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/agdg/ - Amateur Game Development General
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>>!!!UPCOMING JAM!!!<<
>http://itch.io/jam/agdg-winter-jam-2015
>14th December to 21st December
>Theme is Winter

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

> Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> Demo Days
https://itch.io/jam/agdg-demo-day-6
https://itch.io/jam/agdg-demo-day-5
https://itch.io/jam/agdg-demo-day-4
https://itch.io/jam/agdg-demo-day-3
https://itch.io/jam/agdg-demo-day-2
https://itch.io/jam/agdg-demo-day

> Jams
http://itch.io/jam/agdg-winter-jam-2015
https://itch.io/jam/agdg-jam-november-2015
https://itch.io/jam/agdg-halloween-gamejam
https://itch.io/jam/wj2015

> Engines
GameMaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html
Godot: http://github.com/okamstudio/godot/wiki
Haxeflixel: http://haxeflixel.com/documentation/tutorials/
UE4: http://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4
Unity: http://unity3d.com/learn/tutorials

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/

Reminder to work your hardest!!
>>
first for anime degenerates your brain and saps your discipline/motivation
>>
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first for waifus revitalize your soul and improve your gamedev
>>
Could someone critique a piece I made? It's supposed to be for like an rpg of sorts.

https://clyp.it/ssat5kug
>>
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>>123758378
anime inspires you to do great things

anime = progress
>>
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I added some more blood effects a proper explosive hit reactions against human enemies
>>
>>123758616
I like it! Pretty traditional and generic, but works. Do you have a soundcloud?
>>
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Last time, on AGDG
>>
>>123758616
anon I think you may be tone deaf

>>123758735
>just game
we've really fallen far
>>
>>123758735
https://www.youtube.com/watch?v=bmpLf3QPdB4
>>
While I've been taking a break from gamedev, coding non-game software and designing tabletop stuff, I've been considering what framework to use for my next game.

I don't want to use GM or Unity any more. I feel comfortable with a real language in an IDE, and I'd rather learn to use a library than a third-party UI.

I had planned on LibGDX and Java. But honestly, having written a lot of Scala I'd be quite happy never touching the verbose wall-of-text that Java is again.

I know Python is less verbose, but don't know if Pygame is as mature as the Java libraries.

One alternative I'm interested in is using another JVM language like Scala or Clojure with a Java library. Has anyone here had success doing it? Or maybe C#, since that's like Java but at the very least has type inference?
>>
>>123758616
Pretty dank
>>
>>123758616
celtic march eh? needs a b-section to contrast the main theme.
>>
>>123758616
Drums/timpanis sound out of tune. That quick trill the horns do sounds off too.
>>
>>123758626

is that makehuman? how did you make that clothes?
>>
>>123758735
>need mixels
Okay, I'll do it.
>>
>>123758885
Wow, it's that easy to outdo anything that Japan has ever made? And those nerds obsess about this sort of stuff.
>>
>>123759013
>Wow, it's that easy to outdo anything that Japan has ever made?

Not for you :^)
>>
> tfw was making a game
> would write what I need to do, had a plan on how I want to progress
> realise the game was too big in scope, was a good learning experience, but dropped it
> can't make any progress now, can't do any other game.
> have no plan, no idea, nothing to follow.
> I'm just frantically jumping from one shallow idea to another, becoming more and more tense as I go.

This is depressing.
>>
>>123758986
>how did you make that clothes?
in blender
>>
>>123759108
Time to find a new hobby. Why not try fishing?
>>
>>123758626
brutal
i like it
>>
>>123758735
>AGDG bad, well anon
>>
>>123759108

how don't you continue with that big scoped game, something is better than nothing
>>
>>123759037
kek rekt
>>
>>123759108
Work on the shit core to the big scoped game, and add more one at a time.
>>
>>123758735
>>123758752
>tfw "people just like game" is the new agdg moto
>no more game making
>>
>>123758680
I do but its mostly old stuff there. Nothing too worthwhile. My name there is thesmf but I'll probably make a new one soon to get a fresh start.

>>123758901
I did feel like it needed a bit of air between the sections, so I added the drum break bit. Guess another section would work good too though.

>>123758950
The samples I had seemed decent. I'll check it out though.
>>
>>123759609
not just a rhythmic difference, but a melodic one. if it were a pop song, it would currently be
>chorus
>chorus
>chorus
>....
What you need is a variation on the theme
>>
>>123759108
Just make a platformer, roguelite or a dungeon crawler if you have no ideas at all. Those genres provide the easiest intro into making a fully fledged game.
>>
I'm getting distracted watching my title screen. It's so relaxing to look at.
>>
>>123758885
I like her armpit/shoulderjoint
>>
>>123759826
>>>/v/318255247
But then these people will bully me ;_;
>>
>>123759946
I feel like the smaller ones should fly behind the title, to give it a sense of depth.
>>
>>123759818
I understand. Another melody should fill in the void well. I'll give it a shot. Thanks for the advice bro.
>>
>>123760106
No worries mate.

>yfw anons begin to go bach the joys of applying classical music techniques to composition
>>
>>123759946
Looks nice, also >>123760095
>>
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>Ok /agdg/ Today's the day.
>Today I will start creating the game I've always wanted to create.
>But first one last fap and nap
>>
>>123759946
make the logo huge and do this >>123760095
>>
>>123759946
title font almost unreadable, I don't know what the name is from looking at that
>>
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can you defeat Novak?
>>
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Hi guise, I was away from aggy a few months. Is agdg still shit, with no devs, no progress, no ideas, and ever-present googum?

I see the waifuposters have gained an upper hand though, that's an improvement.
>>
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>>123760924
there's give and take
>>
>>123760924
-googum
+insane stalkers
>>
>>123759108
Sounds like you were and still are an idea guy.
>>
>>123761072

Who was stalked?

> implying there's been anyone worth stalking
>>
damn, I really want to make a cyberpunk game with hot main character - prolly a shooter

I suppose I have to use some sort of premade engine/utility. I think I'll fire up DarkBASIC Proffessional. And pair the result with low poly stylized assets.

Perhaps anyone knows any other utilities to make a cookie cut shooter.
>>
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>>123761258
>darkbasic
>>
So I'm almost done with my Jam game but I have another idea for a winter-themed game. Can I make that too?
I really should go back to my actual game
>>
>>123761023
Add a menu, juice, scores, high score, sfx, updated art and call it done.
>>
>>123761258
there is a limit of how much you can halfass in 3d
>>
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>>123761258
>DarkBASIC
>>
>>123761258
>DarkBASIC
make yourself a favor and use monkey-x with some 3d package
>>
>>123760095
>>123760490
>>123760736
There we go.

>>123760835
It's called Predicate. I'd really like to improve the title but I'm an idiot when it comes to design
>>
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>>123761360
mate I have a self-written software renderer that draws dots, lines, tris and quads in solid colours
>>
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Implemented stances. These cards will bring the sword back to a predefined position, useful for setting up strikes or parrying
>>
>>123761319
>>123761424
what's wrong with it
its not like I want to create a call of duty with it

>>123761412
yea, optimised half-assing is a something I need to learn
>>
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>>123761454
Hmm, first time I have heard of monkey-x,
I'll consider it
>>
>>123762191
I used Blitz3D for a few years (It was the "alternative" to darkbasic, I believe), and then moved to monkey when they announced it. It's a bit different, but way easier to use, and the multiplat exports are a plus
>>
>>123758885
So like what is she saying?
>>
>>123762191
>dat stomach
I'd motorboat her abs for days
>>
>>123761492
can you make a wave of hue change wash through the title about 4 times as fast as the title changes color?

and I don't mean changing colors fast, but actual hue altering layer used as a "mask" over the title, can see the front of the wave change the letter's color gradually
>>
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Make a good game, not a bad game.
>>
https://www.youtube.com/watch?v=_fDcapEe4P8
>>
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>>123762849
>>
How the fuck do I post a gif or webm with even 10 seconds? It always ends up over 15 MB and the limit is 4MB...
>>
>>123763130
web ready
>>
>>123763130
How are your webms ending up that large? You must be fucking up the settings and/or have way too much movement/colors.
>>
>>123763130
Use a webm tool
Don't use pngs for the frames of your webms
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>>123762849
shit, I didn't think of that
>>
>>123763130
On this topic, what's a good way to record gifs or webms?
>>
>>123763243
>>123763221
>>123763212

I'm using licecap. The gif ends up with 20mb. I cannot reduce the size when converting to webm. I'm using

https://cloudconvert.com/gif-to-webm
>>
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I'll ask just in case I have any misconseptions about 3D graphics.

Is making low poly graphics easier?

Low-poly stylized to look like a comic book(a style like pic) - is it possible in the first place?
>>
>>123763305
Webm 4 Retards is good
>>
>>123763375
it was banned
>>
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Multiply a quaternion by a vector to rotate a vector. Multiply a vector by a quaternion to create an error.
>>
>>123763448
It was unbanned
>>
>>123763361
making it look like a comic requires being able to paint the models like in a comic....only 3d. not exactly for someone without some consistent experience drawing
>>
>>123763361
You definitely won't be able to make it look anything like that picture. You'd need to be artistically competent to do that and even then it would be a challenge to make it remotely low-poly.
>>
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>>123758378
Please don't insult anime because of a minority of ultra autistic mentally ill moeblob weebs.
>>
>>123763474
can't find it, only news about it being banned
>>
>>123763452
Yeah, vector multiplication is not commutative
Please don't question the math, it's more than likely correct
>>
Now that UE4 is free (I haven't dev'd in a year), should I use it? I've been rolling with Unity all the time and I liked it for enabling me to make prototypes really quickly. Can UE4 do the same? Should I use C++ (reasonably competent at it) or is there no advantage over blueprints?
>>
>>123763668
The only problem I see with blueprints is that it's very "verbose" and becomes unmaintainable pretty quick in big projects

But for your indie project, it's totally fine
>>
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>>123763617
>>
>>123763736
Unmaintainable how? You can split them up into classes and functions just like regular code
>>
>>123763807
I was writing "4" as the original, that's why it didn't show. Thanks breh
>>
>>123763668
I started with blueprints just because it's much easier to find solutions online, which is pretty important when you're starting with an engine.

Blueprints are fairly expansive, there are certain things you can't do with them but they're few & far between, and you can easily combine them with C++ anyway.

>>123763875
People will show you terrible graphs made by people who don't have any programming fundamentals and consequently have no events, functions or anything.
They can get a bit funky if you don't organise but people exaggerate.
>>
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>>123763891
>>
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Good scripting is better than bad ai.
>>
>>123763971
So they are unmaintainable in the same way regular code is unmaintainable?
????
>>
>>123763875
Just my experience with blueprints in a professional environment
Procedural logic translates badly to blueprints IMO, and "professional" programmers pretty much only code in a procedural and/or OOP manner

They're also a pain to debug in my experience and those damn conditionals aren't short-circuiting
>>
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>>123763525
>>123763540
imperfact wording on my part - open to untrue interpretations

I didn't mean that I want to have the black borders on models like Borderlands or like the XIII game was (the one in the pic).

I was thinking a palette similar to it (dark but vivid). Shapes of the people more like it than say like anime shaped.
>>
>>123764070
Basically yes, with the added element of having to arrange things physically in a way that pleases ones autism.
>>
>>123764134
all I can say is just build one small room/area with one character and see how it works out, tweak everything out until you are satisfied, then expand until you have a game
>>
>>123764134
I wasn't referring to the black borders, I'm sure you'd have no trouble doing cell shading considering it's been done before tons of times. I was referring to what the characters look like - you'd have to be a competent artist to copy that and I'm willing to wager you're not competent in art at all. Furthermore low-poly is only easier if you use it to make very simplistic models, otherwise it's more or less the same deal as high-poly models but much more of a hassle to animate.
>>
>>123764490
>Furthermore low-poly is only easier if you use it to make very simplistic models, otherwise it's more or less the same deal as high-poly models but much more of a hassle to animate.
Golden advice right here folks.
>>
>>123763981
it sucks, crashes every fucking time
>>
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this isn't actually for a videogame, I just want to build an efficient autonomous map solver.

I'm just setting up everything a machine would need to decide on the where to go.


Also, one of my main trial points was to see if a machine could consistently explore a maze in a more optimal fashion than a human being.
>>
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>can't decide on an artstyle
>>
>>123764981
just do retro indie pixel art
>>
>>123764981
Maybe you should find a different hobby.
>>
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>>123764409
yea, was planning to start like that

>>123764490
I am not really an art illiterate, but I ain't really good either. But I have another dude for the actual end state art.

>>123764490
hmmm okay
but what about not doing the meme low poly and settling for something inbetween the high and low poly spectrum?
>>
>>123764859
>this isn't actually for a videogame
reeeeeeeeee

looks good anon. I don't understand what happens during the exploration when the dot "drops the lantern" (20 sec in)
>>
>>123764859
>one of my main trial points was to see if a machine could consistently explore a maze in a more optimal fashion than a human being
Considering you're dictating how it should solve the problem, it can't ever be better at solving the problem than you are.
>>
>>123765109
id take good texturing skills over modeling skills any day

if you are good with drawing/painting maybe you could pull off characters with good texturing if not you might have to reach to someone with your own concept art
>>
>>123765192
>it can't ever be better at solving the problem than you are
Not him, but i can write an AI that beats me in any relatively simple game.
>>
hey you fucking indie devs

is your game multiplayer?

yes?

make a god damned dedicated server client you stupid fucks

fuck you hopoo
>>
>>123762889
Is there any way to effectively gamedev if you go blind?
Text-to-speech can only do so much
>>
>>123765368
Given a sufficiently large amount of time for each move and sufficient dedication/patience, you could at least tie with it, even if you're using a trial and error approach. Admittedly I should probably have incorporated the lots-of-time factor into the original post, but the gist of it really was that the AI couldn't be better at solving the problem than he was unless he used an algorithm to formulate a better solution to the problem which he wasn't aware of.
>>
Reminder to implement as many game mechanics as you can for practice. If you're sitting on your ass and have no idea on what to do, just think of the last game you played or open up steam and copy one game mechanic from that game. You will never learn how to gamedev if the only time you actually sit down and do it is when you think you have a game fully thought out.

Do anything, any game mechanic. Just do it. Don't stop.
>>
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>>123765392
>>123765392
>>
how do you pronounce this?

a->b

a arrow b?
>>
>>123765790
a dash greater than b
>>
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>>123765790
from a to b?
>>
>>123761258
>>123761454
>>123762191
darkbasic is absolute garbage and monkey is a mobile language with no 3D capabilities, the only remotely usuable suggestion here is blitz3D
still, this isn't 2005, why don't you just use unity
>>
>>123765790
Depends on the semantics, but if that's C++ I'd pronounce it "b from dereferenced a" if I wanted to be explicit about 'a' being a pointer or "b from a" any other time.
>>
>>123764134
>he doesn't use spell check in his browser
>>
>>123763130
im a lazy fuck and i just use the built in vlc converter
>>
>>123766004
>monkey is a mobile language
wrong
>with no 3D capabilities
wrong again

thanks for trying, unity shill
>>
>>123765738
Neat, but I'd assume that's a small amount of text at a time, so it comes with the same downsides as text-to-speech.
>>
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>>123766004
unity is pretty expensive, that's why
DarkBasic is only 40 dollars

but could you say, why darkbasic is worse than unity

>>123766084
i just don't like spell check underlining my entire text when I am writing in my native tongue
>>
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how do i make a game that rebels against the abusurd?

or is making the game an absurd enough act to begin with..
>>
I am new to this, please be gentle
https://www.youtube.com/watch?v=OK3afWbZ0Qo
>>
>>123766683
you know you can get things for free on the internet without paying for them
>>
>>123766952
ACTION, haha fuck this took me back

its great, nice work. if i could improve it i'd make shooting guys feel more rewarding.. time crisis had awesome death animations like spins and shit for this

why hasn't an indie made something like this but just with video / greenscreen?
>>
>>123766952
Bretty good
>>
>>123766946
Isn't rebelling against the absurd and absurd act in itself?
>>
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>>123766958
i know that
>>
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Why don't indies make games similar to morrowind or oblivion?
Now, I know you will say "it's alot of work", but hear me out.

These days, you have engine likes Unity or Unreal doing most of the job for you. Then you have libraries and assets for most anything you need. You only need to spend around 100$ to make any kind of terrain you want in Unity itself in a week or two. I'm not even talking about WM that makes high detail terrain creation extremely trivial.

You also have hundreds if not thousands of assets that you can purchase for another 100$ tops and you'll get the generic props for almost any game you could want. Who cares if that crate or chest is purchased. Or the house is from the store. They all look the same in almost any games, you can switch up the colors of the texture and you're done. And with websites like cgtextures and tools like gimp it's extremely trivial to create new textures that are of high quality

AI is also simple. You have the engine itself that gives you an easy access to basic AI, or you can, again, buy libraries or assets that other people spent hundreds if not thousands of hours working on to improve them.

The humanoid models are the only hard part, but anyone can do basic enemies like imps, floating magic orbs, golems and other stuff. As for actual humans, you have tools like MakeHuman or Mixamo fuse that basically does 90% of the work for you. all you have to do is make armor and clothing for them, which is the only "hard" part of the game.

animations? Again ,you have mixamo library that practically fills in almost all the animations you would need.

You literally only need to spend a couple hundred dollars at the very best and the only thing you have to do is to write a story and fill the world with props.

There's absolutely zero fucking reason why "le indies" should be making 2d pixel platformer shit.
>>
>>123767342
yes, all action is absurd but at least you can try to overcome your "rational" programming through embracing this absurdity
>>
GOD

DAMN

PIVOT

POINTS
>>
>>123766946 >>123767342
Does it really matter whether rebelling against the absurd is absurd or whether making a game is absurd if the question is how you can make a game that rebels against the absurd?
>>
>>123767634
you go plaster a game together from stock assets and scripts and see how engaging the final product is
>>
>>123767673
Are you watching me?
>>
>>123767634
theres a game called Island Escape which is like the most bare-bones version of these games possible. i ended up playing it for like 3 hours and doing all the quests, its pretty cool.

you're right to an extend but its still a shitload of work which ends up looking amateur or bad. if you take a super simple starting point like pixelshit, you can make the world cohesive, really focus on details and add/tweak features without spending days on them.

you should actually try making these kinds of games before you throw your worthless opinion around. its a lot harder than you think and takes a lot of time...
>>
>>123767634
why don't you make it if it's so easy then?
>>
>>123766683
>unity is pretty expensive
??????
>>
>>123766952
Kewl
>>
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fuck it, I cannot record a webm, I give up for now.

I have finished my month-long project, my fist game EVER.

It's a shit breakout game. There are some bugs which cannot be fixed unless I change the whole logic, so fuck it.

Right now it just bounces the ball, there are bricks that destroy and bricks that cannot be destroyed. Sounds are also implemented. The paddle also has a couple of animations.

What more should I implement before the month ends?
>>
Complete newbie here

I've got some experience in fortran (yes I know we had classes for it in college and I discovered I'm quite good at it), what would be the best coding language to work with? Like, I can imagine how I'd make the things I want to do in fortran but I loaded up gamemaker and I'm kind of put off by the graphic interface - what language has a similar way of coding?
>>
>>123767742
i guess not family
>>
>>123767634
>Why don't indies make games similar to morrowind or oblivion?
Because those games are only half decent as modding platforms and Unity precludes that, at least if you're going the zero-effort route.
>>
>>123764859
This looks like a microscope shot of cancer cells.
>>
>>123768135
C++ is the norm.
>>
>>123758310
how can i start modeling for videogames? specifically unity?
>>
Is it bad that I don't have any ideas for games but instead every time I play something I like I want to remake it.

Like recently I played Sengoku Rance and immediately wanted to make it, as in the same fucking game but somewhat different to my tastes.

Or I played Megami Tensei today and was like, fuck I want to make this game.

It's mostly because I see an interesting concept but then see how shallow some of the delivery is and it irritates me to shit. Makes me want to pick it up and redo it better to please my OCD.

Is that bad?
>>
>>123768175
>peepee, pepe whatever

it's mexican you dumb cunt, god even being ironic this makes me mad

I feel like hatefucking her mouth
>>
>>123768135
Basic is supposed to be heavily inspired by fortran.
A few implementation of Basic for games have been discussed in the thread. There's Darkbasic, Blitz (Blitzmax / Blitz3d), and Monkey-X to some extent.
>>
>>123768135
All assembly dialects are obviously similar to Fortran. If you actually want to make a computer game and finish it I'd recommend learning contemporary languages like some C-language instead.
>>
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>>123766946

I actually want to do that sort of thing, not explicitly though.

>>123768135

If you actually know how to program you should probably skip GM.

>>123768328

Blender. Watch hours of tutorials to learn the interface, then start making things. I did the BornCG ones but they're pretty boring.
>>
>>123768517
Oh fuck off.
>>
>>123768104
Score system and a high-score list.
>>
>>123768175
lel
>>
>>123768175
lel
>>
>>123768571
You fuck off, unity shill.
>>
>>123768167

KSP is unity and hella moddable though.
>>
Maybe you guys should find another hobby.
>>
>>123768481
That's fine, I'm sure you could make it work if you picked a game that was generic or old enough for you to not look like a ripoff.
>>
>>123768517
>>123768524
>>123768570

Alright, thanks. I'm going to check out some of the languages >>123768517 mentioned but from the OP links I'm leaning towards Unity
>>
>>123768481
It means you're a reactionary game designer and doomed to mediocrity if you ever manage to finish anything at all (you won't)
>>
Please list some abilities from turn-based RPGs which you found exceptionally interesting. I'm getting somewhat desperate and am not beyond plagiarism.
>>
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>>123768978
>I'm going to check out some of the languages >>123768517 mentioned
>>
>>123768978
I thought you didn't want a graphic interface, tho.

>>123769041
simply ebin
>>
>>123760840
>>123761023
>>123761661
>tfw your pong clone is miles better than mine
Time to find a different hobby
>>
>>123768978

Unity's pretty easy to pick up, I'd say download it and do some of http://catlikecoding.com/unity/tutorials/ to see how you like it.
The most important thing is just to pick something and get started, really. Time spent deciding is time wasted.

(Not Basic though, that guy's either misguided or mean.)
>>
>>123768606
>>123768664
is mommy paying for your shitpost vpns r*tate?
>>123769028
guardian forces, it's extremely underused and even if it's not it's often unsophisticated
>>
>>123769274
no the government is
>>
>>123769312
You aren't yukizini. Why do you keep shitposting under his name? I don't get it, you've been at it for months.
>>
>>123769028
I played the smt games after gatedev wouldn't stop praising them, and they have some pretty interesting strategy going on, def give em a try.

My favorite mechanic in any rpg game is wobuffett from pokemon before the physical/special split probably, where you had to predict your opponents actions
>>
>>123769274
> guardian forces

Not the person you replied to, but elaborate.
>>
>>123769090
I'm not sure what I'm looking for - remember, what coding I've done was for simple math projects like numerical integration. I'm looking for something with a decent amount of scripting that can, at one point, help me make a graphic interface (because if there's one thing I'm going to suck at it's going to be that, all of my work up to now was "displayed" directly in the command prompt)
>>
>>123769372
it really is me this time
mothdan posted as me a lot before but i think he stopped
>>
If the guy who makes that gay forry la-mulana ripoff here, if you have any site where you post updates for it and can post them that would be p. cool.
>>
>>123769485
You should really use a trip to eliminate confusion. Just saying.
>>
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>>123769448
have you played ff games?
>>
>>123769641
people said theyd hate me if i used a trip
>>
>>123769196
>that guy's either misguided or mean
Have you tried any of the engines/frameworks I'm talking about?

>>123769461
Well, it all boils down to a few questions, anon. Do you want to do 3d or 2d? Do you want a WYSIWYG editor or not? What game would you be interested in making?
>>
>>123769578
furry*
>>
>>123769694
I refuse to believe you're actually that retarded.
>>
>>123767634
A good game needs a vision. Buying assets and just making something around them will result in an inconsistent art style - the #1 sin a game can commit. Even if an aesthetic is low-rent it should be consistent with itself.

Your imps are going to look like a different style to your golems and your humans.

If you don't have purpose-built assets, you're just doing gymnastics building something around the mixed bag of stock assets you have, and end up with something very generic.

Yes, even more generic than Oblivion.
>>
>>123769852
im not retarded holy shit
that strawpoll was mothdan with his proxies
>>
>>123769664
Actually no.
>>
Stop replying. It's clearly not actually him.
>>
>>123769578
It is amazing how much pull furshit has. That game has one scene and people are constantly asking for more information about it.
>>
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WARNING: last chance to fix your sleep schedule for the next ludum dare
>>
>>123767634
So your concept of a good game is something that looks 100% like other games? At least with pixelshit you get unique artwork.
>>
>>123769958
Alright, my bad.

>>123770004
Is this just for good gamedevs, or can complete amateurs get in on this? I've heard of Ludum Dare before and it'd be interesting to participate...
>>
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a is just an upside down g
>>
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/Project Dungeon/ dev here, trying to find a good name for the game.
The game is about clearing virtually simulated dungeons which are infected by some kind of virus. It's an adventure-platformer 3D action game, kinda like Zelda or Psychonauts.

I was thinking on Random Access Dungeon, or Random_Access_Dungeon but it sounds like an average indie procedural rogue like game to me, any suggestions are accepted.
>>
>>123769578
harmarist tumblr com
>>
>>123770065
It's for anyone, if you do well it's free marketing for your twitter/itch profile, also it's fun and you learn a lot about gamedesign, any semi-serious gamedev should participate.
>>123769941
Basically you can "invoke" mystical creatures to help you, most of the time it's just dps and eye candy tho it could be way more interesting and in-depth.
>>
>>123770004
unnecessary. staying up 48 hours is unpleasant, makes you feel really frustrated and it becomes hard to think.

because it's 48 hours not 24, sleeping in any timezone would give up an equal amount of time as any other timezone.

you might tell me to git gud and stay up the full 48 but fuck that.
>>
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>>123770004
I am tempted to take part in that, I took part in the prev 3, but I think I should work on my actual projects instead. and I really don't wanna play other peoples games, they're fucking terrible when compared to mine

>>123770065
go for it, just try to familiarize yourself with the tools you use before it starts
>>
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>>123767634
>idea guy comes from /v/ to tell agdg how to make an open world MMO
>>
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>>123770189
name suggestion: bright souls
>>
>>123769719
A 2d game. The idea is that you're a person managing a faux-Han era China region's economy and taxation while dealing with population-related social problems. The basic goal is ensuring that each year you can create enough wealth from the resources the village and cities produce to send a proper tribute caravan to the emperor, but you're also managing the population of peasants in various villages and ensuring that they're fed and protected from banditry (and not turn into bandits themselves), combing the people you put on administrative position so that you're sure they're not giving you wrong figures and skimming off the profits and such. Then there's events based on the state of your management and so on.

I've got the equations and how variables affect each other crunched down (there's some things regarding military mobilization, production, population distribution and such I've got to get historical figures for so I can base my own thing on them) and I've run down some approximate simulations in fortran, but it really isn't a language for video games.
>>
>>123770335
Nah I respect that, I have to sleep between 10-12h so I can't really afford sleeping last time I slept I missed the compo and had to go jam.
>>123770357
Fair enough but it's just a weekend and imo it's time well spent
>>
>>123770189
>Sen's Funhouse
>>
>>123770189
Unless you're planning on putting it on kickstarter or what have you to get mad dosh then just finish it first and think of a name later.
You can spend this time wasted on working on it.
>>
>>123770307
>>123770357
Sounds cool. I'll start making a game until then to get me acquainted to Game Maker.
>>
>>123770189
how about

DUNGEONAUT

or

VIRTONAUT

or

VIRTUA DUNGEON
>>
>>123770552
"Virtuanaut" rolls off the tongue quite nicely. That's definitely my suggestion.
>>
>>123770427
Avoid unity for 2d. People will tell you it's "fine", but (even more if you're used to coding) your best choice it's to pick a language you like and use a 2d framework.
>>
IDEA:

> open world fps on island
> there are dinosaurs
>>
IDEA:

> game
> there are dinosaurs
>>
>>123770714
Well suggest something then if not unity.
That's literally all that is suggested for 2d.
I really don't know any good 2d frameworks.
>>123770769
I think it's called ARK
>>
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A crafting system is a lot of work.
>>
>>123770004
i dont get why people enter this anymore.. it used to be good but now there are so many entries it works against you. no one will even see your game or care because there are 10,000+ other games all coming out at the same time, about the same thing. the indie boom ruined everything
>>
idea:
>you're a cute anime girl
>you shoot things
>you get points
>you try not to die
>>
IDEA:

>dinosaurs
>>
>>123766476
are you planning to sell your eyes or something?
>>
IDEA:

>copy someone's post but change a couple of things
>new meme
>>
>>123770189
The fact that arrow interactions are just defined by physics really bothers me.
>>
>>123770845
IEDA~

> dinosaurs?
>>
IDEA:

>go back to /v/ and be with your nodev brethren
>>
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>>123770886
GET THIS HOTHEAD OUTTA HERE
>>
idea:
>you're a cute anime girl
>you go fast on speeder bike
>you take part in futuristic race
>you try to win races
>>
IDEA:

>anime dinosaurs
>>
>>123770913
Depends, you looking to buy?
>>
IDEA:

>post progress
>>
IDEA:

>real world but on a computer
>>
>>123770868
That OP really needs to be replaced, it's not as helpful as the previous one.
I'd tell you to do some research, because everything I suggest will be biased towards my preference.
https://en.wikipedia.org/wiki/List_of_game_engines
http://www.indiedb.com/engines
http://forums.tigsource.com/index.php?topic=21471.0

For 2d, I really enjoy love2d, monkey-x, and ORX. Personal preference of course
>>
>>123771094
>Oh shit I hope T-Rex senpai doesn't notice me today
>>
idea:
>you're a cute anime girl
>you jump and run with 2d side view
>you jump on enemies to kill them
>you try to reach the end of the stage
>>
>>123770714
What framework would you recommend? Fortran obviously doesn't have any.
>>
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>>123771118
>>
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Does anyone know why my terrain is generating these creases? I'm simply reading from Perlin noise. The deepest point of the crease is always the center of each plane.

http://pastebin.com/mi4A79n4
>>
>>123767185
better death animations got it :)
video/greenscreen you mean like old Leathal Enforcers, but with modern technology that could work
>>
>>123770975
agreed
physics are absolute shit for games.

ragdoll deaths look like trash, it always breaks immersion, physics puzzles are so 2005, any dynamic gameplay is negligible
fight me irl
>>
>>123771218
>>123771186
>>
http://contest.gamedevfort.com/page/winners
anyone participated?
>>
>>123771306
>ragdoll deaths look like trash, it always breaks immersion, physics puzzles are so 2005, any dynamic gameplay is negligible
This is not what I mean. Having arrows bouncing around with no penetration is a hallmark of laziness in these engines where rigid body physics is the default.
>>
>>123771416
>agree with you
>starts arguing
autism tbqh and im not the dev nor do i even care tbqhhhh
>>
>>123771507
You didn't agree with me.
>>
Idea
Do my homework for me so I can dev
>>
idea:
>you're a cute anime girl
>your village gets destroyed by ancient evil
>you gather a party
>you increase your skills and overcome the evil with the power of friendship
>>
>>123771374
I did
>>
>>123771276
Why are you using Y as height when getting the noise value and Z as height when displacing the mesh?
>>
>>123770065
The first game I ever made was a Ludum Dare game
Of course, you could experience the whole game in about 30 seconds. But it will still better than nothing.
>>
>>123770876
the rating system they have in place means that for every rating you give to other people's games, your game is more likely to get rated (your entry moves closer to the front page of all the links to games).

they definitely should explain this shit better, a lot of people don't bother giving out ratings and then they wonder why no one's playing their game.
>>
What do bears eat other than honey and fish?
>>
>>123772378
Sandwiches
>>
>>123770714
>Avoid unity for 2d.
Why?
>>
>>123772378
picnic baskets
little kids
>>
>>123772378
cute anime girls
>>
>>123772483
He's retarded.

It takes 3 lines of code to make 2D games scale properly in Unity.

I'd avoid unity because of the retarded entity based system it forces on you.
>>
>>123772378

humans?
>>
>>123771265
I'm serious.
If we can see eye to eye on a price.
>>
>>123772378
berries, nuts, various plants, some roots, insects.
>>
what's a good book to learn c#?

http://www.introprogramming.info/wp-content/uploads/2013/07/Books/CSharpEn/Fundamentals-of-Computer-Programming-with-CSharp-Nakov-eBook-v2013.pdf

http://www.robmiles.com/c-yellow-book/

are these any good?
>>
>>123770004
>ludum dare
How does this work again. What's stopping someone entering a game they made before the competition?
>>
>>123772378
there was that one planet earth special where they were eating moths
>>
>>123772716
There's no prizes.

So nothing is stopping you from cheating.
>>
>>123772692
http://www.homeandlearn.co.uk/csharp/csharp.html
>>
>>123772483
It's an excellent 3d engine, but the 2d part is still being "migrated" from it's original shape, which was basically a bunch of hacks to make a 3d game render as 2d. It's much easier (and intuitive) to work in a 2d engine.

>>123772572
>He's retarded.
stop projecting
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