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/vg/ - Video Game Generals

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253016883 No.253016883 [Reply] [Original]

We're all making it edition

> Demo Day
NOW: itch.io/jam/agdg-demo-day-26
Play: itch.io/jam/agdg-demo-day-25

> AGDG jam
Previously: itch.io/jam/agdg-princesses-witches-jam

> Helpful links
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Steam Games: homph.com/steam
Website: tools.aggydaggy.com
Weekly Recap: recap.agdg.io
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
AGDG Logo: pastebin.com/iafqz627

Previous Thread: >>252927637
Previous Demo Days: pastebin.com/M8xVhUQu
Previous Jams: pastebin.com/ZNPSfbJ9

> Engines

> Models/art/textures/sprites

> Free audio

> How to Webm

>> No.253017121

nth for stop using C shit and dynamically typed shitlangs

>> No.253017126
File: 40KiB, 1280x853, where game.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253021675

>> No.253017185
File: 518KiB, 1262x679, space.png [View Same] [Google] [iqdb] [SauceNAO]

first for space horror

>> No.253017507

gamemaker has built in 3d capabilities

>> No.253017604
Quoted By: >>253018098

that like saying a bike has builtin capabilities to go at 100 mph lol

>> No.253018098
File: 9KiB, 275x183, motor bike.jpg [View Same] [Google] [iqdb] [SauceNAO]


>> No.253018346
File: 58KiB, 640x623, 1551296331669.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253018632

Would it be possible to have an animationsystem similar to rainworld built in gamemaker?

>> No.253018517

I tried to use it genuinely and it was a nightmare of ugliness, very shit performance and no 3D features (a simple raycast collision check felt like I was coding quantum entanglement, I fucking gave up).
I switched to Godot to make the same thing and it was prettier, much better performance and loads of built-in 3D features like that raycast check. All the while keeping a high ease of use, only slightly more difficult than GM. And the only difference between coding 2D and 3D in GDScript is you use Vector3 instead of Vector2.

>> No.253018608

So where is the result?

>> No.253018632

nope, it's literally impossible, sorry.

>> No.253018665
Quoted By: >>253019774

When will Godot get LOD support?

>> No.253018843

Don't stop posting progress, shoe-anon

>> No.253018967
File: 2MiB, 640x360, rayRealm.gif [View Same] [Google] [iqdb] [SauceNAO]


>> No.253019118

it's shit

>> No.253019550

i want to marry raxy and have her wear her bikini for me

>> No.253019673

Based Poland.

>> No.253019774
Quoted By: >>253021061

several years ago

>> No.253020817
Quoted By: >>253020893

why would you jump on empty platforms?

>> No.253020893

To get to the other side.

>> No.253020957
Quoted By: >>253021054

anyone got any advice on making a gacha game?

>> No.253021054

yeah don't do it.

>> No.253021061
Quoted By: >>253021127

When will it start working?

>> No.253021127
Quoted By: >>253021242

it always worked, what are you talking about?

>> No.253021242
Quoted By: >>253021324

I'm talking about level of detail for meshes in Godot. It doesn't work.

>> No.253021324
Quoted By: >>253021504

what exactly about it doesn't work? I know you haven't actually used the engine and can't be specific but you gotta be more specific

>> No.253021504
Quoted By: >>253021803

>I know you haven't actually used the engine
Then please show me LoD working in Godot, since you have implied that you've used the engine and are well versed in all of its functions to make the claim that LoD works.

>> No.253021675

raspidor, eto ti?

>> No.253021803

All geometry nodes have LOD settings, what didn't work out for you?

>> No.253021930

I said show me it working in Godot.

>> No.253023661
File: 171KiB, 600x600, 1552495354275.gif [View Same] [Google] [iqdb] [SauceNAO]

Am I retarded or is programming really, really time consuming? Every little feature I add always introduce some bugs that I have to spend hours on fixing or I have to revisit the code because I wasn't thinking of some particular edge case etc, etc. I feel like I'm going nowhere with this pace.

>> No.253023906
Quoted By: >>253026373

As long as you're learning from your mistakes, you can make those mistakes less and be able to solve bugs quicker.

>> No.253023918
File: 48KiB, 507x480, bayesian.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253024426

I'm trying to implement bayesian get_height on triangles. I can't figure out what I'm doing wrong. Is it obvious to anyone else?

>> No.253024102
File: 17KiB, 413x432, xs0RwjM.jpg [View Same] [Google] [iqdb] [SauceNAO]

my game needs a horsey

should i reskin a dog and just make it bigger?

>> No.253024120
Quoted By: >>253026373

>making games ain't easy
who would have thought

>> No.253024129
Quoted By: >>253026373

Yes to both.

Artists don't know how easy they have it. It just takes a couple of hours at best to make a rough sketch of what they want to draw, while I have to spend a good month or two making a prototype while working as fast as possible without following good coding conventions or practices and using placeholders for everything. And then I realize that my idea was shit and the prototype isn't fun, so into the garbage it goes, come up with a new idea and repeat the whole process.

>> No.253024307

Yes, people that have been programming for years are just as slow and clumsy as you who started last week, no one ever gets better at programming.

>> No.253024359

How many projects have you given up before?

>> No.253024426
File: 154KiB, 1920x1040, poop.jpg [View Same] [Google] [iqdb] [SauceNAO]

holy shit I'm such a big dummy. Was less then rather than greater than. Guess I owe you guys a screenshot of my poop project for being dumb.

>> No.253024513

one desu

>> No.253024583

how you feel about puzzles like in portal where you must put the velocity of objects into the consideration too? because what i studied these, they can get pretty complicated pretty quickly.

>> No.253025045
Quoted By: >>253027087

looks kinda cool anon
stop calling your work trash bro
maybe 20+? does making a new unity project and then not going back to it count?

>> No.253025119

Tried to learn how to use unity matchmaker/unet. Cant get matchmaker rooms to be generated. Spend weekend trying to work out why.

>Find out mid-tutorial its being deprecated.

Its hard being this retarded.

>> No.253025416

Still waiting.

>> No.253025538
File: 83KiB, 546x678, 1556035558391.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253025793

Do I still have to manually implement height maps in Godot?

>> No.253025592
File: 31KiB, 448x478, 1542902201893.jpg [View Same] [Google] [iqdb] [SauceNAO]

>programming wizard
>can't art for shit
>give up quickly after starting game dev project because "no one will play it if it looks like shit anyway"

How do you guys deal with programmer art?

>> No.253025793

There's an addon in the asset lib, don't know how good it is.

>> No.253025882

learn 3d

>> No.253026061

Work for someone else or study art instead of moping about how you haven't done anything yet.

>> No.253026251

Go simple or "stylized" within the limits of your ability. People eat that shit up.

>> No.253026290
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So should I go with or without noise?

>> No.253026306

make roguelike

>> No.253026373
File: 1MiB, 867x1300, 1541901515906.png [View Same] [Google] [iqdb] [SauceNAO]


I'm a self taught programmer. My first game was a clusterfuck. Took me a year to program it and even then it had weird bugs I couldn't reproduce. It was exactly how you described. I was a programming cowboy. I just sat down and wrote code and it was a mess.

I had an opportunity to return to university to study computer science and learned some really good lessons to avoid inefficient programming practices. These days I approach coding methodically with extensive planning and documentation.

On a good day I can write out a whole feature without semantic or logical errors, compile it and it runs perfectly first time.

1. Plan out your program, feature, function, class. Artists make rough sketches, do a rough outline of your code structure on a piece of paper with proper naming conventions, descriptions and logic. If you are making a game you are most certainly using OOP structure, so sketch out all your objects, inheritance and relations. In the least you need:
a) class outlines including parameters, methods and return values
b) class structure and relations
c) logic flow

2. Use boolean algebra to confirm the logical coherence of your code. Just write it out for each method or function.

3. Classify your data types and visualise them somewhere. Chart or diagram.

4. Write unit tests for significant features. Before you inject your code into the main project, write it in a separate project and test it first. Once you know for sure it works as intended, then copy it over to the main and integrate it.

It's a great deal more busy work and you will spend half your time writing on paper or making notes, but at the end of the day you write code once and it works just as intended.

Also, comment your shit properly. Sure as shit you will go back a few months later and try and decipher what a certain class, method or function was for. If it isn't commented properly, you will just waste more time.

>> No.253026386
Quoted By: >>253026595

What the fuck are you even talking about?

>> No.253026572

Two big mods for Half-Life 2
A rouge-like on ncurses
Two sidescrollers in GameMaker
A first-person shooter in Unreal

The only thing I've finished so far is a 20 minute long level for Half-Life 2. I hope I'll release a proper game and maybe earn a cup of coffee from it before I die.

>> No.253026595

Im talking about post processing, the one on top is before AA.

>> No.253026793

Maybe 10? I've only had 3 bigger projects and rest has been smaller. I like to code and draw so I make all kinds of prototypes but I lose motivation and interest once I realize I actually have to finish the damn thing.

>> No.253026854

I completely forgot about my game for half a year. I didn't even want to stop working on it, I just didn't think about it.

I will resume it today, but I think I'm going to start by remaking a lot of core stuff like the camera.

>> No.253026954
File: 1009KiB, 1920x1080, 1526991005559.png [View Same] [Google] [iqdb] [SauceNAO]

based, exactly what I do anon, planning shit out saves so much time especially in more complicated projects.

>> No.253027019
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Quoted By: >>253027312

>cant program
>cant art
>cant music
>some how end up with one of the more unique agdg games

the first step is to believe
make 5 bad arts/models/songs and keep cranking them out
soon you'll have SOMETHING and something is better then nothing and is way better then feeling sorry for your lack of ability

>> No.253027087
File: 94KiB, 991x412, boat.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253027695

Thanks anon. I guess I just don't want to come across like I think I have a big ego or something. Here is a screen shot of a different part. I've never been able to get buoyancy to work very well but it's there. The land is a map of Ireland. I tried adding forests but I can't figure out an efficient way to implement and it tanks my frames. It's OpenGL and C++.

>> No.253027193

i always cringe at these shader babbies. no game. just keeps thinking on how the game looks by tweaking some tutorial shader settings. what if you actually made the game first and then think about visuals?

>> No.253027214

This is overkill and inflexible, even for "real projects"
Again, diagrams are bad
Unit tests are good for business logic but don't really work for games. The vast majority of your work will be far too heavily interdependent. Integration tests are possible but almost certainly a waste of time to try and get something actually usable set up unless your game has a very good structure for it.
>Also, comment your shit properly.
You should be writing code that is readable without comments, for the most part. Unless something is exceptionally tricky or weird for a non-intuitive reason, comments are for the most part noise.

I'm not saying don't plan, writing out some notes with the major components of what you want to do is fine and productive. But as soon as you break out UML you're spending way too much time on something you're never going to use.

>> No.253027310

I hate games that force 'stylish' shaders that look like the bottom one desu

>> No.253027312
Quoted By: >>253027695

>some how end up with one of the more unique agdg games

>> No.253027671

Will you put your game/games in your portfolio?

>> No.253027695
File: 251KiB, 1866x1458, 1548001877570.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253028202

so many just give up that the pool of games is very tiny..
try to fake it? lower your scope? you could have it bob back and forth randomly or maybe have a large ship wooden creek sound?
irish myth stuff is pretty popular
this is like the 4th irish myth game ive seen here

>> No.253027762

>implying i'm going to apply to anywhere

>> No.253027927
File: 105KiB, 500x546, donatello-pepe-2746822.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253028323

>oh wow! you made this interactive video game all by yourself?
>wow its even on the steam storepage?
>oh wow you collect revenue from the playstore?
>best i can do is start you off as a unpaid intern though

>> No.253028202
Quoted By: >>253028717

true. The map is easily enough changed it's just a grey scale. I've never intended to release anything I just do it in the same way my girlfriend does sudoku. I like the puzzles or something. What are you working on?

>> No.253028323
Quoted By: >>253028502

And then you say
"thank you SIR for giving me this opportunity"

>> No.253028368
File: 233KiB, 900x519, digis.jpg [View Same] [Google] [iqdb] [SauceNAO]

Asking again since last time it was during shitty hours

I want to make a furryish game but im not really a furry. Growing up I loved shows like pokemon and digimon and I like to doodle creatures but I have zero interest in jerking off to cartoon animal characters and I dont know much about the whole subculture.
How can I better understand the whole furry appeal thing specially what makes fans tick and obsess over it, not even the sexual thing, just the whole autistic essence of things like pokemon, sonic, undertale, etc that extend far beyond "I want to have sex with that"?
I gravitate towards the more badass kaijuesque monsters so Im not sure how well that would translate to furry fans. Im willing to try to appeal to furries and going the cute route as long as it doesnt devolve into soulless pandering. Im just not sure that I entirely get the core of what truly clicks with these people so that I can find a balance between what I like and what the audience likes.

tl;dr: Got any insight on understanding furry autists?

>> No.253028459
Quoted By: >>253028758

stale bait

>> No.253028502


>> No.253028550

I am having hard time implementing weapon system in my game. Can't shoot balls

>> No.253028717
File: 148KiB, 730x642, 1557583383373.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253031189

makin a horsey from a dog 3d model so i can reuse all the rigged bones !!

gamedev is like a nice puzzle and its very fun!
although i think its a misstep to go in and never release anything !!
you don't try to understand it
don't try to appeal to furries
just make something good
and people will come
ive seen people rule 34 airplanes
nothing makes sense

people made a preg version of clippy from M$ word..

that being said i think the key is recognizable outlines
look at bart simpson or micky mouse or pikachu
if you draw just their outline you can pick it out from a crowd

>> No.253028758
Quoted By: >>253029004

uh, what? I posted this question yesterday for the first time?

here's the best response I got so you dont have to bother answering if its something along these lines
>I can tell you something that helps - characters from templates. Lots of them, from which you choose your favorites. Consider this: What's it take to come up with your OC donut steel Homestuck character? Species, name, shirt symbol, hair and/or horn shape, text color, chat username, typing oddity, guardian, class/role thinger, weapon... and maybe home design. Maybe a couple more things, but even actual Homestuck characters don't deviate too far from the template, IIRC. Just fill out the form, and you have your own freshly-baked Homestuck character. The same principle works for MLP, Pokémon, Boku no Hero Academia, and Sonic. I don't think that guarantees you an autistic fanbase, but I think it helps.

If anyone has something else to add please let me know

>> No.253029004
File: 882KiB, 450x324, 1553012672855.gif [View Same] [Google] [iqdb] [SauceNAO]

damn that's practically what i just wrote to you
some more examples are our own wojak or pepe too!

>> No.253029290
File: 2MiB, 294x233, pproj.gif [View Same] [Google] [iqdb] [SauceNAO]

Can anybody help me out? My projectile is going thru the enemy collision when they should be blocking each other, and the proj should be applying damage but no dice, since they just pass each other. I've set it up so they DO block each other.

>> No.253029564

I quit gamedev, after 13 year i've learned a lot and am ready to start my long journey to becoming the worst. So, follow me on twitter as I use hard core drugs to fry my brain and become the worst gamedev.

>> No.253029580
File: 1MiB, 428x191, projectilcooll2.gif [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253029660

Here's a better gif, first one was a little choppy

>> No.253029618
File: 154KiB, 954x335, fug.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253030204

what did they mean by this?

>> No.253029660
Quoted By: >>253029893


Likely the speed of your projectile is faster than the object is wide. If in one frame it travels 60 units, but the object is 20 unites wide, it'll never collide.

You should work with collision lines.

>> No.253029893
Quoted By: >>253030026

So you're saying my projectile is too fast and too small? If the latter, I have a charge shot function which makes the projectile much bigger.

>> No.253029993
File: 93KiB, 683x865, tileMap.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253091914

I'm messing around with the 2D featrures of Unity and downloaded this tile pack. Someone help me out. I want to put this window in front of the tiles but instead it replaces the tile and has that empty background behind it. How do I fix it? Also I added a 2D tilemap collider but I only want to use it for the ground level to walk on. Otherwise my player just gets pushed outside the level.

>> No.253030026
Quoted By: >>253030438

With objects that fast you shouldn't be working with object collisions anyways
But if you make it slower/larger and it still doesn't work, there's something else going on.

>> No.253030048
File: 943B, 64x64, uglytree.png [View Same] [Google] [iqdb] [SauceNAO]

Can you critique my first sprite? Its a 32x32 tree meant for a world of 16x16 characters. Im not much of an artist but I enjoy sketching stuff.

I tried to avoid looking at pokemon, zelda and jrpgs to keep myself from unintentionally just copying them.

Be brutal. The "shading"(if you can even call it that) is too busy and all over the place right? How can I improve?

>> No.253030204


>> No.253030215
File: 126KiB, 1028x628, GOTY.jpg [View Same] [Google] [iqdb] [SauceNAO]

All rise for the Aggydaggy national anthem...


>> No.253030438

Oh, I fixed it. I had DefaultRootScene there. Im so stupid.

Thanks for the help though anon.

>> No.253030529

>How can I improve?
Directional lighting.

>> No.253030737


>> No.253030795

the shape is nice but you need to light it properly

>> No.253031041

What do you guys think of clickteam fusion?
I got the full version on steam for free during some really old Gamejolt Pewdiepie event and I want to recreate a scratch game from my Freshman year with it. I think it'll be easy, especially since clickteam is designed for 2D and a little easier to use than engines like Unity and Unreal.

>> No.253031097
Quoted By: >>253031149

Our dev twitter has hit 100 followers : )

>> No.253031149

clickteam and construct are very underrated

>> No.253031189
Quoted By: >>253031557

I'd release something if I was happy with it I just never think I'll get to that point.
Horse-dog sounds cool. Never really mastered modelling.

>> No.253031238

If what's "easier" is all you care about then you shouldn't be making games at all, the easiest thing is not devving.

>> No.253031557
File: 135KiB, 849x667, llamma.jpg [View Same] [Google] [iqdb] [SauceNAO]

you'll get to that point!
bein' happy with your work is all that matters !!
>Never really mastered modelling
me too lol
it looks like jake the dog + a llama right now

>> No.253033329
File: 14KiB, 189x189, H9NOSn0c_400x400.jpg [View Same] [Google] [iqdb] [SauceNAO]

Is an action rpg a good game to start with once you have learnt the basics of Unity?

>> No.253033443

sure kid, daddy 4chan hereby gives you permission to make an arpg

>> No.253033887

>GIGGATON followers

>> No.253034096

Sure why not. But it'll take you ten years and rewriting the entire thing from scratch 40 times.

>> No.253034302
File: 16KiB, 768x432, myopinion.png [View Same] [Google] [iqdb] [SauceNAO]

My version for the anon in the other thread

>> No.253034342

are you gonna repost the same screenshot every thread?

>> No.253034490

why doesn't every pixelshitter think they're an expert?

>> No.253034537
File: 22KiB, 250x187, 1539844174103.jpg [View Same] [Google] [iqdb] [SauceNAO]

Nice "trees".

>> No.253034567
Quoted By: >>253034620

No, just my edit that I had left open when I went to lunch.

>> No.253034620

what the original?

>> No.253034659

please no

>> No.253035537


jesus fucking christ unity ruined the whole game industry + the fact that steam accepts any dumbass game now


>> No.253035663
Quoted By: >>253036168

>H-how dare people actually gain experience publishing the games they make for practice rather than never releasing anything ever like me!
nodevs out

>> No.253035667

So that's why you haven't made one yet.

>> No.253035684
Quoted By: >>253082612

unity is the chaotic nuetral

yes there's 27k shitty games and only maybe 200 of those 27k are good or remotely playable

but all this means is that your game will stand out from the crowd easier

>> No.253035923

This is the one in the previous thread
I rarely visit agdg so I don't know if that anon had been reposting the same in every thread, I just wanted to do my attempt at a better palette.

>> No.253035925

where is your game? surely it doesn't look bad since you don't use unity, right?

>> No.253035962

Man it feels good using urho3D, the only engine which isn't a graphics demo or a mobile game factory

>> No.253036047

More like ohno3d am I right

>> No.253036123

itch is the place to dump your shitty games though.
Just be glad most of those aren't making steam worse.

>> No.253036168

imagine how fucking arrogant and a big faggot you need to be to release a game you made from a tutorial and a week of using unity on a public store. I bet they also put it in their resume "I released a game".

Just go off yourself

>> No.253036284

>H-how dare people actually gain experience publishing the games they make for practice rather than never releasing anything ever like me!
It's actually amazing that copypasting my last post is a valid response.
Just goes to show how insufferably retarded you are, I guess.

>> No.253036363

lol at least they have games

>> No.253036386
File: 85KiB, 640x400, wretcher_lives.gif [View Same] [Google] [iqdb] [SauceNAO]

Anyway, I quit my job.
Let's see if I'll finally manage to make pic related happen.
It's been a fucking decade...

>> No.253036463
File: 17KiB, 416x308, 1557168351771.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253036537

>not working on your game while you doing job

>> No.253036537

I tried, but my job was really shitty and stressful.

>> No.253036839

I use gm's 3d pretty extensively, but I still need to use a 3rd party 3d collision dll to make it actually usable

>> No.253036847
File: 72KiB, 300x577, 1547237699784.gif [View Same] [Google] [iqdb] [SauceNAO]

well at least u left that toxic place
make sure u don't burn thur ur funds too quickly and have a good game plan

i gotta commend every single mad man who says fuck you to their boss and strikes out on their own
even if you fail you fail on your own terms
embrace it

>> No.253037024

Developing and a releasing a game in a week is called efficient,

>> No.253037109

>he left the job for videogame career meme
...first rule of agdg retard.

>> No.253037405
Quoted By: >>253037772

he won't ever get good if he can't afford to spend at least 8-12 hours shitposting about godot

>> No.253037552

Stop using directx, use opengl or better Vulkan. Gotta love how directx is the official supported one by microshit and yet I kept having to google errors and troubleshoot directx games crashing on boot while OGL and the few vulkan games always just werk and run on more than one platform's single OS. I don't want Stadia to make it but maybe it will push vulkan more.

>> No.253037772

Rule is a rule. You have no one to blame but yourself later

>> No.253037928
Quoted By: >>253041382

Look for online/work from home jobs, since you have job experience you have a resume which means you probably don't even have to be a freelancer and can get the benefits of an actual employee. At the very least you'll still have an income stream, and probably flexible hours depending on what you do.

>> No.253038425
File: 141KiB, 1000x1192, 1527362389290.jpg [View Same] [Google] [iqdb] [SauceNAO]


>> No.253038591

Bought some off the asset store

>> No.253039101

this is fucking AESTHETIC great work anon

>> No.253039516
Quoted By: >>253039697

>ARPG as your first project
top kek

>> No.253039697
Quoted By: >>253040003

Nothing inherently wrong with it.
Only thing stopping you is time and determination.

>> No.253040003
Quoted By: >>253040091

>Nothing inherently wrong with making an MMORPG
>Only thing stopping you is time and determination

>> No.253040091

Exactly, you've got it.

>> No.253040270
File: 425KiB, 760x443, thanos unity assets.png [View Same] [Google] [iqdb] [SauceNAO]

Only a few days until the May Madness Unity Asset Store Sale ends. Don't wait! Buy and dev!

>> No.253040505
File: 26KiB, 532x452, 1546334467345.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253040706

whats the name of the guy(and or game) making the game this picture is from
he posts here
source of the image:

>> No.253040706
Quoted By: >>253041139


He hasn't posted progress in a while.

>> No.253040871

oh shit thanks for reminding me anon, I had about $400 in assets lined up I was going to pick up

>> No.253040945
File: 6KiB, 250x249, 1555698101201.jpg [View Same] [Google] [iqdb] [SauceNAO]

>tfw only got 5 dollars
>wanted to buy a 35 $ asset

>> No.253041139
Quoted By: >>253041225

thank you good sir for helping a man on his fap quest

>> No.253041225
File: 151KiB, 1000x1000, 1557044911230.jpg [View Same] [Google] [iqdb] [SauceNAO]

the more you cum the less creative you become

that is all

>> No.253041361
Quoted By: >>253041543

i dont make games anymore
i just came here because i remembered this guy existed the other day

>> No.253041382
File: 3KiB, 340x50, random pixels.gif [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253041679


I'm not even particularly invested in a videogame career. I just want to finish what I started and savour that feeling of accomplishing something you actually care for. Even if just for once.
Perhaps I'll like it, perhaps not, but I want to try.

I can pick another job once I'm done. I need to commit myself fully or I'll never finish developing this game.
I want to be able to see the final product and say "Yes, this is what I had in mind."

I started it because I wanted to learn the skills involved to make something that didn't look like shit.
Earlier last year, in an unrelated attempt at writing a novel and improve my writing skills, I felt that it had been the most gratifying experience in years.
Then I looked back at my job and realized I was accomplishing nothing, except accumulating money I couldn't enjoy.

>> No.253041543
Quoted By: >>253041698

could perhaps the fap quest and the fact you don't make game anymore be connected?

reflect on these words when the lust leaves your body in the post cum shame shower

>> No.253041568
File: 675KiB, 1243x676, paint.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253041686

did they make any improvements to weightpainting in blender 2.8?

>> No.253041595
Quoted By: >>253041881

I promise this is the last time I restart my project. This time was only mostly my fault and I won't let it happen again.

>> No.253041679

I mean if you've got enough money to sit on already that's fine. I just don't want you to end up unable to pay your bills because you had a midlife crisis and quit your job or something, and online work is a handy way to make money as you need it.

>> No.253041686
Quoted By: >>253042328

Downgrades only

>> No.253041698
Quoted By: >>253041896

i like to get a nice cumstink going for about 3-4 faps. its what i imagine sex smells like

>> No.253041881
Quoted By: >>253042021

Did you know that saying things like this actually makes you less likely to follow through? If you resolve to follow through with something it's better to keep it to yourself because telling someone else has the effect of making you feel like you've already accomplished it through that resolution, so you're less inclined to put the effort into ACTUALLY accomplishing it.

Or in local meme-terms, "nice dopameme hit dude."

>> No.253041896
File: 36KiB, 300x250, XFC1cKEg58-4.png [View Same] [Google] [iqdb] [SauceNAO]

>not taking a ice cold shower to jumpstart sperm production

>> No.253041992
File: 1MiB, 535x369, bug.gif [View Same] [Google] [iqdb] [SauceNAO]

Okay I'm switching to Unreal4 for the next game.

>> No.253042021
File: 323KiB, 1920x1080, FUKKEN WAT.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253042597

Wait, seriously? FUCK. Man, human psychology is so stupid.

>> No.253042141

Only people who like making game finish game.

>> No.253042246

I'm NOT going to finish my game!

>> No.253042328

you're right, i just checked the changelogs and they said eveything was downgraded. how transparent of them

>> No.253042370
File: 1MiB, 500x373, ruler.gif [View Same] [Google] [iqdb] [SauceNAO]

im gonna finish my game

>> No.253042592

I posted original and one with colors I thought were better only in one thread. Stop being stupid. Other pictures were edits of people who gave their opinion on the colors.

>> No.253042597

Yeah, it's shitty. Happiness and satisfaction are generally counterproductive unless they come directly from accomplishment.

>> No.253042920

I call this little combo the trio of pain. Heh...

>> No.253043076
Quoted By: >>253043203

Can someone pls tell me ho to make money with game dev

>> No.253043203

"amateur" means you don't make money, go find /pgdg/

>> No.253043291
File: 354KiB, 1247x802, blender_interface.jpg [View Same] [Google] [iqdb] [SauceNAO]

>just learn 3D bro

>> No.253043493

just like learn all the shortcuts, blender is easy as shit
if a retard like me can do it, anyone can

>> No.253043508
File: 54KiB, 219x230, Bobby.png [View Same] [Google] [iqdb] [SauceNAO]

>his dad didn't repair airplanes and airplane accessories

all that stuff in the picture is easy dude
only like 10% of those panels ever get used

>> No.253043580


>> No.253043846

not an issue in 2.8, it is dumbed down for retards

>> No.253044437

Three words.


>> No.253044562

>mfw currently checking the free unity asset store
>quality is awful compared to ue4 store
unity was a mistake

>> No.253044598


>> No.253044719

dunning kruger

>> No.253044778

>July release
I'll check if you're lying in 2 months

>> No.253045256
File: 375KiB, 327x669, 008732.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253048890

Last stream starting

18:00 Arena Prototype
18:15 Deckbuilding Dungeon Crawl
18:30 Sipho DD26 Spartan Edition
18:45 Unknown Odyssey
19:00 Dive!
19:15 Waak
19:30 Cats With Stats
19:45 Untitled Elf Slavery Game
20:00 Pride
20:15 All Day Dying
20:30 Dunes of Karanos
20:45 YOUR(cursed)SHOP demo
21:00 demonhorse
21:15 SlimeTrials
21:30 PrincessEscape

>> No.253046634
Quoted By: >>253047454

>download UE4
>it's for codelets

Was I memed?

>> No.253046810

>it took me an hour to draw a base sprite and ten minutes to draw each frame of animation, man 3d niggers have it easy

>> No.253046816
File: 68KiB, 633x758, Pol.jpg [View Same] [Google] [iqdb] [SauceNAO]

I was drawing one pixel on screen because I fucked up order or arguments in drawing call.
I lied to my girlfriend about why I could not meet today.
I didn't eat properly.
I didn't go to gym.
All because of that draw call.
I am very sad and happy at the same moment.

>> No.253047050
File: 193KiB, 1024x768, IggyDiggy.gif [View Same] [Google] [iqdb] [SauceNAO]

How is your day going friendos?

>> No.253047096
Quoted By: >>253047156

blog link?

>> No.253047115
File: 401KiB, 640x832, 1552924601165.png [View Same] [Google] [iqdb] [SauceNAO]

take a break
go to the gym
call your GF and apologize
it's ok to be sad but you'll turn this day into a win if you heed my chad advice.

looking at your project with fresh eyes will give you better results then staring at the screen for 8 hours

>> No.253047156


>> No.253047189

>says the frog drinking a glass full of jizz

>> No.253047354
File: 3MiB, 1308x805, 2019-04-07.webm [View Same] [Google] [iqdb] [SauceNAO]

pyramid fag here with another question...

so I have an actor with a series of variables that selects a static mesh to represent which block you're looking for. now I want to do a similar thing with the structures as a whole; I want to be able to build one (like this pyramid) and then be able to instantiate it as one actor across multiple levels, or have multiple in the same level (for smaller structures).

is there a better way of doing this than making each different structure its own class descending from a parent class that instructs them all to have an array of materials and options, et cetera?

I feel like there should be an obvious solution to this that doesn't involve making a bloat of classes but I don't know what it is.

>> No.253047454
Quoted By: >>253047609

>having a girlfriend
get out
Try using C++ instead of blueprints, dumbass.

>> No.253047492

For anyone who still hasn't played it, I made a few adjustments to the Knight & Witch demo. Please let me know what you like/hate/would change about it, I need all the feedback I can get as I still can't tell if the concept work or not.

>> No.253047547

top looks way better to me. it's already stylized enough.

>> No.253047609

Why would I want to use an engine for codelets and artists

>> No.253047621
Quoted By: >>253048020

>pyramid fag
literally who

>> No.253047769

>spikes everywhere
>these are the only obstacles
>nothing moves except the player
I want to die every time I see this shit. Please tell me your end result won't be like this.

>> No.253047782

Its kind of ridiculous how good im getting at making complex detailed 16x16 sprites. Like when I compare them to games like pokemon, zelda and final fantasy its insane how much better mine look. Granted I have the advantage of being able to use more colors but still, Im so proud with what im able to accomplish.

I know these kinds of posts only annoy people but still, I wish I could show you guys, I just dont want my game to be associated with this place.

>> No.253047842
Quoted By: >>253048354

Why did you lie to her? Sooner or later she's gonna have to understand that your hobby sometimes requires a work ethic despite being unpaid (at least for the time being), and if she can't then either she's not a good match for you or game dev isn't.

>> No.253048020
Quoted By: >>253048098

stop being newfag

>> No.253048098

you don't get to name yourself lmao fagfag

>> No.253048157

The spawn is animated though?

>> No.253048243

>so I have an actor with a series of variables that selects a static mesh to represent which block you're looking for. now I want to do a similar thing with the structures as a whole; I want to be able to build one (like this pyramid) and then be able to instantiate it as one actor across multiple levels, or have multiple in the same level (for smaller structures).
... Any chance you could explain this a little more carefully?

>> No.253048278
File: 1002KiB, 1024x768, SpaceThingies.gif [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253049362

That's the first room of a level that has about 20 of them, it gets more interactive objects and hazards added later

>> No.253048354
Quoted By: >>253049934

Because l wanted to finish what I started. Nothing wrong with small lies in relationships.

>> No.253048562

turns out it's actually significantly more difficult to animate low poly models

>> No.253048712

gee, if only you could have more polygons

>> No.253048730

I finally have collisions, interactable instances and text boxes back in my game.

>> No.253048790

>minecraft was so difficult to animate

>> No.253048890

what does liq stand for?

>> No.253048906

>remember that upbeat music makes dev more fun
>put some K-Pop on
>too busy grooving in my chair to dev

>> No.253048973

low iq

>> No.253049021

How is playmaker for making a 2D shooter in Unity?

>> No.253049091

>what does liq stand for?
Lower income quadrent. It's a fancy way of saying neet.

>> No.253049101

love in quantifiable doses

>> No.253049146
File: 105KiB, 497x335, 1477577609736.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253053086

A reminder not to listen to any feedback you get here

>> No.253049314

is thsi ok

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class sprit : MonoBehaviour
void Start()
void Update()
Camera cam = GetComponent<Camera>();
cam.transform.SetPositionAndRotation(new Vector3(cam.transform.position.x + 0.01f, cam.transform.position.y), Quaternion.identity);

>> No.253049362

>gravity flip
Not as exciting as it sounds.
>claustrophobic areas filled with spikes
Baby's first Game Maker attem--
>oh no but this time now there's a cosmic clone coming after you
Baby's second Game Maker attempt. Platforming isn't about space - it's about time. And if you try to make it about space instead of time, the result will be boring.

>> No.253049379
Quoted By: >>253050962

yes. let me clarify. filming a quick WebM to show off my blocks.

>> No.253049573

lmao, no retard

why do you use getcomponent every frame

>> No.253049594
File: 679KiB, 1080x2310, Screenshot_20190512_194240_com.Maxadax.DontClap.jpg [View Same] [Google] [iqdb] [SauceNAO]

>> No.253049693

>lowercase class name
this is NEVER ok

>> No.253049829

delta time nigga, your code is framerate dependent

>> No.253049914
File: 705KiB, 1080x2310, Screenshot_20190512_194440_com.Maxadax.DontClap.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253050025


>> No.253049934

The acceptable kind of small lies are things like telling someone they look fine when they're sick or that you already took out the trash when you're in the middle of doing it. Telling someone you can't spend quality time with them because you decided to be a good son and spend time with your mother on mother's day this year when really you're sitting at a computer in your underwear isn't.

>> No.253050025
Quoted By: >>253050083


What are you posting for?

>> No.253050083
Quoted By: >>253050171


>> No.253050171

Are you sure? This looks like asset store prebuilt game

>> No.253050420
File: 368KiB, 1080x2310, Screenshot_20190512_194037_com.Maxadax.DontClap.jpg [View Same] [Google] [iqdb] [SauceNAO]

thanks for the compliment but I made it all

>> No.253050453
Quoted By: >>253051330


>> No.253050518
File: 33KiB, 785x393, 9da3bc41-0ad5-4548-b8ec-4ab80709bf9f_scaled.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253051330

>those hands
>asset store

>> No.253050830

Neither of those things are fine.

>> No.253050962
File: 318KiB, 1849x1135, 2019-05-12.jpg [View Same] [Google] [iqdb] [SauceNAO]


so I have an actor called 'ModBlock' that essentially lets me select through my meshes very quickly based on the parameters (dimensions, slope, pyramid, corner, etc.).

and I can conveniently change all of their material options all at the same time, move them at the same time, similar.

however the outliner is completely clogged. and realistically I will want to use this structure again. others I will want to have multiple instances of if they are smaller.

is there a better way than making some kind of a 'Structure' parent class that knows it has a bunch of modblocks in a certain arrangement and then have every structure be a different child class?

>> No.253051015

When animating a walk cycle should I start from a neutral standing position or the "crossover" point of the walk

>> No.253051214

there's no "right" way to do it, it's whatever you're most comfortable with
I start with a legless torso and then draw them in each frame, then change the body/arms/head accordingly

>> No.253051254

Start from idle, you need the transition anyways, and I find it easier from there.
Use root motion and it's triple easy.

>> No.253051315
File: 200KiB, 882x569, screen.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253051708

Can you help me, please, with ue4?
I'm just started with it, and trying to learn with this tutorial video.
But I don't get this moment (time link), when he connects it with base color it is normal white line, when I do the same, it is gray colored (pic related) and it doesn't work. If I leave it at "Emissive Color" the sprite is good, but it won't have lighting effects on it, if I move it to "Base Color" it just turns pitch black.

>> No.253051330

Why are you defending this?

>> No.253051505

I dn't know if u are trolling or what. I am good.

>> No.253051662

it's not an impressive game but why shit on it without anything constructive?
unless... you're some kind of nodev....

>> No.253051708
Quoted By: >>253052968

Your material has the wrong parameters set. Click the big main node and make sure your Material Domain, Shading Model etc match the video at 2:46

>> No.253051835
Quoted By: >>253052059

that looks incredibly ugly

>> No.253052043

not defending, just pointing out how bitter you sound

>> No.253052059

how so?

>> No.253052082
File: 17KiB, 201x221, LIGHT_REP_plus_charge.gif [View Same] [Google] [iqdb] [SauceNAO]

Gimme feedback on this charge aura pls

>> No.253052172
Quoted By: >>253053569

nvm, looks great

>> No.253052283

No. thats my feedback

>> No.253052358
Quoted By: >>253053569

color choice I think
the "marble" is fine, but the colors contrast strangely

>> No.253052638

doesn't look like a charge, more like a launch
charge should like suck things in

>> No.253052819
Quoted By: >>253053569

This might be one strategy:
>actor has a property that is a list of structs
>each struct contains the parameters the actor will need to choose a static mesh, plus a relative transform for that mesh
>in its construction script, the actor adds one StaticMeshComponent to itself for each struct in the array; it chooses the mesh based on the data in the struct, and takes the transform in the struct and makes it the component's relative transform
The problem is, then you need a way to copy that list of structs from an actor in one level to an actor in another. I think you can copy-paste the actor itself if you just need to place many of the same structure within the same level. See if it's possible to copy an actor from one level and paste it into another.

In the future, situations like this - where you're worried that the only way to do something is to make a thousand classes - usually call for something from http://gameprogrammingpatterns.com/contents.html. I don't know if any of those patterns are helpful in this specific case, unfortunately.

>> No.253052830
Quoted By: >>253054132

>Platforming isn't about space - it's about time. And if you try to make it about space instead of time, the result will be boring.

Well that's subjective. A lot of platformers have static levels with no timing involved.

>Literally one somewhat tight jump with spikes

>> No.253052841
File: 372KiB, 469x168, charge.gif [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253053164


>> No.253052968

Thanks, now it is working.

>> No.253053036

this >>253052638

>> No.253053040
Quoted By: >>253054132

You're talking about runners, not platformers.

>> No.253053086

Why, I thought if anyone was an expert on game design, it's nodevs and all those people who rework a single sprite 3 times before coding anything.

>> No.253053164
File: 3KiB, 752x35, spr_ChargeAura_WIP1_strip16.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253053561

In some respects its more meant to be a power aura from the thing getting ready.

But yeah, that's a concern. Would maybe adding some "particles" getting sucked in ala the Mega Man example work?

>> No.253053248
Quoted By: >>253053968

The rapidly alternating colors at the end look dreadful. Maybe have circular flashes come out of the center radially over the course of a few frames.

I think it looks like a charge, but it looks like the fire is the projectile, and the dragon is just holding it in front of its face as it charges; the dragon itself isn't charging up. Maybe that's okay, maybe not.

>> No.253053339
File: 1MiB, 836x444, patrolling.webm [View Same] [Google] [iqdb] [SauceNAO]

I got very basic patrolling working. Next will be animations, textures and attacking/chasing.

>> No.253053561

nice pic, I am stealing it

>> No.253053569

I feel ya. it looks all crazy like that because it's the only thing in the whole level and it's nice to look at some colors. actual game will have better colors a la

kek ty

yeah, that doesn't sound quite right as I need to build visually as well. obviously if I weren't a codelet I could make a plugin for myself, but as it is I need to be able to build visually. I guess I'll just make a thousand classes, what the hell?

(I'll look through the programming patterns and see if I can think of anything)

>> No.253053804
Quoted By: >>253055518

Tell me more about this. If there's patrolling and there will be chasing, is it a stealth game?

Space themed? Abandoned spaceship?

>> No.253053968
File: 2MiB, 229x216, Lit_Demo.gif [View Same] [Google] [iqdb] [SauceNAO]

Hmmm, I see.

For reference, here's the actual attack it's going to be connected to.

Was also referenced a bit from the Charge aura in this game https://youtu.be/yP8BXVPxlqU?t=58
and this one https://youtu.be/09VldlQIilw?t=8

>> No.253054132

>A lot of platformers have static levels with no timing involved.
And they're shit. What are you thinking of? Super Meat Boy? V^6? They're both shit. Don't try to do what they did.
>>Literally one somewhat tight jump with spikes
Two. And it's not just the jumps that are claustrophobic - the entire area has ceilings way lower than they need to be. See that long hallway that's just one block tall? There's no need for that. Your purpose as designer is not to limit the player's movement as much as possible.
>You're talking about runners, not platformers.
I think you're about to say something really stupid, but would you care to explain what you mean?

>> No.253054293
Quoted By: >>253055072

>fiery charging aura
>electric attack

>> No.253054320
Quoted By: >>253058097

>Super Meat Boy? V^6? They're both shit
stopped reading right here

>> No.253054329
File: 20KiB, 477x347, 1540572718132.jpg [View Same] [Google] [iqdb] [SauceNAO]

>Super Meat Boy? V^6? They're both shit

>> No.253054501

me checking the thread for replies

>> No.253054563
File: 1MiB, 960x540, routine.webm [View Same] [Google] [iqdb] [SauceNAO]

rip routine

>> No.253054740

hey you aren't supposed to post good looking games in this thread

>> No.253054748

Reminds me of golden axe III. So many things goes on on the screen.

>> No.253055072

Meant to be more of a general, energetic aura rather than fiery.

Most people were like "It's blue and it doesn't look like fire, should probably fix that" then I showed them the lightning and they were like "oh". So I dunno if that's a problem.

>> No.253055076

i unironically do also think super meat boy and vvvvvvvv is shit
total case of right place at the right time games

why do you think they aren't making a new one? platformers are a dime a dozen now and it wouldnt sell as well as it once did

>> No.253055370
File: 196KiB, 554x368, Code_Builder_Key_Art-554x368.png [View Same] [Google] [iqdb] [SauceNAO]

Anyone got tips on creating a "system" game, like dwarf fortress and minecraft?
Basically a game where it is really simple to implement new "blocks" (basically "things", items, blocks, characters, etc.) which can interact with other "blocks."
So far I thought about giving every block functions like "touched", "broken", "damaged", etc. and as the function argument I just put a reference to the "block" which caused the function.
Would this work or is there a more clever way? Are there any more problems I will encounter? How to solve those? Thanks.

>> No.253055371

whatever happened to this game, they were like guaranteed to print money but hten just never released

>> No.253055469
File: 436KiB, 2560x1544, prototype.jpg [View Same] [Google] [iqdb] [SauceNAO]

Prototype screenshot of what im working on

>> No.253055505
Quoted By: >>253055943

the real question you should be asking is why anyone would play your game when minecraft already does this

>> No.253055518

Yes there will be chasing, think about it like a mixture of system shock and alien isolation.
You will have to build your own weapons and traps while avoiding enemies.

>> No.253055598

I just realized my characters are ripping off animal crossing so now I have to come up with something else.

>> No.253055648

Start doing it and then realize you have absolutely no clue how to solve the problem and then quit.

>> No.253055653
Quoted By: >>253055943

>Would this work or is there a more clever way?
Yes but characters shouldnt be blocks

>Are there any more problems I will encounter? How to solve those? Thanks.
You'll suffer a heart attack 43 days into development

>> No.253055767
Quoted By: >>253055943

>Are there any more problems I will encounter?
You didn't even start lmao

>> No.253055827
Quoted By: >>253056165

What are those squat brown things? Tree stumps?

>> No.253055943
Quoted By: >>253056115

Not really, I'm making it for myself, since minecraft isn't really what I'm looking for. It's going to be much closer to a strategy game than minecraft.

Thanks, I was thinking of splitting things up into blocks, characters, items, and maybe something else also, like particles and projectiles (or I can group particles, characters, and projectiles into entities)

That's why I'm asking, genius

>> No.253056115
Quoted By: >>253056261

nobody here can really help you specifically with this
especially when your just gonna give up in a week and not even have a prototype

>> No.253056165
Quoted By: >>253056330

They were suppose to be fill in wooden poles haha

>> No.253056215

a game jame where part of the voting includes guessing what engine the game was made with the game with lowest percentage of people who guessed right wins

>> No.253056238

why are the trees doing hitler saluts?

>> No.253056250
Quoted By: >>253058097

>think you're about to say something really stupid, but would you care to explain what you mean?
first of all you've said plenty of stupid shit already, but

second, you're talking about these
they can be platformers, but not all are, and as platformers they are typically very simplistic, since they're entirely time-based with few spatial aspects. They're fun and some people find them addictive but they're really not things that most people would play more than an hour or two of collectively- A novelty, not a great game.

>> No.253056261
Quoted By: >>253056668

I've already made a few games, just wanted to try this to see how it works, for experience. If I do manage to make it, great.

>> No.253056330

what's up with the geometry between them? is this a massive level and those are player-sized steps? or what

>> No.253056347
Quoted By: >>253057551

why is that gif 2fps?

>> No.253056494
Quoted By: >>253056719

and then what? every single block is going to evaluate the other kind of block to see how it interacts/reacts? seems like a nightmare

>> No.253056628
Quoted By: >>253056836

Bokube but if Boku has a single shred of aesthetic knowledge
looks nice anon

>> No.253056668
File: 9KiB, 225x225, 1553209719250.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253056719

yeah i too made a few games and im gonna make the next earthbound!!

>> No.253056719

I was thinking more that when an entity interacts with a block, then it calls the corresponding function. As for blocks interacting, they will probably only evaluate blocks directly next to them, and only when something changes, not every frame. For example, a block will only check for stuff when it is moved, or when a block next to it is destroyed.

I'm not making a complicated game, you moron

>> No.253056836
File: 24KiB, 260x260, thinkin.jpg [View Same] [Google] [iqdb] [SauceNAO]

but boku is the best project from agdg
it's what inspires me to make game
nothing can be better then boku
it's a gift from god himself who came down in mortal form for just a moment to bless us
O joyful day!

>> No.253057027
File: 90KiB, 241x198, 1553814368819.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253059374

>Anyone got tips on creating a "system" game, like dwarf fortress and minecraft?
>I'm not making a complicated game, you moron

do you understand words
go ahead and prove me wrong though i expect to see a prototype within an hour

>> No.253057057
Quoted By: >>253059374

but how does a fire block interact with a water block? or a fire sword with a water block? or a fire elemental with a water sword?

>> No.253057224

>Super Meat Boy? V^6? They're both shit.
End is Nigh and Celeste too. The games you mentioned sold well though. What tough platformers did you play that didn't have any static levels?
>Claustrophobia paragraph
Noted. I've been redesigning some levels to solve this exact problem as I find the platforming is more fun when you're doing long jumps rather than tight space manouvering.

>> No.253057308

is > faster than >= or are they equal

>> No.253057383

i think those games are also shit too

>> No.253057428

No one fucking cares

>> No.253057551

They get pretty big in size if I do them at full framerate. Gotta compromise to upload here, or cut off parts of the screen.

>> No.253057702

there is a big difference between a normal game engine and a Minecraft like one
in your average game engine, every single npc, physics object, projectile, is updated every tick.
in a sandbox game you will have 1,000,000's of objects that could potentially be updated in any given tick, but you can't update them all 20 x a second

create a data structure to generate, save and load a dynamic array of chunks, each chunk containing x ammount of blocks.
make a getBlock(x, y, z) function that can navigate the chunk data structure

create an update que. removing, placing, and changing blocks should add that block and the adjacent blocks to the update que
every tick, updateBlock(x, y, z) the blocks in the que. some blocks may be able to add other blocks to the current que or to the next tick's update que

for plants and other similar blocks, you need to select a few random blocks every tick and growBlock(x, y, z) them

an example would be for the player to turn on a switch attached to a timer attached to a light
the switch would get added to the update que by the player, the switch would immediately add the timer to the update que, and then the timer would add itself to the next tick's update que
after some value of the timer hits 0, it would update the light next to it

the most difficult part of this are your redstone and piston copies

>> No.253057704

Whichever gives you nice round numbers

>> No.253057721

I never thought I'd ever need to use sine ever again but here I am

>> No.253057792
File: 13KiB, 362x346, 1557600018845.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253057940

why do they call it metroidvania when it's just an action-adventure platformer game?

>> No.253057897
Quoted By: >>253058197

>in your average game engine, every single npc, physics object, projectile, is updated every tick.
this is b8

>> No.253057940
Quoted By: >>253058096

>boring ass castlevania or metroid
>action or adventure
top kek
action: Contra, Metal Slug
adventure: Ghouls 'n Ghosts, ActRaiser

>> No.253058086

How is the lore coming along bros?

>> No.253058096

damn now there's a game I'd love to see remade

>> No.253058097

Truth hurts, dunnit?

I think these guys sum up a lot of what I would say about the overall dynamics of Meat Boy:
But they don't talk too much about just how incredibly simple the game is. The most common obstacles in the game are static hazards - saws, piles of salt, spikes, the like. These are baby's first obstacles - they don't move, they don't react to the player, they don't take two brain cells to get past. The difficulty of Meat Boy comes from not knowing what the next part of the level contains, not from a failure to understand the movement of objects or the interaction of many of them. The reason for that is that objects rarely move or interact in the first place. And the worst part is that brainlets like you two come in and pretend that you had fun playing it - just to sound tough on the internet, of course - and this makes other designers think that it isn't a giant slog of an experience.

No, I'm talking about platformers. Mario, Crash, Sonic, the works. Challenges in these games are about time, not space. If you think a challenge is about space, it's usually a challenge about time in disguise. If it isn't, it's usually a bad challenge.

>> No.253058197

every moving and loaded one near the player

so pretty much all of them

>> No.253058239
File: 109KiB, 900x900, 1528308274895.jpg [View Same] [Google] [iqdb] [SauceNAO]


>> No.253058457
Quoted By: >>253060614

>Truth hurts, dunnit?
I wouldn't call it truth, considering they're some of the most popular platformers ever and there is no better objective measurement than popularity when measuring the quality of a video game. It doesn't mean they're the best games, but shit games don't become this popular. Your feelings about those games do not change the fact that they're good games.

>> No.253058514
Quoted By: >>253060614

>they don't move, they don't react to the player, they don't take two brain cells to get past. The difficulty of Meat Boy comes from not knowing what the next part of the level contains, not from a failure to understand the movement of objects or the interaction of many of them.
You didn't play SMB at all.

>> No.253058656
Quoted By: >>253060614

how much you wanna bet this is a VN/PnC dev

>> No.253059374
Quoted By: >>253060312

Fuck off, brainlet

Let's say a water block is just standing. When it is created, it checks the four blocks around it (2d game), and "touches" them. If none of the blocks are affected by water, nothing happens. That's it, no more checking until something happens. Then, let's say we put a fire block next to the water block. Since there was a "change", the fire block being spawned, it will "touch" all the blocks around it. The water block will see that it was touched by a fire block, and will touch it back. The fire block will see that it was touched by the water block, and maybe call an "extinguish" function.
Something like that.

This is very helpful, thanks :)
I probably won't add anything redstone-like, at least until I work out the engine really well.

>> No.253059382

Why are you trying so hard to dev your unfun "art" game.
Why aren't you making a simple fun and whacky game?

Players don't give a shit about your high IQ subliminal message realistic gameplay unfun bullshit

This trash is selling like hot cakes and basically you just lost another opportunity because you refuse to do fun games, instead you just want to "muh immersive cinematic, RPG, metroidvania clone"
This is basically Snake 3d


>> No.253059396
Quoted By: >>253061104

>The difficulty of Meat Boy comes from not knowing what the next part of the level contains
I disagree, the screen is wide and you can see miles ahead. There are no cheapshots. It takes at most 1 death to know how an object works.

>> No.253059525

where do you think you are
who are you talking to

>> No.253059531

>Players don't give a shit about your high IQ subliminal message realistic gameplay unfun bullshit
Maybe brainlet players, and I don't give a shit about those

>> No.253059631

I spend all my time trying to make good feeling mechanics.
I guess I could make games out of them, but I don't care to.

>> No.253059894
File: 469KiB, 658x647, 1557599266858.png [View Same] [Google] [iqdb] [SauceNAO]

>immersive cinematic, RPG, metroidvania clone
action RPG set in a large interconnected world with a story is the best selling video games, there are plenty of people who give a shit and if you manage to pull it off you'll be a dev legend

too bad it's the hardest kind of game for indies to make successfully

>> No.253060312
Quoted By: >>253061063

but how does the water block know it's a fire block and vice versa without evaluating every sort of possible relationship and its effects?

>> No.253060457

it's called self respect, you'll gain some when you're a little older assuming you have a father figure in your life

>> No.253060469
File: 10KiB, 252x305, 1.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253060870

>action RPG set in a large interconnected world with a story is the best selling video games
Wrong, they're puzzles, sandboxes and shooters.

>> No.253060614

>What tough platformers did you play that didn't have any static levels?
First, rather than tough platformers, let's talk tough levels. An entire game doesn't need to be difficult. In SMB3, the most notorious levels are the parabuzzies in world 5 and the air force in world 8, right? The parabuzzies, you'll notice, move. The air force would be (mostly) easy if not for the rocky wrenches, which not only move a bit themselves, but also throw moving projectiles. Another tough level is SM3DW's Champion's Road. (No, I don't claim that the rest of SM3DW is difficult.) There is one segment of CR that's basically a giant underwater spike maze. But even that isn't entirely static, since the water itself is moving, and it drops you if you fall out of it. There's another section, a short one, that requires you to bounce off of nonmoving enemies to proceed - and it's both the easiest section in the level and the least memorable. The entire rest of CR is full of moving objects. Moving platforms, moving enemies, or both.

>there is no better objective measurement than popularity when measuring the quality of a video game
>shit games don't become this popular
Stand in front of a mirror, look yourself in the eye, and say that again. See if you can do it without feeling dirty.

Not all obstacles were static, but way too many of them were, and the remainder weren't very exciting. I'll admit I didn't play it all the way through, because - surprise, surprise - I wasn't enjoying myself a whole lot while I played it.

Making a 3D platformer. Not a collectathon, either - a platformer.

>> No.253060870


>> No.253061063
Quoted By: >>253061641

Basically, each block has a name, and each block only interacts with certain blocks.
If we place a fire block next to a water block, the fire block calls the "bump" function of every block directly next to it, which is 4 blocks. One of those is the water block. The "bump" function of the water block has an if statement that checks what to do when bumped for each other block it can interact with. Since it is bumped by a fire block, it calls the fire block's "extinguish" function.

>> No.253061073
Quoted By: >>253061193

At one point (on the screen with a lot more enemies than the rest, which was the last screen iirc) the witch just went invisible and stayed that way after taking damage.

I don't like how slow turning is and how for example facing right and tapping left quickly will make you turn like 10 degrees instead of following through on the 180 degree turn. You obviously intend for it to be played with a controller but this also makes it harder in general to aim with a keyboard and mouse since you can't adjust your aim on four axes without moving around significantly. Don't know if that's intentional or not or if it's not as big an issue with a controller, but it feels bad to me.

The music has that one note being played over and over which kinda sounds like when sfx glitch out and start looping the first second, pretty annoying.

Otherwise pretty neat, I enjoyed.

>> No.253061104

>the screen is wide and you can see miles ahead.
You can't see as far as you can jump, at least in some circumstances.
>It takes at most 1 death to know how an object works.
First, I remember instances where this wasn't true. Second, there's a difference between knowing how an object works and understanding how it works. Here's from one of the articles I linked before:
>The "shaved" off respawn time in Super Meat Boy and the core design that revovles around 1 hit deaths actually achieves the opposite effect the designers intended. As humans, we all learn in the same, slow fashion. The faster a game's speed, the harder it is for players to learn. This is because increased speeds deemphasizes dexterity, adaptation, reflexes, and timing skills while putting a greater stress on knowledge skills. The more knowledge skills are stressed, the less room there is to take in new information, analyze it, and store it. So Super Meat Boy is a game that inherently challenges the learning process and demands proportionally more knowledge.
>The worst part is that the fast respawn rate exacerbates the problem. As humans, we need time to reflect. We need to take our time in the critical steps where we analyze our mistakes and store the processed information. If you mess with this process, you make a game unnecessarily hard. Sure, the player can take a break after every death, but playing an interactive video game is probably too enticing for most gamers to force breaks on themselves at every death.
>Playing Super Meat Boy is like playing a hard song in Guitar Hero, but every missed note quickly resets the song. Not only would the musical flow of this GuitHarD Hero be destroyed, but you can imagine that (like the original Guitar Hero Game) getting more exposure and practice to the later sections of the song would be more difficult and repetitive.

>> No.253061193

oh yeah, forgot to add that I did the switch lock puzzle as the knight, and both the hammer and sword hitboxes had to be aimed pretty carefully to not hit two switches at once. Maybe space switches out a little more for things like that, though I imagine if I had hit the switches as the witch it would have been easy to hit each one precisely.

>> No.253061431
Quoted By: >>253061973

Don't keep track of (most?) blocks as distinct objects. Just include one "Blocks" object, which stores a big array of types of blocks - more likely, an array of chunks, each of which is an array of types of blocks - and determines, using math, which individual block you're interacting with at a given time. As for rendering, I would calculate (again, using math) which surfaces of blocks might even possibly be visible at a given time, then draw a plane in the world for each such surface.

>> No.253061641
Quoted By: >>253061973

so like I said, you have to hand script every single possible interaction, nightmare fuel

>> No.253061697
File: 2MiB, 826x444, space.webm [View Same] [Google] [iqdb] [SauceNAO]

I know I should be working on enemy AI but I want to nail the lonely space feeling so I added stars and fake rotation.

>> No.253061973

I don't think rendering will be much of a problem, since I'll be doing it in 2d. I think it's much, much simpler that way, (mostly) not having to deal with depth.

Such is life. Is there a better solution?

>> No.253062190
Quoted By: >>253062451

I keep getting this error in all of my Unity projects all of a sudden, no idea what it means.

>To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations

>Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

what the fuck is this?

>> No.253062241
File: 72KiB, 805x333, 1541139963505.png [View Same] [Google] [iqdb] [SauceNAO]

How do I make my move direction align with the floor plane rather than solely being on the XZ plane?
At best I can print the normal of the floor.

>> No.253062451

>upgrading beyond 2017.4
big oof
(no idea mate that sucks)

>> No.253062538
Quoted By: >>253062796

Protip: stars don't actually twinkle

>> No.253062609

>dead cells
>750mb, haxe + HeapsIO
>hallow knight
>2.5gb, Unity

>> No.253062660
Quoted By: >>253062836

if move_dir.x > .5
move_dir .x = 1
else if move_dir < - .5
move_dir .x = -1
else move_dir .x = 0

I have no idea what you are actually asking, but I am assuming this will work.

>> No.253062796

that's actually the post processing being a bitch, with AA they don't twinkle

>> No.253062836
Quoted By: >>253065258

I want to move across a 45 degree incline the same way I do a 0 degree one.
To move across a plane rather than into it and move_and_slide'ing up it.

>> No.253062952
Quoted By: >>253063117

I just do what's fun for me, it's my fucking hobby
>expecting to get rich from an indie dev """"career""""

>> No.253063117
File: 14KiB, 266x190, 1557677587629.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253063940

>doesn't expect to get rich from his indie dev career

>> No.253063198
Quoted By: >>253063365

watching random youtubers play shitty games the devs linked for them in hopes for visibility for their games is a fucking gold mine of valuable information.

>> No.253063365
Quoted By: >>253063452

how so?

>> No.253063441
Quoted By: >>253064430

That's pretty neat.
What happened to the boat tho? Weren't you making a 3d sunless sea?

>> No.253063452

because i am able to gather valuable information from those. are you retarded?

>> No.253063575
Quoted By: >>253063938

daddy hit you a little too hard recently, champ?

>> No.253063602

I love the guy in this thread that responds for other people to make them look retarded. Keep up the good work son

>> No.253063664

Free advertisement idea:
Once your game releases add it as an example in every possible trope you can think of on tvtropes. This way your game appears on many webpages.

>> No.253063836

not bad

>> No.253063918

Anyone want to play super friends party? Just got in beta

>> No.253063938
Quoted By: >>253064214

no reason to become so defensive when asked if you were actually retarded.
i wasn't sure if it were a case of dyslexia or just plain retardation, i.e. missing some major chromosomes.

>> No.253063940

Are people here actually trying to get rich? I can only speak for myself, but I literally just want to make enough money to escape wage slavery and sustain myself with the bare necessities so I can make more games.

>> No.253064047
Quoted By: >>253064103

Same desu, I just want to leave my fucking job with enough money to NEET and make games.

>> No.253064103
File: 47KiB, 800x450, 1535956305956.jpg [View Same] [Google] [iqdb] [SauceNAO]


>> No.253064112

If you aren't looking to make super realistic stuff 3d is pretty straightforward

other than the texturing anyway

>> No.253064131
File: 350KiB, 3840x2160, yike.png [View Same] [Google] [iqdb] [SauceNAO]

>game has a tvtropes page
>it was made by the dev

>> No.253064214

take care of yourself anon, don't do anything stupid
the people working on ambitious projects are trying to get rich, the ones trying to get a comfy income to live are working on casual games
good talk: https://www.youtube.com/watch?v=JmwbYl6f11c

>> No.253064430

thanks, well the scope got too big for me.
I'm making a horror game in space instead

>> No.253064719

I'm asking what kind of valuable information you fucking low IQ ape

>> No.253064850
Quoted By: >>253065431

ignore him anon

>> No.253064974
File: 2MiB, 874x550, First pass.webm [View Same] [Google] [iqdb] [SauceNAO]

Making a Resi clone

>> No.253064978
Quoted By: >>253065182

Here's what I do. I'll even translate it to your engine and language of choice, since I'm nice.
>// movementVector is the flat movement vector, yearning to be made into a 3D one
>func adjust_to_platform(Vector3 movementVector, Vector3 platformNormal) -> Vector3:
>platformNormal.Normalize() // Might not be the function in Unity. I dunno. This is a just-in-case thing anyway.
>FVector newX = FVector(platformNormal.Y, -platformNormal.X, 0.0f)
>FVector newZ = FVector(0.0f, -platformNormal.Z, platformNormal.Y)
>//FVector newY = platformNormal; // Uncomment this you want vertical movement to take you away from the platform
>newX.Normalize() // Come to think of it, I don't think these normalizations are necessary, either.
>return movementVector.X * newX + movementVector.Z * newZ + movementVector.Y * Vector3.up // Replace with movementVector.Y * newY if you're going that route
The idea is that you raise or lower the angle of each horizontal basis vector, creating new basis vectors, and then take the components of the original vector and make a new vector using the new basis.

>> No.253065092

>sends cease and desist letter

>> No.253065182

god bless

>> No.253065258

Oh, in that case just raycast down and get the normal of the plane you want to move along.

>> No.253065380

I hope blizzard doesn't get mad that I'm using their shit for my game

>> No.253065431
Quoted By: >>253065690

well what you think? youtuber being the user to the product. if you can't figure out what kind of stuff you as an dev might learn from these, calling others low IQ apes is really uncalled for.

are you the other redditor whos missing few chromosomes?

>> No.253065515
Quoted By: >>253067225

if you pixelate it and slap on that psx shader it'd be 200% better.

>> No.253065576

What're y'alls opinions on Clickteam Fusion 2.5?

>> No.253065665

Don't listen to all the retards. An experienced developer could easily prototype this with a hashmap or simple enum / lookup table in like 10 minutes. Don't pass references from the block that caused the event, just pass in a string containing the type of block and maybe a UUID of the particular block that did it. Less fast, but much much more flexible and if you need the speed you can easily switch to passing references later on.

>> No.253065690
File: 415KiB, 1000x1000, 1557486353555.png [View Same] [Google] [iqdb] [SauceNAO]

>wageslave who is enjoying his day off
/agdg/ weekends are the best

>> No.253065817

>wageslave has weekends

Wageslaves get weekdays off

>> No.253065892
Quoted By: >>253066141

yep, missing chromosomes it is

>> No.253065957 [DELETED]

Thanks, I'll try that

>> No.253065979

What a fucking poser.
You know an opinion is retarded when it shits on SMB as a plateformer.

>> No.253066101
File: 180KiB, 599x484, 1529037596949.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253066768

>experienced developer
>enum / lookup table
>pass in a string

>> No.253066141
File: 198KiB, 999x999, 1553889597375.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253066635

>triggered by images
too predictable, it's not my fault you were bone in a shitty situation but you shouldn't try taking your frustrations out in a gamedev thread, gb2/b/

>> No.253066426
File: 2MiB, 359x319, WhenSuddenly.webm [View Same] [Google] [iqdb] [SauceNAO]

I wish I could find more writing and explanations for how the AI of shooters work. Every time I try to look it up all I get is deathmatch or deep learning AI agents. Anyway, got this bad boy up in a day. Hoping by tonight I can have him finished with art and actually shooting. Remember: Enums are your friend.

>> No.253066497
File: 2MiB, 197x200, 1525402137445.gif [View Same] [Google] [iqdb] [SauceNAO]

>pass in a string

>> No.253066635
Quoted By: >>253067318

holy shit i would like some studies on how brain on anime works. now you're bashing how i got a bad day cause of wageslave, which i'm not to both, just because you couldn't figure out what kind of information you could possibly get from youtubers playing shitty indie games.
you can't really be this mother trucking dense.

>> No.253066645
Quoted By: >>253067746

>with a hashmap or simple enum / lookup table in like 10 minutes
Wouldn't an array be enough? Why would I need a hashmap here?
As well, wouldn't passing in a string be less flexible?

>> No.253066768
Quoted By: >>253069238

Dude, you use hashmaps and pass around strings when you aren't sure exactly what your overall data pipeline (including making art assets, unit types, game design etc) is going to look like so you don't prematurely optimize and tightly couple yourself to a design that can't be extended.

Enums and lookup tables are extremely fast I don't know what you are on about there. If you could read assembly you would know that once your code is compiled it is littered with lookup tables.

>> No.253066832
Quoted By: >>253069086

>if you manage to pull it off you'll be a dev legend
>too bad it's the hardest kind of game for indies to make successfully
Do you think you live in an anime?

>> No.253067225
File: 1MiB, 923x555, early access trailer final.webm [View Same] [Google] [iqdb] [SauceNAO]

Time to make millions of indie dollars

>> No.253067243
Quoted By: >>253068303

>uwu what's this?

you should work on the animations and add transitions. looks p good though

>> No.253067318
Quoted By: >>253067861

try to smile anon, no reason to act like this, it's not healthy and it's a sign that you're giving up and breaking down; also it's so easy to read that you're in a shitty situation that brings you down, fix it faggot

>> No.253067345

and now restrict the color palett

>> No.253067407

now just add a depth shader for fog and desaturate it

>> No.253067746
Quoted By: >>253069238

If you know exactly what the design of your game is going to be, then yes, an array is going to be easier. If you are going to be adding new block types, changing interactions around, or otherwise redesigning stuff then the hashmap is easier to work with.

If I tried to put it succinctly:
A hashmap keeps your flow of data very explicit while being loosely coupled. If you hop into a debugger you will easily be able to see the relevant data being passed around in a human readable format. You can easily extend the functionality at run time by adding new key-value pairs to the hashmap. You can even set it up so you put your block types and rules into some sort of file that you can reload at run time so you don't even have to recompile to test new things out. The downside is that it is slower.

An array/enum/lookup table is much faster but your code is very tightly coupled. Making changes may require recompiling. Debugging will be harder because your code is just passing around indeces into your array.

Hashmap for prototyping complex behavior, change it to be fast later. You may find that your bottleneck is somewhere else and that the hashmap doesn't even effect the speed of the game.

>> No.253067861
Quoted By: >>253068126

nice armchair shrink larp

>> No.253067916
File: 303KiB, 1280x950, 1533907577814.jpg [View Same] [Google] [iqdb] [SauceNAO]

what's the spookiest 2D game ever made?

>> No.253067947

what's liq

>> No.253068032

short for liquid

>> No.253068092

are there even that many VR horror games? you could just say "the spookiest game" and it would probably be the same

liq deze nuts

>> No.253068115

short for liquor

>> No.253068126

right, someone randomly raging and trying to hurt others on the day of our lord is obviously in a sane and stable mindset, thinking otherwise makes you an armchair psychiatrist

>> No.253068169

>dont want to get rich
>I literally just want to make enough money to escape wage slavery and sustain myself with the bare necessities so I can make more games.

what did anon mean by this?

>> No.253068303
Quoted By: >>253070728

Im gonna lose so much time if I go back into animations again! There was a lot I didnt know like "you dont have to to keep the torso still to shoot properly".I just want the enemy done.

>> No.253068403
File: 2MiB, 640x360, Splitscreen.webm [View Same] [Google] [iqdb] [SauceNAO]

I added splitscreen. You can choose your character by trading with some AIs at the start.

>> No.253068560
Quoted By: >>253068986


Literally just state machines + path finding. Give the enemies some "soul" and it will seem very real.

>> No.253068986
File: 260KiB, 600x600, racoon3.jpg [View Same] [Google] [iqdb] [SauceNAO]

Oh cool! I remember reading that FEAR one before. "Soul" is definitely a huge goal for this games ai. Im still dreading "How do I make AI that can traverse weird landscapes". Or even, should they.

>> No.253069086


>> No.253069238
File: 464KiB, 1324x992, 1514221333858.png [View Same] [Google] [iqdb] [SauceNAO]

>pass around strings
>lookup tables are extremely fast
>in a human readable format

>> No.253069802

Somewhere in-between the two. 75% the first pic and 25% the bottom

>> No.253070175
Quoted By: >>253070709

>Hollow Knight DATA
>hallow knight level498
bros, just what level of autism is required to make a metroidvania?

>> No.253070335
Quoted By: >>253076497

Check out this video. It describes pretty well how the old RE games used the fixed camera to their advantage.

>> No.253070635

>constantly switching between 3 or 4 ideas you want to make
>each of them blends into the other
>all too different to actually blend together into one game

>> No.253070709

Making video games is a highly autistic activity to begin with to be honest

>> No.253070728

I think the time spent would be worth it.

>> No.253072060
File: 370KiB, 1034x2720, ecs.png [View Same] [Google] [iqdb] [SauceNAO]


>> No.253072157

I feel hallow knight is a greatly flawed game and I could do better... does this make me a gamedev prodigy?

>> No.253072242

Hollow Knight is annoying as hell to play because the map sucks. It needs automapping and Castlevania-style map rooms.

>> No.253072270
File: 69KiB, 578x506, map segments ideas.png [View Same] [Google] [iqdb] [SauceNAO]

post your world map ideaguy mockups

>> No.253072275
Quoted By: >>253072963

Is it unreasonable for me to achieve something like this 1ma?

>> No.253072296

>it's like (highly successful game) except better!
Yeah sure thing buddy, you're a real gamedev.

>> No.253072418

only if you finish your game

>> No.253072696

The problem with spooky games is that they're games and the players know they're playing a game meant to spook them. The reason Pokemon has such unsettling things like Lavender town is because it's not meant to be scary which amplifies the fear. Hell i still look back when playing Minecraft because of the unsettling feeling that something is behind me.

>> No.253072742
Quoted By: >>253072934

>I feel hallow knight is a greatly flawed game
Any normal, functional human being know that. It's just like those unironically liking RoR or Meatboy, they are just hipsters.

>> No.253072745

I can't draw for shit. I'm a talentless fuck. Can a retard like me get good enough to create something good with 3d models given enough time (years I guess?) or should I just stick to buying assets?

>> No.253072929

Drawing doesn't help at all when working with 3D models. Just open blender and try it.

>> No.253072934

just goes to show you how starved the Metroidvania community is that this is the GOAT in their mind

>> No.253072956

>M I N E C R A F T
>A E S T H E T I C S
if you're confident you can try bokube art just don't be an incompetent twat wasting 4 years on it

>> No.253072963

That type of game and that level of quality, yeah you could probably do it.
yeah, just abridge other people's models until you understand it enough though.

>> No.253073037
File: 14KiB, 690x382, mappe.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253073253

Here is a concept map for a strategy game I was planning to do but put on hold.

>> No.253073090

Anatomy fundamentals helps a good amount for proportions and sculpting.

>> No.253073138

I'd say darkwood.

>> No.253073162
File: 226KiB, 1080x1155, fantasy map.jpg [View Same] [Google] [iqdb] [SauceNAO]


>> No.253073253
Quoted By: >>253073772

>but put on hold
god damn it

>> No.253073351

I was about to buy Hollow Knight because I don't play any 2D games and I thought that was a safe bet to be one I might actually like, what the heck friends?

>> No.253073434
File: 159KiB, 900x600, 36999_1239163200.jpg [View Same] [Google] [iqdb] [SauceNAO]

Ideas on how to put a new spin on the "stuck on an island" scenario?

No "youre the natives and you must repel the explorers" shit, the island must be unfamiliar to the player

>> No.253073436

>I can't draw for shit. I'm a talentless fuck. Can a retard like me get good enough to create something good with 3d models given enough time (years I guess?)
Of course anon. Depending on what style/realism factor you're aiming for, you could probably make some cute low poly stuff within a couple months of effort

>> No.253073550

imo demonophobia

>> No.253073572

>Ideas on how to put a new spin on the "stuck on an island" scenario?
turns out the active volcano doesnt erupt at any point in the game

>> No.253073587
Quoted By: >>253073756

>buying and playing video games
>as a video game developer
never going to make it

>> No.253073636

holy fuck

>> No.253073690
Quoted By: >>253073902

Look at a synopsis of Lost, there are a thousand ideas that lead nowhere.

>> No.253073756

>pirating and playing videogames then decompiling shaders and ripping assets to use for your own game
>as a shitposter

>> No.253073761
File: 20KiB, 480x360, stranded2.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>253073902

Just remake Stranded 2. There's no reason to make a new spin.

>> No.253073772

Fuck hexes, man. But that wasn't the reason I stopped, it was because, for some reason, in my engine, the mouse coordinates get fucked up when in fullscreen mode.
Also I'm autistic about performance and all the hex math shit made me feel paranoid or something. Will probably just scrape something together when I try again.

>> No.253073795

How the fuck did they make it so scary?

>> No.253073806

do you like forced exploration, amateur art design, and clunky screen shake/freeze combat? hallow knight just might be up your ally

>> No.253073881

hello niggers.

>> No.253073902

>come up with something new
>here, something that has been done

>> No.253074062

Reinventing the wheel for the sake of reinventing the wheel is sometimes not the right course of action. Sometimes it's better to look at the old and think of how to improve it.

>> No.253074076
Quoted By: >>253074229

- It has a recently abandoned bronze age city

- you're a fishperson stuck in an unhibaited lake

- there's a gas that makes you trip balls

- the island isn't tropical

- mixed with high fantasy tropes

- youre a boomer and the end goal is making a lawn, lawnmower, and keeping a garden

>> No.253074087
File: 1MiB, 640x360, anon.webm [View Same] [Google] [iqdb] [SauceNAO]

I got a job programming for some /weg/ game.
I finally stop being a neet.

I'm so happy.
he told me he would give me a percentage of the patreon.

>> No.253074192

>Come up with something new in an industry where everyone already threw in their idea into the pot

You don't need a unique spin on the setting of the game. It just needs to be interesting enough and supported by strong gameplay

>> No.253074229

lol, uninhabited*

>> No.253074370