and sprites imported to unity. There's some more not much. The real problem is that i can't into programming but i'm planning to use playmaker to get a working demo to perhaps recruit a programmer.
>>
>>343877074
If you're still around I'm making a shmup title.
I'm too poor to pay you, but I can show you what I've done if you're interested.
>>
>>343907704
If people want to play the game "seriously", I want there to be an option to do so (even though I personally find less strictly moderated servers more fun). I think the bigger problem now is that it's a pain in the ass to host servers - there's no dedicated server software that you can leave running on the background and port forwarding can also be an issue. Once those are taken care of we'll hopefully see a bigger variety of servers instead of those handful of no-fun-allowed servers that are usually up.
>>
>>343908381
From the thumbnail I thought this was a sprite sheet for a 2d on-rail shooter ship. I'm somewhat disappointed.
>>
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>>343908996
>>
>>343868341
Here's a video that might help
https://www.youtube.com/watch?v=cF1e0owrJDE
>>
>>343908996
If you involve someone else, you'll need to keep your spirit up. I've had projects that fell apart just because I wavered for a moment in my confidence. This isn't meant to discourage you, just don't quit. There's a lot of fantastic tutorials to help with programming. Learn as much as you can, even if it's just the basis.
>>
>>343909373
That's really cool. Reminds me of Brutal Doom.
>>
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>>343898451
I'm entirely with you. I don't really like doing this because frankly I have much more interesting projects I could work on (deep sea horror with your own submarine, third person necromancer game with lots of skeletons, wacky cat breeding game; which all got some kind of love from a bit of people). But one thing stopping me from releasing these games is I wanted them to be too perfect. I was scared to finish them and going through greenlight with this meme game will let me learn from inevitable mistakes, breaking the ice. Hopefully the game will market itself and it will also get me some visibility. The underlying concept is also something I was curious in trying, and it's at least a little bit original. Since the concept is kind of new even though it resembles tower defense, and I don't consider myself a god of game design, I'm gonna go for early access to get feedback from people before releasing the full thing.

>>343906503
Yes I fully expect it and I'm ready. What's the best course of action though, ignore it? Answer with shitposting like notch on twitter? Retweet them with completely unrelated quotes and thank them for sharing the game? I mean really, the worst thing they could do is ignore my game if they hate it so much. Tweeting angry rants about it is just giving me visibility.
>>
When should I start shilling my game?
I feel like if I start too late and fully-featured no one will end up caring.
>>
>>343908782
I learned it watching youtube tutorials, but I knew C beforehand
>>
>>343904423
>>343908996
>>343909373
Dump the sprite shit and I'll dev it with you.
>>
>>343910354
When you have some interesting mechanics that work, just look at the other posts around.
>>
>>343910391
How did you learn C? I want to into programming but I feel like its impossible to get into without a tutor or a teacher
>>
>>343910863
I learned it at university, but I already knew programming logic from years of making shit in RPG Maker
>>
Is "Beginning Programming for Dummies" and "C++ for Dummies" good starting places for studying programming?
>>
>>343910326
Wrong kind of visibility, though. If you go through this for the sake of experience, good. If you think most people will pay attention to you after the meme game, I disagree.
You'll see your future games being dragged down because of this one thing you made for attention. That being said, there is an interesting tower defense system here, just not with Trump.
And the answering thing, just be honest. It's a joke. Most people won't find it funny, the ones that do might give you some support. Whether you want their support or not.
>>
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>>343910394

b-but sprites are cool!!
>>
>>343911145
I'd say C++ is not a good choice as your first language no matter what kind of books you go with
>>
>>343910863
>>343911145

You dont need C/C++ for indie game dev, just use C#/Java so you can skip memory handling
>>
>>343911305
No they aren't not in the way you think they are. You're just trying to be RETRO for the sake of being retro while doing it in high definition and oh god fuck shit.

It would look so much better in actual 3d and the game could still be coded to play like doom did. It can be a spiritual successor or inspired by even without the sprites.
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