How's that game coming, /v/?
Bad, I was making a sort of stealth game where you play as a parasite, similar to The Thing, where you had to bodysnatch/absorb creatures/people in order to reach the end of each level. But my programming wasn't very good so it was extremely buggy, the framerates were constantly unplayable (annoying for tests) and in the end it just wasn't that fun when I at least had it to a semi-playable state
>>345072497
At the moment it's not. Say, what would look better or be easier to design for a walking sim/puzzle game - first person 3D or isometric 3D like Bastion?
why don't you guys just make some H games?
we'll play those
I added energy mechanics. Moving drains power, shooting drains power, moving and shooting together drains it faster. Standing still recharges and it keeps recharging if you jump out of the mech.
>>345073094
Nice mech sprite, I must say!
>>345073094
enjoy that DMCA claim once it's released
How do I make music for my game?
>>345072943
My drawing skills aren't half as good enough for you to be able to jack off to it.
>>345073196
Why would I get a DMCA claim
>>345073196
the fuck are you talking about
Made some simple 2-hit combo attack animations. Tweaking a lot of properties. Cam angle on target lock in that video is too steeply overhead.
>>345073218
My best advice, if you don't have any talented friends would be to find someone online who'd be willing to make a decent soundtrack for exposure/a low amount of cash, or, at the very least, you could learn to make something in GarageBand or some shit. Any soundtrack is better than no soundtrack.
>>345073263
can you model?
you dont need to go for realism either, just keep the penetration off-screen
>>345073196
so blizzard holds exclusive rights to mechs designs now? you know that the d.va mech isn't something bursting with originality right?
>>345073449
I don't have the kind of cash it would take to hire anybody. I've tried to use trackers but they aren't really made for anyone who can't already play the keyboard.
>>345072497
i did it
i made the video game.
i realized my dream of becoming a video game developer. now i can die fully fulfilled and never make another video game again
>>345073490
No, I mean I definitely could make a functional H game that ticks all the boxes, but, like I said, you'll be completely flaccid while playing it. It wouldn't be anything remotely like something from Zone Archive.
>>345073263
You'd be surprised fuccboi
Its not
Fucking art
Every day with practices and shit and I only slightly get better each day
Fuck
>>345072497
>Unity
homer.jpg
>>345073613
New and aspiring musicians would literally be willing to work for scraps. Imagine if someone went along and asked you to be part of this awesome project for little to no pay, but your name would be mentioned as a critical part of that project. I'm sure you as a new dev would accept. Same with musicians. Seriously, if you can just convince someone that your game is cool, show some gameplay footage and communicate with them, you'll be fine.
So how the fuck do you get textures without having to pay butloads of cash for them? Im trying to learn how to do Unreal Engine 4, but its fucking difficult. But at least Im applying myself
Actually going OK but need to work on it full time to make any real progress. Fuck my dreary job and life eh>>345073162
>>345074092
just go outside, take a picture, edit it in a photo editing software
the hard part is the normals for that actual texture look
>>345073820
what did you expect mang? if you're looking for motivation, try looking at your artworks from like half a year ago, or even 3 months, you'll be surprised at the progress you've made
>>345074156
Accidental (you), have it for free
So what would you guys recommend me watch to learn the basics of UE4 or GameMaker Studios?
something in the last year might be good
>>345073820
Draw porn. It motivates me to both get better at drawing and keeps me interested. Also helps with my ambidexterity. Plus when you get gud at porn you can make money from retards who commission porn.
>>345074352
I'm >>345073094 and I started a few weeks ago with no programming/dev experience. I've just been reading the manual and googling, I haven't really watched anything.
Basically done with the getting the basic player movement just the way I like it (god bless observer pattern). Gonna have to redo some of the animations (walking, for instance) and start working on combat abilities.
>>345073361
This looks pretty cool
>>345074462
What are you using for this?
>>345074573
Gamemaker studio
>>345074601
Somehow, I found GameMaker harder, but maybe because you start with literally nothing on screen. Couldn't figure out how to put in an object
>>345074601
Somehow, I found GameMaker harder, but maybe because you start with literally nothing on screen. Couldn't figure out how to put in an object.
>>345074450
I would actually agree with you because it's a solid idea but I can't imagine losing so much integrity that I find myself drawing yiff with double-dick futas for some aroused neckbeard one day so I'll have to pass.
Not very far at all. I'm planning out an adventure/board game using the little I learned from my project management class.
Don't really know much about programming, still trying to work out how to make the spaces and paths between them. Once I get over that hump it shouldn't be too bad because the rest of the basic stuff is pretty simple.
>>345074352
I've been watching tutorials by a guy named HeartBest for Game Maker. Since I'm a total novice I'm really appreciating how the series progressed.
Here's how to do this thing with if/else chains, now its a switch statement. This code is standard to all living objects, so lets make a parent object that the player/enemies will inherit from and we don't have to write/edit all that code in every object. The step even for our player is getting really cluttered so we're going to write a state machine and handle all our player's actions in seperate scripts. Just refining things more and more until you're a cool gamedev guy.
>>345074979
Thanks for the suggestion man
Am I a game dev now?
>>345073689
HOLY SHIT
is there a download link, Mr. Miyamoto?
On pause for july. will use that time to make some documentation and some research. I'm trying to do it the opposite of most indie games, aka get something that works first, then add fluff. Will probably be easy to mod in the end if I release the tools
>>345072497
https://www.youtube.com/watch?v=kfaP-KcZIcs
Too early to tell really.
lately made this intimidating weapon suck less
>>345076386
you're ready for kickstarter
>>345079384
That looks fun as fuck.
>>345076386
No, you're just putting shit together in Unity.
Try to learn a real programming language first, and make some shitty simple game (a Pong, an Arkanoid, a Pacman) to understand how an engine works and after that you can begin using Unity, Game Maker or whatever the fuck you want
>>345074352
The Epic team provides pretty good tutorials for everything blueprints related. The moment you get into C++ realm you're sifting through dozens of threads threads, tons of hub answers, and millions of retards 'code samples'. But don't worry worry about that, your game will never need C++ :^)
>>345079587that's the joke
>>345079384
>no screenshake
>have computer science degree
>hate programming except for games
>have to have job to justify 4 years spent in school
>just want to sit at home making 2d games that will never sell
>>345079587
>i learned C++ and i'm struggling to find a way to utilize it
>wahh people can make better games than me with almost no C++ knowledge wahhh
>scripting is cheating wahh
fuck off m8
>>345079487
gracias upscaled amigo
>>345079874
potentially forcing players with the same weapon to watch screen flash + screen shake twice a second or adding it for the impact of every ordinary enemy could become a bit overwhelming to be honest
>>345072756
>in the end it just wasn't that fun
This is what hit me hard the most when I got my game in a playable state.
>>345080886
Sleep tight Kot.
>>345072497
LEAVE ME ALONE!
>>345073361
Cool, but I suggest you invert the "strain" bar and turn it into a "stamina" bar, so its normal state is full and it depletes with each swing.
As it is now, it just doesn't look right next to that full healthbar.
>If you want to start learning how to draw, you can pick up a paper and pencil and start drawing
>If you want to start learning how to make music, you can pick up an instrument and start playing
>If you want to start learning how to write, you can sit down at your computer, open notepad, and start writing
>If you want to start learning how to make video games you can't actually do anything because the entry point is so steep and complex it's an impossible hobby to break in to unless you already know programming and high level math
Just fucking kill me
>>345081241
Not really.
You just gotta git gud at googling and problem solving.
>>345081241game maker
>>345081241
>high level math
>in video games
I'll agree if we're doing some complicated physics or graphics, but for the most part most game logic relies on simple 3D vector math and a bit of geometry.
>>345081401
HAHAHAHAHAHAHAHA
>>345081456
and trig
trig is pretty vital to gamedev 2d and 3d.
>>345081458
What?
>>345081241
programming is much easier to pick up than drawing t b h
at least that's what /ic/ taught me
>>345081951
Yes, but learning how to program is a lot less fun than learning how to draw.
>>345081241
You can always try using an easy mode engine with drag and drop tools/scripting while practice a programming language, then try something more complex once you have a good grip on the basic logic. Math won't be a problem if you went to high school.
>>345081951
Programming is insanely fucking easy. I honestly don't see why people bitch and moan about it.Writing good software is insanely hard :^)
>>345072497
>You will never have the dedication of konjak
>>345081071
yeah, it was an experiment, inverting the stamina bar. the idea is you "overheat", that being part of the story. but I'm ok with going to the standard stamina bar look.
>>345082576
If you don't want to invert the stamina bar you could invert the health bar.
Sounds a bit cryptic, but make it something like "Damage" or "Pain", and it fills up the more you get hit.
>>345082695
yeah I had that thought too. it's just that people might find that too weird. people expect health to be like an HP bar, but I guess I can try that out too
>>345079384
Looking good, nice ai
>>345082778
My main point is: make both bars of the same type.
Having to pay attention to one filling up and to another one draining down can be distracting. Plus, the combination of orange and green looks better than white and green.
>>345082864
yup, I get what you mean
>>345073361
I'm curious how you managed this. I've never been able to get melee to work at all in Unity.
>>345082240
>Programming is insanely fucking easy.
look at this nodev, and laugh
>>345081456
>b.b.but it's easy, it's just this, this, this, this and this also this and this and this and especially this with this
>>345083308
>Waaaaaahhhh effort!
>>345083426
But shitposting on /v/ is more fun!
>>345083170
It's a combination of a lot of things working, but it's tied heavily to the animation system. I'm jsut going to explain broadly, because the code for this is a lot and won't fit in one post, and even if I show it, it wouldn't make much sense unless I explain the other source code in my game.
On the data side, I define the attacks (what animation to play, amount of damage it deals, stamina cost, what part of the animation allows canceling, what part of the animation will damage-dealing activate, how much forward slide the character will have, etc.) Most of those are just floats and ints.
Then I specify which attacks will happen on a combo, as a list.
Then it's a matter of detecting input (attack button press) and deciding which attack to execute based on conditions (if I'm hurt, can't attack. if out of stamina, can't attack as well. if the character is already attacking, only allow if the animation is in the cancel range, etc.)
Upon hitting, I detect if the hit object has a Health script in them and apply damage appropriately.
Here's a snippet of my custom attack editor.
>>345083836
>he created an editor to easily add in and modify attacks
Is this the cool shit that all game makers do? That's hella cool
>>345083836
That is impressive. How long have you been practicing making games/ 3d art/programming?
>>345084285
not all game maker do, but they should. being over confident in hardcoded values or "filling a file manually" make people lose months and months of time
>>345083426
>it's easy except when it's not
you just proves me wrong.
at this point your argument is "easy means whatever I want as long as I win"
>>345084285
It's not just about that, it's about being smart. It's like what >>345084374 said. The ability to tweak properties and see the impact of that change visually in real-time is what gets you to desirable results faster. Some people argue that the time and effort in making an editor isn't worth it, but it really saves a lot of headache in the long run. It lets you create content rapidly, and leave you with more time to work on the relatively more important things.
>>345084340
I had been dabbling here and there for a long time (for years now, since highschool), but it's only recently that I have been able to take it to the level where I can confidently make the kind of game that you see me posting
>>345083242
He's right though.
Writing industry standard code, in some IDE that you hate, that has to be readable and editable by over 30+ employees and accurately fits a design specification is hard. That is to say, an actual software dev job in a reasonably sized company is hard. I'd know.
Programming your own hobbyist things in your own time is a cakewalk. Especially in babby's first OO languages like C# and Java. There's no excuse for not being able to make a simple Unity game using C# (inb4 homer)
>>345074167
he's probably been drawing for 3 days now
>>345080886
What's the long white bar for in the HUD?
>>345080886
Looks more fun than Mighty No 9.
Keep going.
>>345084841
Hell, people might argue that making an in-game level editor may be a waste of time, but I did one for similar reasons as yours.
>>345084841
If you don't mind me asking, what do you do for work? I'm not at a professional level yet to make money off games so i'm wondering what i should do in the mean time.
>>345079587
>C#
>not a """real""" programming language.
I hope you're not serious.
fuck off shill
>>345085297
Did you look at the first guys picture, there was no evidence of coding, it was a bunch of cubes in a unity scene. Cubes is not a real programming language.
>>345084464
>you just proves me wrong.
Try to learn how to type properly first, maybe then you won't have so much problem putting a bit of effort into leaning easy stuff.
>>345085324
My game will be the next Undertale!
>>345085657
>doing Grammar Nazi shit
>In current year
Not even that anon but it's not 2009 anymore dawg, that's not a reasonable argument to use in any situation. S is right next to D on the keyboard, you knew exactly what he was trying to type, and for that matter we all know that nobody exactly puts their finest writing skills to use when posting on /v/ of all places.
>>345084285
Every studio will have some sort of tool to allow fast iteration. It's not limited to just an editor.
>hey guys we have communication issues what do?
>I know! I'll make an online sticky note board
>trello is now worth a few million
>>345085240
>what I do for work
I've repeatedly worked for startup gamedev companies, and they always get into financial troubles sooner or later. I'm currently on my 3rd now, and it's been a struggle (for various reasons).
What I've been posting is only a personal pet project and not officially work. If it works out, I may bring this in as an actual project.
But if you're asking how I make money, right now, it's the Unity Asset Store (surprisingly, I'm selling a plugin for only $10 and it's making a decent amount each month), plus my siblings and I have a family business of landlording apartments, so I have a safety net, but I do my day-to-day spending with the intention of not relying too much on that, because apart from investing my money to it, I haven't really been active in helping out that business.
>>345082801
>>345085096
thanks
>>345084968
it's set to be the durability meter of the umbrella shield, this functionality is next in line to be worked on
Struggling with walking cycle for this guy.
Here's a turning animation, which I think looks okay.
>>345085494
>Cubes is not a real programming language.
Get a load of this guy.
>>345086265
Here's the first silly attempt at a walk cycle.
I think I can salvage it, if I just erase the legs and redraw them differently.
>>345086340
And here's a throwing animation (he'll be throwing potion flasks).
>>345085926
Sounds like you got it pretty good with that land lording biz. I hope you're able to finish your game , it looks cool.
>>345086265
>>345086340
>>345086401
nice detail m8
have a blog?
>>345086465
Thanks!
Got atumblr: http://theonian.tumblr.com/
Working with a pile of ideas just meant the people I got to help me wanted to add a bunch of stuff it didn't need for MVP. I'm going to start again with a stricter, simpler design.
>>345086401
Looking good! If you want, hold a "pulling back the arm before the forward throw" pose for a little bit, could help depending on what type of game it is
>>345086731
Thanks.
Yeah, I considered that, but for fun and fast-paced gameplay the throw must happen pretty instantly.
>>345085926
what plugin did you make for the asset store?
>start learning how to make a game
>used to make fairly advanced custom maps in a multiplayer game so i have some minor experience
>have health problems irl
>they start getting worse
>and worse
>don't think i'll be able to make a game
>just trying to finish previous unrelated art projects that are mostly done
i'm going to keep trying but i just want to tell you guys to do what you can while you still have time. don't think you'll have forever to do the things you want to do. some of your games look fun, i hope you'll keep working on them and finish them.
>>345086858
what do you have m8?
>>345083836
How do you handle the canceling and active hitframes? Are they just bools that toggle based on seconds from the start of the animation?
I've seen people handle it that way through Unity's internal animation editor, but never independently.
>>345086858
You should make a super fast game in gamemaker with tutorials or something so that if you RIP your soul won't have unfinished business.
>>345083836
Christ, I might as well give up ever doing 3D. It blows my mind that you're able to manipulate animations without animation software. Or are those animation blends?
>>345087189
He made the character and animations in blender.
>>345086858
Make a spooky game and put it on steam green light so when you die people will make creepy pasta about you
>>345087240
False. Nobody uses Blender. It's flat-out garbage like all freetard trash.
Just pirate Maya or Max.
>>345087326
I've never used Max but blender is so much faster than maya. Not sure why anyone would want to navigate through a menu for everything.
>i know 3d modeling and asset creation for UE4
>i dont know C or any other programming language
why even live famalama
>>345087519
pfffffttttt hahahahahaaaa
>>345073094
>moving drains power
But why?
>>345088016
Nice meme.
>>345086835
https://u3d.as/4u2
>>345087018
I don't use the time value. I get the value that represents the percentage that the animation completed (0.5 means the animation is currently halfway, 1.0 means it ended, etc). My cancel and active "frames" are really just stored as floats in the 0.0 to 1.0 range. And detection is merely checking if the percentage is within those start and end values (roughly speaking: if animationPercent >= start && animationPercent <= end). So if the animation is within the active "frames", I activate the code that detects weapon collisions. When it's outside of that range, I turn it off.
>>345087189
Those are pre-existing animations I made in Blender and I'm just assigning the hit and cancel frames for the attacks. Bear in mind that the skills to do the stuff I'm posting, it's not like I acquired them overnight. It's due to the collection of things I self-studied over the years.
>>345087326
Haha. I moved to Blender after having experienced too many crashes in 3dsmax
>>345083836
thats really cool shit, do you know any good tutorials for the editor stuff?
Can anybody tell me what this box is called so I can disable it?
If it turns out it's something necessary/you can't turn it off then feel free to laugh - I don't know what I'm doing at all yet.
I spent a week digging into C but I used CodeBlocks for that and I'm trying to do C++ in Visual Studios.
>start learning game maker again
>do a simple collision box for an object that always worked before
>"ERROR: The polygon shape for fixture 1 is concave or ordered anti-clockwise"
>nothing works, except changing the collision shape to a circle for some reason
>>345088863
It's just a tooltip/automated suggestion box in Visual Studio that helps you not write wrong stuff.
Dunno how to disable it, don't use Visual Studio for C/C++ myself.
>>345088863
Pretty sure that's part of intellisense.
It's good to have.
>>345089012
>>345089025
Ah that's fine then. I wasn't sure it was a part of Intellisense and it keeps obscuring the line above me which is a slight annoyance given that I'm currently repeating lines of code to drill them into my head. I'll just start double line spacing.
These are the characters from the last demo day for /vg/'s amateur game dev general.
>>345073094
This game looks a little like Metal Warriors for SNES, have you played it anon?
coming along alright, did up some fairly heavy BG music while learning FL studio over the past few days
https://clyp.it/xto01uzw
>>345089707
>3 faceless knights
>9 anime girls
typical
>>345088738
I chiefly used the manual and scripting reference to learn making editor windows and custom inspectors. http://docs.unity3d.com/Manual/editor-EditorWindows.html
I can't say how good they are but there's official tutorials in unity: http://unity3d.com/learn/tutorials/topics/interface-essentials/building-custom-inspector?playlist=17117
If you want to work on editor sciprting, you need to be familiar with the immediate mode GUI system first. http://docs.unity3d.com/Manual/GUIScriptingGuide.html
>>345090134
I use unity gui for most things, thanks for the links I was just hoping for something easier to learn from. It would be great if you made a few youtube videos or something, you could always monetize them for some extra income.
>>345087972
>i know c, c++ and other programming languages
>have no idea how to create models or animations
fml senpai
>>345072756
>>345080974
I could be talking out my ass but I would've thought that as the developer you would not find your game fun at all, and I have read that some devs have that feeling.
Your concept sounds fun.
>>345079587
01000100 01101111 00100000 01111001 01101111 01110101 00100000 01101101 01100101 01100001 01101110 00100000 01001101 01100001 01100011 01101000 01101001 01101110 01100101 00100000 01001100 01100001 01101110 01100111 01100001 01110101 01100111 01100101 00111111
>>345079384
Looks like a Treasure game. Good stuff.
>My battle engine is fucked
>Keep skirting around the issue of fixing it
Well, I'm one guy with skills spread out over many mediums.
If I had a group of people what I'd LOVE to do is make a CQC Military Simulator that focuses on clearing rooms and houses.
Arma levels of realism + R6V2.
Thats one of my dream games.
In the mean time I'm translating my Arma 3 coding experience to Unity and following a "how to make an FPS" tutorial to learn all the stuff. Its pretty straight forward right now.
I have another idea for a game, an apocalypse sim, it might actually be do-able as one person once I get enough experience.
>managed to get nice fast movement using an Unreal character
So satisfying
>>345088074
Because later on there will be three speed settings.
Slow will restore energy instead of draining
Medium barely drains it
Fast will drain it faster but let you fly across the map
You'll also use energy for flying and special attacks
>>345089869
Nope but it's been suggested to me a lot of times since I started my project. Probably going to try it out sometime, I've seen some videos
>>345096763
I suggest that you start something small and try to take your own time than trying "I'm gonna complete the project in X months!"
>>345098146
Yep
I keep trying to take what I want to do and make it smaller so that Its possible.
For now I want to make an FPS character who can walk and collect things.
>>345073283
He's talking about the slight similarity to d.va
>>345082425
>you will never look up to konjak and then decide to follow him on twitter where he keeps tipping his fedora to women and thinking making sprites also qualifies him to discuss politics
Big mistake
As far as gamedev goes I'm working on the music.
>>345089707
Grape Guy is my favourite. He's so 90's cool.bump
what do yall think of video game music
https://clyp.it/nspg4cy1
I am trying to model new maps but life keeps knocking my door down to drag me into hell.
Send help.
Working on dialogue icons right now
>>345103684
That looks cool anon
What is it?
Is ok. Just started on the monster capturing bit. Ai is a pain in the ass yo.
>>345104104
robot protag, he doesn't talk much or have a way to express any emotion so his radio icon is kinda bland, Still working on pic related and eventually the main villain's icons.
>>345105582
Is this Pokémon the Roguelike?
Anyone need any music or something for your game?
>>345106002
Not if you expect any pay.
>>345106118
Not at this point, don't feed me ideas.
it's shit, isn't it?
>>345106412
The eyes are too deep inside.
Unless this is the style you want for your game.
>>345072497
It's done when it's done.
>>345106545
sort of, yeah. they're supposed to be kind of stupid looking. they lack basic common sense and die constantly.
>>345102301
There's not much variety in depth, all the instruments are at around the same volume so its really easy for them to get muddied up in one another, try making a percussion a bit louder, and maybe shifting some tracks a bit left and right.
>>345105582
What are you using for the graphics?
Please don't die, dev thread, i thought we had something special
Help, I am too lazy to make assets.
How do I stop being lazy and work on stuff?
>>345109479
Use placeholders
>>345085494
>tfw spent 3 years at uni learning Cube and people still think it's not a real programming language
is geting comfy
>>345102301
IV-V-iii-vi
>>345097961
Share your secrets senpai
I'm just playing around in UE4 but the movement on the 3rd-person template is stupidly floaty
>>345106412
anatomy son
Trying to finish a new map.
>>345111163
Que juego es ese?
I'm looking to make a VN/RPG hybrid porn game and trying to decide on an engine. I could just do it in RPGMaker but are there any better/easier options?
>>345112875
Nothing is easier than RPG Maker for RPG's. Unless you want something extremely simple, in which case Ren'py.
>>345111841
anatomy means jack shit when it comes to a cartoony artstyle, anon.
>>345113412
Oh yes it fucking does. If anything you need a greater knowledge of anatomy.
>>345086525
Are those your drawings? They look really cool!
Here is my idea and some concept art:
>It's a 2D hentai platformer but instead of playing as a girl and getting raped by monsters, you play as the monster. Roguelike.
>The enemies are girls in robot suits.
>You can kill or rape to get money.
>Use money to unlock new attacks (Like flamethrowers, whips, electricity attacks) or sex tools like(Oviposition tentacles, ear tentacles, bondage restrains, impregnation tentacles, mind break powers, a vore digestive system, time stop powers)
>You can also buy special animations like decapitations or stomping them to death.
>Mindbroken girls help you fight and rape normal girls.
>Pregnant girls produce babies that help you fight during the game.
>You need to destroy their mech suits before being able to rape them.
>You have to find the right balance between attacks and rape items because the game is increases difficulty fast. The more skilled you're the more different fetishes you can enjoy.
>According to what kinds of girls you prefer to rape (Milfs, lolis, teens, traps, tomboys,) they appear more often in later levels
>At the end of each level you have to fight a boss. The bosses are 5 sisters. Each one is an archetype (Tsundere, yandere, quiet girl, genki).
To be completed: Probably never because I don't know how to code lol.
>>345113013
The RPG elements will be pretty light. Could you create Sprite based movement and maps to move around in in Ren'py? Or is it just straight visual novel scene and text?
>>345113796
It wouldn't be ideal. By extremely light I meant something like MGQ. If you want a map that you can interact with, just go with RPG Maker.
>>345113778
A game where the porn isn't a reward for losing is nice.
Coming along.
>>345114084
I had issues with the camera clipping the walls when turning while too zoomed out, and I wanted to be able to see a bit of the floor when looking directly at a wall.
Shrinking the walls away from the edges just a bit solved both issues.
>>345114084
>that ending
I did not expect this
>>345113778
Usually not one for porn games but this is basically an perfect example on how to include tons fetish all at once, without limiting people who only like a select few, and your art already seems very nice.
The coding for an RPG isn't as hard as it seems at first, roguelike-elements could get pretty difficult, but most of the work will likely just be the absurd amount of consent and assets you'll have to make.
Good luck, you crazy bastard.
>>345113778
>Roguelike
It's not a roguelike if it's a platformer. Stop triggering my autism.
>>345114267
>>345113778
>consent
>rape game
content*
also just realized you said platformer and not an RPG, not sure how that'd work out but good luck either way still.
>>345114267
>>345113941
Thanks
>>345114409
>>345114579
I was thinking in similar in style to Risk of Rain.
>>345114678
Well if you do go with that, make sure all characters are unlocked from the start, people with weirder fetishes will likely drop your game if they're forced through vanilla stuff or fetishes they don't care for just to get to theirs.
>>345072497
I have a complex menu that functions as the center of the builder for the ingame ships. You place boxes, then you customize the boxes
It's coming like a pain in the ass. It works, but it's so fucking draining to work on
I have Clickteam Fusion, RPG Maker XP, VX and MV, and Game Maker.
And I have no idea which one I want to use.
>>345113941
I was actually thinking along MGQ lines, but with a bit more interaction and maybe combat. So yeah, guess it's RPGM
>>345113604
could you be more specific then?
It seems a lot of people here use GameMaker or Fusion. Why would you prefer something like that to Unity? If I'm not mistaken you can make 2D projects there as well.
>>345115087
use fusion so we can make things together anon
i swear everyone is using game maker or unity
>>345115321
>>345115717
Unreal is the engine to go FUCKING NORMIES
>>345115321
Engine bloat, cryptic tutorials, Unity handles pixel graphics scaling pretty poorly. If you're a beginner wanting to do a 3D game it's one of the 'better' choices
>>345086340
Does he have a broken leg?
>>345115321
GameMakers content creation tools deals with a lot of bullshit people isn't good at.
Unity doesn't have good tools for creating internal content, meaning you need 2-4 external programs to even do anything.
Enter The Gungeon is Billboard 3D, but it just shows how much you need to know to make such a game, and the benefits from it.
Just a shame its a bad game, because it has done a lot of extremely good design features.
Slowly, attempting to make a 2.5d platformer with 2d sprites in this setting:
https://en.wikipedia.org/wiki/Cockaigne
Just working on art assets before I start trying to get something functional in unity, which is probably the wrong way to go about it, but what can you do.
>>345119185
Here's some boss concepts.
My overall idea is that the game is divided into worlds that resemble the food pyramid, with different levels being composed of some specific kind of food from that level, so bread, pasta etc.
>>345115717
Probably will be using fusion.
No idea what to make though.
>>345072497
I'm learning how to blender!
>>345119628
whoops.
>>345119628
>food pyramid
That doesn't exist anymore, now its MyPlate.
>>345116063
Very nice graphics anon. Is that SMBX?
>>345119827
Those look really cool. Sort of sucks you have to settle for pixel art when these look so neat but I understand why. Hope all goes well.
>>345119859
They've got it wrong, child!
If anyone has a demo or prototype to post, i'll draw fan art of itassuming its fun
>>345081241
Not really you just need to be able to do all 3 you mentioned above and then some more and voila! VIDEO GAMES!
>>345082240
>Programming is insanely fucking easy
The fuck man?It really depend on the person
>>345120525
If you have problems with logic, then I can understand.
But programming is just logic and nothing more. There's no magic, no talent, no creativity, it just does what it is told to do. As long as you know what its supposed to do, you can tell it to do that.
>>345120308
welp here's my pixelshit platformer demo
https://lobsterwingdelusions.com/downloads/
>>345120853
>tinyupload
If I have to spend more than 3 seconds looking for a download button, you're using the wrong site.
>>345120690
Programming is a really broad topic. You don't know what you're talking about.
>>345073689
Make a marble madness type game anon.
>>345102301
Who is this smug musician?IV-V-iii-vi
>>345115212
that's what i thought. fucking art school faggots think they know everything.
>>345120853
>change game to windowed
>everything breaks
I can't play your game anymore anon
>>345124504
D: well fuck, thanks for trying
what OS?
if you care enough to fix it under win7, the config file is in C:\Users\Username\AppData\Roaming\JDH\junod0.ini
set screenmode=0 instead of 1, or delete the file to restore defaults
>>345123950
You typed "Could you be specific?" instead of googling the book shown and realising it goes through a series of exact principles that break down and detail the drawing process, but I'll bet you thought you were really smart typing that response to yourself afterwards.
>>345126259
Windows 10, it just kinda became a really thin bar where i could only see about 1/16th of the screen, and even after closing the game properly it was still there and i had to end the process. If it helps with fixing bugs i set v-sync on before going windowed and i have a 1600x900 monitor
>>345126438
Alright thank you, I know fusion 2 had huge issues with vsync and specific video cards, or it might be a stupid math error on my side when resizing the frame for your resolution.
I really need to port the project to Fusion 2.5 to get rid of possible OS compatibility issues too.
>>345083836
it looks really good anon. I wish you the best and hope to see you succeed in the future :)
>>345126379
and your original post comes off as pompous and faggy.
>anatomy son
i'm sure you'll learn about critique vs criticism in one of your classes soon.
>>345128130
>and your original post comes off as pompous and faggy.
Smooth. Is this how you respond to people on DeviantART too?
>>345128413
i don't use that trash. you still haven't offered any valid critique.
>>345113778
Is that some guro I see?
>>345121280
You're right it's very broad. The logistics of writing instructions isn't hard. The logistics of writing good usable software is. I believe anyone can program, not everyone can write good software.
HOLY SHIT IT WOOOORKS
Now to add collision! That'll be easy!also, does anyone know why it lags when the player moves?
I wanna start my project.
Would it be easier to do a fully 2D top down game, or to have the environments actually be simple 3D polygons with heavy shading?
>>345120690
Any idiot can learn the syntax of a programming language but the actual skill involved is using that knowledge to find creative solutions to problems.
Look at how many fucking people graduate with a fucking Bachelors in CS without being able to FizzBuzz
>>345128625
Well it has the height of a shortstack but the front of the face is caved in and the arms doesn't have any muscular definition. Can't tell from the angle given if the hands have any definition either, but the crotch and knees and front of what I assume to be the torso doesn't look on point. It seems more like you're just sculpting/hacking away aimlessly at a big block (particular in the case of the torso which still is a big block, no sign of muscle or ribs or abdomen or hips) and hoping to come close to what you think is good enough. In a stylised body the proportions are generally supposed to balance each other out, so bodies with small height and thin limbs have big hands/feet and a big head to compensate.Inb4 you go through each sentence saying 'it's my style' or 'doesn't count', after which you smugly retort that there wasn't any '''valid''' critique
>>345073824
>being this wrong
>>345089995
Sounds rad!
I wish Unity didn't require a monthy sub to make a custom splash screen
>>345129348
Somebody mentioned fizzbuzz?
good. just finished relocating the HUD(pic is the old one).
currently killing myself trying to make a "digging with shovel" animation for the MC.
https://www.youtube.com/watch?v=FNmbHkNFZ5Y
>>345129929
>i'm in IT college and I do not know how to do that
>>345129929
And that man... went on to create Busco Quadnary
https://www.youtube.com/watch?v=RVhHNVguMWo
>>345099213
You lie
Konjak couldnt be such a huge faggot.
>>345088997
Order it clock-wise (connect each vertex to the next in clock-wise direction)
>>345129490
wow, thank you. i'm genuinely trying to get better at sculpting.
my idea is that the islanders will have fat tummies, skinny arms / stubby legs, and big heads. their bellies will kind of spill over their shorts and they'll have hank hill asses. so it's possible to be too over-the-top? i just want it to be cute, anon. i'll look into that book.
thank you for taking the time to give me actual feedback.
>>345081241
>hobby
HAHAHAHAHAHAHA
>>345113778
I can code if you do the artwork
>>345130704
Look up his Twitter. Don't simply skim through the first ten or so tweets, read through a couple weeks and you'll see. He's up there with Aaron Diaz in the "look at me I'm not like those other guys" stakes.
>>345130748
I'd say 'best of luck' but my expertise is more 2D design than sculpting. There's a lot of references out there for 3D artists though, so if you have patience you'll improve tenfold. Then you can come back, people will call you a faggot, and you'll move on and improve some more.
>>345120690
And that's the part where you realize most people are idiots and can't get into programming.
>>345105773
Pretty well done
>>345131181
>He's up there with Aaron Diaz in the "look at me I'm not like those other guys" stakes.
>You're right
>>345131317
Thanks anon, i think you're pretty well done, too.
>>345130537
The point of the FizzBuzz is to assess your ability to respond to, analyze, and apply solutions to a tricky problem on the spot. Employers want coders who genuinely know what they're doing, who don't bullshit code (relying too much on google to copy and paste, find solutions, etc.) and can apply critical thinking where necessary.
I hope you're still fresh meat, otherwise you need to step up your game if you want to survive in this field.
STILL FUCKING WAITING on the Ori Cohen bug to be fixed. Starting to get actually upset with Epic for how long it's taken them to even log a proper Bug Report to the tracker.
Meanwhile, making progress on the new level, especially on Iso Zones (which I had developed prior but, due to lack of real use, hadn't found all the bugs with).
Dashing now works in Iso Zones using actual directional inputs, also you can now transition between sidescroll and iso zones properly.
Also, I'm really REALLY loving this new level, it's so much fun to design. I can create interesting arenas because of the tight quarters indoors, and the ability to restrict the player's freedom of movement along a single axis (depth or height depending on whether I'm using a sidescroll or iso zone outside) is making developing branching paths and secret areas a lot less forced.
I'm honestly having a ball plotting all the different routes through the "city", designing city blocks (4-building sets) with different entrances, exits, floors and wall-holes so that you can get totally different experiences depending on which route you took to them.
In some ways this feels more like what I envisioned Mayhem League playing as than Magplate Stadium (which was closer to the original design concept); arenas connected by "level" segments that could be tackled in a number of different orders. Granted, Magplate was also fun to design (having each arena shift its elements every Tier so that any arena order would provide a unique experience) but the interconnection didn't gel as well as this does. Of course, this is grid-aligned so it makes it a lot easier to do in terms of planning routes and stuff, but still.
>>345129929
i dont understand what he's trying to do
why are there fizzes everywhereis making a bunch of imbricated if/else okay for that kind of question?
>>345112225
Do you really want to map in Blender? Isn't it mostly making the assets one by one and then moving them into place instead of moving them all as one object?
>>345130537
WriteLine(
Enumerable.Range(100)
.Select( n =>
n % 3 == 0
?( n % 5 == 0
? "fizzbuzz"
: "buzz" )
:( n % 5 == 0
? "buzz"
: (string)n )
.Aggregate( (a,b) =>
$"{a}, {b}" ) );
The more you can piss off everyone with your fizzbuzz the more likely you are to get hired. This is fact. Do it. Everyone will totally see you as the cool edgy clever person you are.
>>345133754
HOLY SHIT THAT IS SOME EXPRESSIVE LANGUAGE
>>345133654
I usually just add objects into the same mesh until it's UV is filled then I make a new mesh and do it again.
There probably is an easier/better way to do it, but it works for now.
>>345133563fuck i forgot exclamation marks
>>345133904
Lol it has mistakes. I forgot to change one of the buzzes to "fizz" and I missed a parenths.
In seriousness though always simplify your code or it's a nightmare for literally everyone unless for some stupid god damned reason you really do need a lazily evaluating single LINQ expression fizzbuzz for an expression tree or something dumb
>>345133563
>i dont understand what he's trying to do
That article was showing how awful some candidates that look good on paper, but end up wasting everyone's time in an interview.
>is making a bunch of imbricated if/else okay for that kind of question?
Depends. It really depends. In this case if you got the correct result most people would be satisfied and continue on. Some might be anal seeing two mod 3 instead of you checking if they're divisible by 15.
It's a dumb question to see if you ever programmed in your life. Just like reverse a string, palindrone, make toupper, etc etc. All supposed to be quick and easy whiteboard problems that doesn't measure anything which is why a lot of people hate it.
Slowly replacing pokemons with better placeholders. Dialogue soon friends, and thenL E W D S
>>345136128
>lewds
Fuck yeah
>>345136128
what's this all about?
>>345136317
Got any kinks or ideas you'd like to see lewded with a Kobold?
Looking for scene ideas.
>>345130393
FUCK I HATE DRAWING SHIT
>>345136805
Kobold Zelda with Lewds. Nothing that special.
Oh and credit @Rat_ for all these awesome doodles he's making and I'm ruining by tearing apart into terrible spritesheets and implanting next to pokemon sprites via a demonic xml markup.
>>345136854
Is the protagonist a male or a female?
>>345089707
thats some reddit tier shit right there, agdg is cancer
>>345137463
Probably female, because a furry lewd game made by a faggot is one thing,
but a furry lewd faggots game is an entirely different ballpark.Save it for the sequel
Got any lewds you like?
>>345119185
>>345119827
This is the kind of 3d env I'm working on, still looks kind of shitty cause I've only made very few assets.
>>345138465
Nice. Female kobolds are cute.
Just let me be slutty, that's all I ask.
>>345138561
Kobold character is probably going to be a bit more cute and innocent, but will definitely be aware of how they seem to solve every problem with lewds. Would you be alright with the inclusion of hidden lite lewd scenes you can sluttily pursue on the side?
Seriously if anyone's got any scene ideas though, they've got to be better than my fucked up kinks.
>>345138925
Diffcult subject matter, all I can think of is cutebolds being cute. That's not very lewd though.
>>345133383
>Ori Cohen bug
sounds vaguely jewish
>>345129172
please respond
>>345141162
Depends on what you're better at and what kind of game it is.
>>345141162
Two dimensional sprites will be easier in terms of graphics, space, distance forces and development time.
bbuummpp
>>345141162
If you're good at modeling and don't know how to draw, 3D is better. It also depends of which style you're aiming for. There are huge differences between hand drawn sprites and tweens. Pic somewhat related.
>>345144002
I was thinking of something visually like Pocket Mortys (there are better examples but this is the first one I thought of), which has a 2D look to it but the environments are actually heavily stylized and cel-shaded 3D polygons.
>>345144318
My project actually uses something similar, with 2D handdrawn sprites for characters and 3D backgrounds.
But ultimately it depends of what kind of art style you want, and if it is easy for you to do it. You can make good looking games with a 2D/3D mix, but the 3D needs to be consistent with the 2D art or it will look really weird.
Look at Mario & Luigi Dream Team and Paper Jam. The characters are all sprites, but really well made ones. Some people mistake them for 3D models. So in the end it depends if you're able to keep it consistant. If not, pick either 2D or 3D and stick only with that.
>>345114214
>>345114084
Looks good! When will I be able to have a game of fisticuffs with a Hell Spawn?
>>345088609
That's pretty awesome anon, here's to you!
>>345144881
Fuck if I know. I still have a long way to go. I'm not finished with movements yet, I'm trying to add a little bit of verticality with slopes and ladders, which you don't normally see in tile based dungeon crawlers.
>>345113728
Yeah, they are. They're bits I put up on Patreon for public use. I really need to put more up though...
I made a theme tune
https://soundcloud.com/iwilldevouryourkittens/a-blight-to-remember
>>345146707
>pun name
I like it already
>>345146769
Thanks anon. A lot of my songs do that.
>>345144318
you should look into xenogears
It's an old ps1 game but it could give you some direction with what you want to do.
>>345081241
Nah. You need to know programming, for sure. but the real issue is learning how to use your tools, like Unity or a library like SDL.
After you learn how to use your tool, you realize very quickly that every game works exactly the same on a fundamental level. You do something when the game starts up, you continually do something as long as the game is open, you draw something to the screen as long as the game is open, you do something when the game closes. Objects do something when they're created, every frame, and when they're destroyed.
I'd say easily 50% of programming is just finding where you go to code each of those things in various tools. You go to a different place in Gamemaker to code the "when the game starts" code than you do in SDL.
The other 50% of programming is getting caught in an OOP trap and constantly trying to implement more and more abstract systems until at some point you're writing a system to handle objects which handle objects which handle objects which handle objects to infinity and you've forgotten why.
>>345072497
Thinkgen of boss concepts and level design based on said bosses
>>345149117
What kind of game?
>>345149237
2D Action Plataformer.
nodev for 3 days. Kill me.
People who suck at art, do you do concept art?
GIVE ME A GAME IDEA YOU FUCKS
>>345072497
I just started on the idea and only have the main character sprite and one track. I just now need to decide on what kind of game I want it to be primarily.
Action or puzzle?
Asymmetric or Sidescroller?
I'm no game designer, but I'm playing as many games as I can to get some idea on what to do.
http://vocaroo.com/i/s1DcqxFkFt64
>>345150617
Space Attorney starring a retired mech-pilot
>>345152037
I can program your game, looking to fill my time and test my tile map editor. Or if anyone else has a 2D game they want made and they can supply art, I can help make it.
>>345152573
I appreciate the offer anon (really do!) but I'm trying to do this by myself. I bought Fusion to help me with the process, and I am understanding it well enough to make something worthwhile.
All the presets they give you though for controls are meh, especially the platformer preset.
>>345150617
like mario but better
>>345153264
odin sphere is like mariobut better
>>345074531
What did you use the observer pattern on?
Animation?
>>345111665
Sorry if you aren't in here anymore, anon. I too was using the standard character class. What you need to do to make the character less floaty feeling is to increase their speed and friction (having less friction in the air is acceptable tho). For air movement, high velocity jumping and high gravity are MUSTS if you want a nice, snappy feel to the game. Just a heads up, if you want variable jump height with a set up like this, its good to go for fractions instead of whole numbers. Setting it to, say, one, will cause the character to just keep launching up until its far past a reasonable point. Keep it high enough to not be zero and the jumps to feel different based on how long you hold it, but low enough that you don't go too high.
I'm thinking of having a short little pause before you can move again when landing. I don't know if this would make the game more engaging or worse.
>>345153059
Yeah don't touch the presets, except maybe bouncing ball, that's what i used for >>345115717
You're better off making your own platforming engine with events, it will be a lot more solid than whatever they give you.your sprite is cute and if you want to make a very tiny fusion game together for fun/practice i can find the time to do so
>>345114084
>Wanted to make a game like this but couldn't even write the character controller
>Just stuck here with a bunch of art assets
Well, good luck anon. The game looks cool.
>unity
I mean, I've seen some unity games that were actually well optimized but for the most part those that get popular have shit optimization.
What established unity games have good optimization? Why does optimization seem to be the last priority for most devs?
Been working on getting all the 4x side of the game finally functional. Been working on this game soooooo long- Can never get enough art assets either sill.
https://www.youtube.com/watch?v=b9r_jKLdgu4
>>345156308
Mhm. I've done it before and there are plentiful of guides for those that run into trouble. Fusion community is awesome in that regard.
Did the jog cycle tonight. I think it's meh, but it will do for now.Maybe next time, anon.
This thread still alive?
>>345086401
>>345086340
>>345086265
Made another animation for this guy.
>>345158125
Yeah, I'm still here.
I'm always terrible at animating larger sprites, but I love it when I see it.
>>345157106
Because it's done near the end of development. If you focused on optimizing things in the now then yeah you'll have an insanely optimized game, but you won't have a game done. Instead you get around feature complete ie the traditional beta phase, identify bottlenecks, fix, and repeat til release.
Games like GTA, performances matters a lot due to the amount of things going on at once and considering they were aiming for PS360 generation it mattered even a lot more.For the most part, most games aren't that complicated and so you can get away with doing stupid shit very easily. Minecraft is a good example of this.
>>345081241
>unless you already know programming and high level math
If you want to start learning how to program, you sit down, open up a development environment, and make "Hello world!".
If you want to start learning how to math, you sit down and come to grips that math is a human concept to make sense of the world, and do various forms of addition.
>>345105773
>>345103684
Started on the villain's icons, pls critique /v/
>>345160345
Looking at the thumbnail I thought that face was very goofy looking, but then I understood.
>>345072497
Making a baller turn based strategy game, getting pretty far into coding the system. Trying to pretend making graphics isn't a thing yet; that's going to be where I hit the wall.
I should do more sprite exploration sheets. It helps give me a feeling of what works to draw for the character without making them stretched out or disproportional.
>>345160345
Do you have a version with the two images side by side? Below and above? The transition is nice though, though a bit too fast. Not sure if that's just you rendering it into a gif though.
>>345160896
Got any more sprites?
This is my current development. Pulsar a weird mixture between flappy birds and a old school spaceship game. It's done in game maker. You manage to escape from a big attack to your base but in the rampage your spaceship got hit, so now you can't controll as a regular ship.. I plan to have 3 major Bosses, small bosses in between, history mode, survive mode, and you will be able to upgrade your weapons.
My original idea was to release it for android but some friends told me it could work for pc to even if it's would use just 2 buttons. what do you think Do you like the idea? any sugestions?
>>345157106
Use the right tool for the job.
If your game needs good efficiency during runtime, then for sure go and write your own rendering platform and stuff.
But if you don't have a team of paid developers, you're likely not going to get done in any reasonable time. For most people here, development is a hobby they do in their spare time.
Nevermind that 99% of games here have a scope that could be programmed in PHP and they'd still run fine. Hardcore optimization just isn't needed.
Still brainstorming ideas to make turn-based grid combat more fun.
>>345161514
Sorry anon. I've been just making these during the thread. The idea actually came by yesterday, so I'm just practicing.
>>345162063
That's a long webm for 2.5MiB. What do you use to record?
>>345160509
He's supposed to be a bit goofy, it's not a very serious game.
>>345160896
Those 2 images aren't supposed to exactly connect, it's his head from 2 different angles because it's too tall to all fit on screen at once.
>>345162063
I love the little hop they have while you move the group.
>>345162716
Oh, I mean the nose part. I was imagining the nostrils as eyes, but then I saw it was a .gif.
>>345162063
Enemy variety is key, like you have.
So is limiting the thinking the player needs to do in some situations, while heightening it in other situations.
They also live and die by the writing quality, but you at least seem to know that.
It looks fun, but maybe a little tiring.
>>345119859
>Implying grains and dairy are healthy in any diet
Paid for by the farmer's associations of America
How hard is it to make a fighting game?
>>345163678
If you don't know already, you can't make one.
>>345163678
At least 1000 difficulty units.
>>345163678
you have to tweak every frame of every attack and then make sure that these attacks work properly in motion and then remove glitches and also test literally every combo you can think of
and thats just the shit i can remember
>>345153059
better to focus on one area than more, either artist or programmer.
>>345163946
While that may be true, there are those that have done it and succeeded, but those are few in numbers.
I don't have anything to show today, but I'm willing to answer any and all questions about game dev.
>>345163678
How many Characters?
>>345163678
The first project I tried was a fighting game.
It was shit but at least it taught me a lot of things to make other types of game. Don't make a fighting game unless you have people to draw frames and tweaks every single attack individually.
And always keep the framerate constant, no drops are allowed.
>>345163946
That's completely untrue. All that matters is how good a programmer you are, and from there you have to decided if art is worth paying for or if you can do it better yourself.
It's just that very few programmers are even half way decent artists.
>>345162708
WebMCam with "b:v" set to 2M in the ffmpeg arguments, then WebMConverter with a variable video encoding with CRF = 50 and Tolerance = 30, plus resizing the video down 50%.
Probably not the best way though.
>>345164714
>paying for art
>making your own art
>not programming a procedural art generation program which creates infinite works of art within seconds with just the click of a button
ugh, casuals
>>345162063
That jump minigame looks obtuse to the player.
>>345164939
I like my freedom of drawing stuff.
How much math/coding knowledge if you use an engine like unity/unreal? I cap out with algebra, and I've had some coding experience but not much. My life goal has always been making a spiritual successor to Morrowind.
>>345165148
LOL. have fun with your """"art"""". i'll be over here perfecting my system that will make you obsolete and out of work forever, filthy artfag.
pic related, my program's latest amazing creation. it's advancing by leaps and bounds. It won't be long now... haha... before the artfags are annihilated!
>>345165567
Huh. Reminds me of pic related.
That's kinda neat desu
>>345165309
With Unity or Unreal you will only need basic logical concepts to play around.
If you want something polished, you're going to need to be familiar with a language.
If you want to make a nuMorrowind you're going to need time/money, and be familiar with Programing and Maths.
So don't dive in expecting to make the next indie hit. Use it as a learning opportunity.
>>345165567
>127x128
Post a 3750 × 1900 version pussy.
>>345166062
>off the thumbnail
>>345162063
When I was a kid, gore was the thing that kept me addicted to grid based combat. Spent hours flinging bodies around in X-com.
Anyone think its worth it to start a tumblr for development? I'm already a reasonable chunk into my game and I'm wondering whether its worth it to pick up Greenlight votes, or whether to just use the time to keep working.
>>345072756
I thought this was actually serious the first time I saw it. Why is it a copypasta exactly?
>>345166010
Well I mean, I wouldn't expect it to be out of the gate amazing. But I would use it as a learning experience as it came along, just didn't know if that was feasible.
>>345166350
I think its good to start raising interest for your game, but you should most definitely not focus your work on keeping it updated
If youre an organized person with a timeline of what youre going to work, you should follow it and update at fixed intervals. I feel like people who start those things often shift their attention to the aesthetics of the game and small moments, and the game never gets actually made because the dev doesnt make levels or progression, just separated game mechanics and assets.
Doing areas
>>345166674
Mayhem League is supposedly BluePrint only (Unreal way of not coding game mechanics). And its looking fucking awesome. So go for it if you dont want to learn to code.
If you want to make a game on Unity though, there will be no escaping it, you will HAVE to learn to code, and to make a semi decent game you will have to learn quite a bit.
With that said though, coding is most definitely not hard. You dont need to understand math, you need to understand logic. If youre not familiar with cartography and vectors and shit, doesnt matter if you code or not, you will have a real hard time making a game, because that is the basis knowledge of all of it.
>>345162063
>turn based
>grid structure
The less freedom you give to players, the less traditionally "fun" a game will be, if that's even the right word. However, by limiting the options the player has, you can make thoughtful gameplay that relies on the player figuring out solutions to whatever problems you throw at them, without them being able to find an easy way out because they have a lot of freedom. Basically, make your turn based strategy game about turn based strategy. For added fun, make sure there are many different ways to run through the game (in your case I guess it would be a large amount of party members, or a large amount of classes for your 5 characters). Also, I like the little micro games inserted into performing special moves. It makes the gameplay more engaging, as long as you don't have to use them so often that it becomes tedious.
I'm not good at writing, coding, drawing, or forming coherent ideas, should I give up?
>>345168235
>alright is the nicest you can be
How can I roleplay as a waifufag with "alright" being my best answer?
Also just git gud. There are so many goddamn tutorials on everything you mentioned that I'm surprised more people don't accidentally learn how to make vidya.
>>345168235
>*take some photos*
I suck at texturing.
How do I git gud at it?
>>345072497
I have no idea what I'm doing.
I'm trying to make a SDT clone.
I have no idea what I'm doing.
How does this sub feel about early access? Worth doing?
>>345169206
Practice. Literally just try doing it shittily and then see what you need to fix.
>>345169457
Sub?
>>345159685
>>345161571
Makes sense. Good luck to y'all, looking forward to playing your games.
>>345073689
Nice tutorial.
http://unity3d.com/learn/tutorials/projects/roll-ball-tutorial
About to work on a dialouge generation demo for a giant rpg, I'll post some of it on these threads as I make it.
>>345169457
Unless it's free, early access is a scam. And even then, early access doesn't do anything a well polished demo can't do better.
>>345170279
He means masochists, I think.
Little bit of work on the cockpit view for the giant robot fights
The big levers you'll crank them down and back up to release them. Left is the punch, right is the shield.
So what should I do about Pixel art? Im doing gamemaker, and right now the biggest problem is the images to make a character or object. I can't imagine doing like 6 images for up/down/left/right for everything
I'm *reviving* an old project I posted on /v/ and /agdg/ a while ago.
I hope someone remembers it.
>How's that game coming, /v/?
I'm not making a game. It's a VN.
And it's going well. Once I get my placeholder character portraits, I can polish up the first act into a beta demo.
>>345172043
I thought that was a piano for a second.
Not good. I can't into writing.
>>345169381
start with a cube, subdivide it then smooth vertex then delete half and mirror it, then duplicate it and use these two chunks to make the torso
>>345173541
>writing
>vidya
>>345173541
just adapt a legend and turn in into a game, like the Epic of Gilgamesh, make that into a game
>>345173541
>literally the easiest part
You can literally repaint shit from vidya you like.
>>345173762
>writing doesn't make a good vidya great
>>345174343
Writing should only be a big deal if you're working on something like a story heavy RPG, and that's hardly amateur game dev material.
I'm surprised this thread doesn't have any questions about programming. Usually /v/ threads has a ton of them
>>345174532
>that picture
Fuck.
>>345173541
Can you into talking? It's kinda like that.
So what should I do for Pixel art? I can't draw for shit, so drawing so many pictures seems impossible. tips?
>>345174532
Just to make sure I got this right, it would be better to have
return ( x >= y )
right?
im an ideas guy
>>345177232
What? No, the picture is correct. Why else would have I posted it?
>>345177141
You learn to draw or your learn 3d, that's it, anon. There's no shortcut to good visuals.
>>345174532
>tfw all the CS grad maymay does is remind you of your own shitty programming
>>345177424
Fuck man
I imagine environments will be easy, but character/items are gonna be hella hard
>>345177525
To be fair we all start somewhere. You just gotta learn from your mistakeand hope no one ever reviews said code years later
>>345177416
>that part where they start doing input for each of those variables
I love reading that code. It's far better than any comedy I've ever seen.
>>345177232
Almost. You'd want x and y to have better names, unless you made an entire method in order to return x >= y, but that'd be monumentally retarded. Also, setting a variable to true or false and then returning that may be slightly more readable. Just slightly.
>there exists someone who did these things in a production environment
Amazing.
I just started a new one. Does this look good?
>>345179836
Any tips on making sprites? What do you use?
>>345174532
This is stuff you'd code in the first week of Computer Science. Why is it combined with a graduate?
>>345072497
I'm working on a side personal project in LUA because Microsoft wants me to learn it before getting brought on to work on HALO.
Not sure I want to do that though. LUA is fucking garbage. The language is easy, but it can literally has no tools. It's like showing your tool box to someone, and saying "look at all my tools inside", and then opening that box and having it be empty.
>Off topic, anyone want some advice from an actual professional game developer?
>>345179913
Not him but many good pixel art tutorials can be googled.
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial
http://pixeljoint.com/forum/forum_posts.asp?TID=11299
>>345180148
What would you say is the hardest part of making a game
>>345179638
I love these.
>>345072878
First person. No character rigging, physics, or animations, just having the camera move about.
>>345072497
Not at all. I fucking hate weight painting and have been putting it off.
>>345180308
That depends. Everyone project is different.
On big teams, it is definitely making sure that everyone is on the same page. You would be surprised how many levels are influenced, spatially, by artists. Artists have absolutely no training in what makes a good white boxed level, but they go crazy when it comes to making a "super cool ruin" and then before you know it things have gotten out of hand.
On smaller projects, it's motivation. The last 10% of the work takes 90% of your time. It's so easy to start a project, and then crap out before you finish because in the beginning you're making big strides.
>Nothing moved and now SOMETHING MOVES
at the end, you're talking about polish and polish is what separates the shit from the gold. The changes look smaller though and it's all about refining feel. It's super easy to exhaust yourself during this phase.
>Also there are games designers on /v/ RIGHT NOW that don't listen to play testers. If you're one of them, kindly kill yourself.
>>345180563
What games have you been involved in?Will you ever leak Halo 6 shit?
The less I hardcode all this the less guilty I'll feel when the content is shit, r-right?
>>345180730
I don't generally go into my professional stuff on 4chan for obvious reasons. Mentioning 2 or 3 games and anyone with time to roll through credits could figure out who they're talking to.
Also, yeah. I've leaked stuff before but it doesn't really matter. No one takes you seriously on /v/. Unless I took photographs at work or something and I'm not dumb enough for that.
I can tell you that I've worked in a design capacity (mostly technical design, which involves making levels and encounters, but also tuning player and enemy behavior) but also as a tools developer, but that's mostly boring shit like serializers for localization.
>>345180932
You shouldn't fucking copy the shit out of something unless you are just learning
>>345181026
Do you mean the sprites? I'm confused, anon.
>>345181000
What was the biggest game you worked on then? no one could point you out then
How was your experience with said game?
Also
>This thread as been alive for about 24 hours
>>345180932
Is that LUA? That looks like LUA.
Why do people code in this? I think my first 4-5 games were just made in C. Though I prefer C++.
Fuck, LUA doesn't even let you use compound operators. LIKE SERIOUSLY.
>>345181159
God, um, recently, or ever? I'm not super old.
Titanfall? That was big, right?
>>345180932
>hardcoding
>ever
No. No. Never.
>>345181260
Damn anon
What was it like to work on that gameKnow anything about Titanfall 2 from before you left?
>>345181179
As Trash as Lua is, it is useful in gamedev due to being a relatively fast scripting language, and the tables make it a lot easier to implement in engines.
But no, it's not.
>>345181293
Good man. Who needs to make any content ever? Content is for casuals who want their games to be played.
>>345133383
I am digging those camera changes, anon. That shit makes my dick rock hard.
>>345181413
Honestly, way more chill than when I was in school.
I'm a math guy, so my biggest gripe when when people just do some Math.Rotate() shit and then get confused when it doesn't work.
>Because a nigger is inputting degrees like a full pleb, when the function documentation clearly states it takes radians.
That's what happens when people just crutch more and more on premade libraries instead of writing their own stuff. They don't actually -know- how all the nuts and bolts work.
Other than that, pretty happy with it. Was a dope game, even if I'm not much of a fps player myself (ironic, right?)
My dream game though? I loved MMORPGs growing up. If I could get a job being a design lead on a next gen MMO I would ROCK that shit so hard. Gets me rock hard just thinking about it.
>>345181627
How do I start to make the jump from amateur level coding to professional level? I've been working with government code and I can't even read it half the timethough it's mostly because those bastards didn't comment anything.
>>345179913
MSPaint since I'm a poorfag. I used to use something else that was free but I got a new PC after my old one broke and I completely forgot what it was and don't care enough to search.
>>345181179
Is this bait? That looks absolutely nothing like Lua.
You're right about the lack of compound operators being absolute bullshit, and so is explicit self without some kind of @ shorthand like Ruby. But once you get over that shit, Lua is fucking amazing.
>>345181714
Meant for >>345181260
>>345181709
What did you make in the game?
>>345180065
First off
>first week doing this
I have no idea where you went or what school you have in mind, but that's an absurd way to teach someone how conditionals work.
2nd, you'd be very surprised on how many graduates that do not know how to program. You can read up on how many people actually fail FizzBuzz with related degrees. I personally just love posting >>345129929 since it's insanely over the top.
It's easy to pass your CS classes when you pay rakesh $5 to do it for you.
>>345181714
Coincidentally, I am a professional programmer who struggles with code often ten+ years of age.
Most of programming is breaking an idea down into components you can represent and a computer can understand. Your NUMBER ONE TOOL FOR THIS, is a pencil and paper.
Draw shitty boxes like a kindergarten kid with crayons, and draw some arrows for what needs to talk to what and why.
Use smaller cooler boxes to get a grip on what a thing needs to own, and why.
When in doubt, get your problem and express it in a different way.
>>345150617
like sonic but faster
>>345180563
>you're talking about polish and polish is what separates the shit from the gold
Marry me senpai. Can you tell everyone that ever makes a game that?
What qualifications do they look for in a programmer? I don't think I'd ever want to work for a big game company, but that information must apply to other jobs.
>>345181790
All I did was go to school, make connections, and get job interviews. They don't ask you to dive into it right away, and honestly, if you get how to program and problem solve, it's not bad. Most companies ease you in slowly.
>>345181776
Oh you're totally right. I glanced quickly at it. Been reading LUA for the first time these last few days and I'm seeing it everywhere now. Almost all my experience is in C/C++, but I've worked a decent amount in C# and Python as well.
The explicit self actually doesn't bother me -all- that much after I got use to it. I actually cant even remember if it yells at me for using `this`... I want to say it doesn't. I know semicolons aren't required (autism level at maximum) but that it doesn't shit he bed if you put them in. Basically it understands that I'm stuck in C and it doesn't always begrudge me that.
x = x + 5
^that however is straight cancer.
What language is that?
>>345181873
Map design, mech controllers and camera behavior.
>>345182196
How much are you paid? Would you suggest doing this for a career?
>>345182175
Again, depends. If you're a hard developer (tools and such) they like degrees, but honestly it's all about the portfolio. Show code samples. Write a -clean- A* and show them how it works. Make a GUI that demonstrates the functionality and that'll pique most interests. Other stuff would be... serialization is big, as is language binding so that designers that script can use custom functionality that you've built.
If you're a designer? Just make, again, a demo game. Make sure the code is clean and COMMENTED. Make a video, have a portfolio website, give code samples. That sort of thing.
Past that, it's really about connections.
>>345182125
Perhaps amateur was the wrong word. The uni I went to taught the concepts and documentation (mostly UML diagrams), so I already know to do all that stuff.
I just meant adding an extra level of professionality to my code. I should probably just get more experience and read more books, though.
>>345182416
starting design/de is like 90k/yr?
Honestly you'll make more doing JUST hard coding, if you're good, in non-game fields. Microsoft can have you write compilers, banks will have you do database stuff. That can get upwards of 150k starting.
Games as a career is stressful because of deadlines and the fact that it's all so matter of -opinion-.
Like a bank database just works or it doesn't. Either people send money or something (presumably, I've never worked for one) and it goes through, or it doesn't.
Games are art in the sense that people get attached to visions and get butthurt when people disagree. Pride is a much bigger thing.
All in all I love it though.
>>345182662
90k/year is pretty good actually
What would you say is good for starting programming as an absolute beginner?
>>345182646
>>345182646
Make your code safe. If you're using a higher level language like C#, be use to use language features like async or lazy yielding.
Making code that works is fine,
making code that's efficient is great,
but Code should be written to be read by humans and only incidentally executed. Spending an hour refactoring will cut down on pain later on. And most of all...Enjoy it.
>>345182803
Probably that? Probably no lower than 75-80.
Is there a good Melee combat asset that handles combos on the asset store?
I'm sick of tearing my hair out fighting Mechanim to try and get something cobbled together, and there aren't any resources online that explain how its done. At this point I'd rather just buy something off the shelf and be done with it.
>>345183032
>2016
>enjoying anything
pfffffttthhhh hahaha
I only make games in the hope that someday I'll be able to afford food or not live in a homeless shelter.
>>345182196
>x = x + 5
It's the worst part of the language. Oh, and its arrays are indexed starting at 1 instead of 0, so that'll fuck you up too.
But I've been using Lua for years now and it's only gotten more and more comfortable. No more forward declarations, memory management bugs, compiler issues, none of that shit. Slapping tables on top of each other for inheritance is so much more fun than C++'s typing nightmare.
It's not for everybody, but I'd type x = x + y a million times to not have to go back
>>345182483
>serialization is big, as is language binding so that designers that script can use custom functionality that you've built
I have no clue what that means, though I assume I'll learn it in the coming years.
But I've made littleheavily incompletegames before, I could probably throw together a portfolio right now, and I have connections. Thanks for the confidence boost, friend.
This thread is still up?
Postan progress
Just messing now with RPG Maker MV, doing some testing in this simple map.
Don't really know where to take the game gameplay wise. I thought about doing it like the old Fallout games because I really like those style. I implemented Attributes and they directly effect different stats like HP, Attack, Defense and Ranged damage.
I got Vigor(Strength, adds damage to melee attacks and adds a little to defense), Constitution(Increases HP), Fortitude(Magic defense), Intelligence(Magic offense), Magnetism(Increases attack and defense of mercenaries), Perception(Increases chance to hit for ranged attacks), Dexterity(Increases evasion and melee chance to hit), Luck(Critical %).
Of course I'm a little stumped to what to do next like how to handle level ups or weapon proficiency but I'll figure something out. Any feedback?
>>345183923
Nice progress
Can't wait to see what you do with it
>>345183032
Cool, thanks! I'll start looking into those before my next project (async will definitely be useful for it).
>>345183904
Language binding is just like... writing some c++ function, and then "binding" it so that Python script can call it. It's how you'll make new tools for your designers.
Serialization is just constructing stuff out of strings. Look at JSON to get an idea. Your code can write to a textfile, and the way those strings are formated (with tabs and quotes and the like) can be read by other code to construct objects at runtime. It's how engines track game objects. Most of the big spooky critical stuff is done though. Last time I did it it was just shit like: look for the "German" tag, and then reference German text banks instead of English ones, or some shit like that.
Still can't figure out nonbloated webms, but time for sleep. Added further interactions code and began writing imports. Rat_ says he has a whole bunch of art I can dump tomorrow and shittily implement.
Once I get imports and a detail dialogue screen up, I'll release the engine here if people want to play with it. Then comes combat, I suppose.
I was recommended to take A C# class before I transfer out to a college where I'll study game development.
In the meantime this summer seems perfect for just leaning Unity
>>345185208
>I transfer out to a college where I'll study game development.
hahahahahaha
>>345185208
Do you have the course list for the college? Post that or the college name and we can tell you if you're getting scammed or not.
>>345185208
I'm worried for you Anon. I hope this isn't a memeschool.
>>345185208
Study Software engineering, not game design.
You'll be laughed out of any other job aside from gaming studios if you try to apply.
>>345186923
I thought even gaming studios want the software engineer instead
>>345187002
Everyone looks at your portfolio after HR skims through applications
>>345073094
Shit, nice looking game anon. Post a thread when you're getting ready to release it or put it into beta, I wanna give it a try
>>345081951
/ic/ is full of retards who think art is complicated and requires talent and/or large amounts of skill, although the truth is that you don't need to know anatomy or drawing techniques or even perspective drawing to make drawings that look quite good. All you do is copy other artists that you want to draw like until you can replicate their work with reasonable accuracy. You will learn the techniques they use by trying to do what they do, and you will also find that most art in the same 'genre' uses the same style between artists, so your art will look like it is at a good level, even if you wouldn't consider yourself a good artist.
is the RTS dream dead bros?
>>345073449
Zero fucking content in your post, why respond?
>>345188710
Yeah, at least 80% of what goes into making a drawing actually look good is the actual "drawing it" phase, getting the shape you want onto the paper.
The other 20% is made up of technique and making "what you want" into something that actually looks good, with perspective and shit.
Even if the "drawing it" part is only 10% of the entire field of art, it gives 80% of the results. The remaining 20% make your art look fucking stunning if you learn them, but you're already performing at the "expected" level just by being able to draw in the first place.
It's why I'm so jealous of people who can actually draw, even if they suck at it. They probably learned that incredibly crucial step insanely quickly, and now they can work on stuff which can actually be practiced. There really is no surefire way of getting over that initial hump, though.
>>345086520
i saw in your last video that you're considering scrapping the tutorial videos. you just uploaded those videos so maybe it'll pick up in popularity later. I just started learning c++ and wanted to get into making some pixel art. I have no idea what im doing and made some really bad, heavily inspired cave story looking sprite. I'd say keep at it cause I was actually trying to find something like this a couple of days ago.
>>345072497
>day old thread on /v/
da fuk
>>345073094
Reminds me of Risk of Rain. That's a good thing.
>>345163678
insanely hard unless you're motivated enough to put in the effort and study a load of classic fighting games down to the marrow of their bones
>add in a whole bunch of back-end stuff
>it doesn't work
>realize that i changed a few things partway through it, which completely fucked with parts of the code
>have to go through and fix those small fuck-ups
>suddenly it fucking works
Holy shit. This took way longer than it should have, considering how I did it in the end.All of the details, such as the description, name, and the place it's in, are loaded from a .txt file. After this, I've just got to make a distinction for profiles and evidence, and then I've fully finished the evidence screen.
>>345194192
Whatcha working on, anon?It isn't the infamous AO+, is it?
>>345194618
>Whatcha working on, anon?
An AA clone, essentially. I'm not too sure what direction I'm going to go with it, but I was thinking of doing some weird AA/DR mix (i.e. witness testimony that continues automatically, with short pauses in between), where you can question multiple parts of the statement. However, it's all up in the air. The most I have would be a protagonist, but even then I'm not too sure about that.
The whole evidence screen is two objects, with a few scripts to get values. The first object draws the GUI, and essentially controls it, and the second is a gutted textbox. The scripts then get some values from an array, which tells the object what ID it has (for the picture), and if it's been found or not. If it hasn't been found, you can't check out the details (there's technically a second piece of evidence in there, but I marked it as not-found.). It's not too complicated, but I'm happy with how I did it - means I can essentially edit the evidence without too much work.>It isn't the infamous AO+, is it?As much as I'd love to do that, I know almost nothing about networking. I could help out on the new client that /aog/ is working on, but it's been years since I've touched Python.
A bit of this was inspired by AO, to be honest. Fucking thing has eaten up too much of my time, so I've got a few ideas for cases.
Still workin on it.
>find some code online that is perfect for your project
>works perfectly, does exactly what you want
>"yes! this will save me hours of work!"
>it's not commented at all, is badly-formatted, and all of the variable names are single letter
>spend hours meticulously going through, figuring out the process, changing the variable names to mean something and commenting it all
god fucking dammit
every single time
>>345195064
Good luck with that. I wanted to attempt an AA clone myself, but I can't come up with a fucking story premise out of all things to use for a gameplay test, since it is also not supposed to be a complete clone. Not to mention lmaonoart.
Can anybody explain me how the FUCK to program my entities do collide with each other? I've tried using my code with the wall collision and just switch out references to the wall with the enemies index (they're all clones, so it's just referencing itself). But it still does nothing, they merge together in pic related and it looks like shit.
>>345188710
This is so stupid.
Youre saying if you practice drawing like someone else enough... then you can draw? If you practice anything enough you can do it, but if you military yourself to.just copying a few preprogrammed angles and views.. then you haven't accomplished anything. Doing that will expose your limitations... and lead you to learning anatomy and perspective to.close that gaps in your knowledge.
>>345162063
I know this post is old, but you could look at Radiant Historia's combat for ideas, where it focuses on using abilities to move enemies in a grid to be able to perform other stronger abilities that affect certain positions on the grid.
>>345093869
thanks
>>345196721
A lot of people just want to draw like a certain artist, or in a certain style, so this is the best advice for achieving this goal as learning all the fundamentals of drawing is a waste of time for this short term goal. I also think that if someone can achieve this short term goal, then they will discover the limitations of this by themselves and, as you said, be led to learning anatomy, perspective etc. to improve their work.
Some people may be happy enough with this and never bother to go any further though, but at least it gives a foundation to actually understand more advanced techniques for those who want to go further.
I'm having trouble with my basic mechanic. I can get things working using translate, but that breaks collisions. It collides when using AddForce, but it doesn't keep the effect I want. Is there some kind of inerta-less way of moving a Rigidbody while maintaining proper collision detection.
>>345198354
I'm about to head to bed and can't test anything out, but I skimmed through this link and this seems to answer your problem. You can manually set the rigidbody's velocity or use AddForce and factor in the current velocity.
http://forum-old.unity3d.com/threads/moving-a-rigidbody-at-a-constant-speed.76470/
Hope that helps.
>>345183652
>Oh, and its arrays are indexed starting at 1 instead of 0, so that'll fuck you up too.
The thing is that you can create your own tables and start them from whatever index you want, like -100 if you so wish. It's just that the default table functions are designed to work with tables that start their index from 1, so you'll have to write your own functions to account for anything else.
who /weight painting/ here
>>345197081
Thanks anon. I'm still here and reading all the ideas/suggestions.
>work in a company that produces software
>in a technical role
>can't code fucking anything
People talk about imposter syndrome in dev roles a lot but I'm legit retarded.
anyone who is experienced with unreal engine?
tell us some stories
Pretty good but i have to force my self to do it. I want to work on it more but my mind is refusing.
>>345199262
That's why I like low poly 3d, It's all either 1 weights or simple blends between 1, 0.5, and 0
>>345200764
I guess people here mostly use GameMaker.
>>345155945
Can't believe this thread is still up but thanks anon! I'll try that stuff out
>>345177867
The best part is that this doesn't even do what it's supposed to.
What if they enter a symbol?
>>345198651
Got it working with a mixture of Translate and velocity.
Danke anon.
what do you think of when you hear this tune?
https://clyp.it/bwopd2jv
>>345202475
Then we get "that's a number and a word"
>>345202525
I can't tell if you're serious or not.
>>345082942
If I may throw in my two cents, I do like the strain bar, especially if you're trying it to the character thematically like you said, but I also see what the other anon is talking about with the two bars working differently. My suggestion is to move the strain bar away or redesign it to some other kind of UI or visual feature. Separating them I think would clear the awkwardness. Maybe have the strain bar towards the middle of the screen or near the character, being closer to the action so you can observe it next to your combat animations and such, if I'm Makin sense here.
Maybe remove it from the UI entirely and have it expressed through animations or the sword glowing hotter, if you're feeling really ballsy
>>345202520
This level
>>345202520
Some sort of puzzle game
>>345182145
Not that hard. Sonic actually isn't very fast
>>345202872
Holy shit thats spot on
And bump limit. RIP thread, you had a good run.
>>345199262
Weight painting is a back of the mind kinda thing, something like tunneling in minecraft. Put on some nice music (preferably not something too backgroundy), or a podcast/show/movie/etc and just let your mind go for it.
>>345161540
Porque no las dos?
>>345202520
Like the second part of a factory level. You've already gone through a good chunk of it and it's getting intense. Some kind of event not necessarily a boss but could be a boss.
Also is rly fucking good. I've never randomly clicked on a link to music and liked it this much