Literally how is your game coming along, Cred Forums?

Literally how is your game coming along, Cred Forums?

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youtube.com/watch?v=0acEl97ZBME
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rbwhitaker.wikidot.com/c-sharp-tutorials
youtube.com/watch?v=FNmbHkNFZ5Y
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>Literally
get raped

Pretty well because GMS is piss fucking easy

Well, it was going amazing. I even quit my job in order to work on it more.
I was going to move in about a month, so I was taking time to finish before the month was over.
But then my roommate quit his job too, since he was going to be moving as well. Now I just spend all day playing games with him. It makes me feel like shit, but I no longer have any desire to work on my game.

Dumb question

Someone last thread said Monogame/XNA is a good middle ground between using an prebuilt engine and making your own engine from scratch, but isn't it still essentially making your own engine at that point? I thought even the most "from scratch" engines still use frameworks like SDL and OpenGL, how is using Monogame any different?

Literally this

What are some good engine dev resources to get your feet wet? Not going to go balls deep into it, I just want to understand the general idea of them, as I will use an premade engine anyway.

Slopes are too hard.

Mario Maker devs get OUT

I'm not sure how much more I can make "I'm not working on a game" literal.

If you asked me to exaggerate or write a haiku, sure I could do that. I don't think you know how to use the word "literally", I think the word you were looking for was "honestly".

What type of game is wold you reccomwnded starting with? I'm going to be using game maker studio and it's definitely going to be 2d. Right now I'm thinking a really simple rpg.

Start with something that you think you'll be able to complete in 2-4 weeks. It will take you much longer to finish it.

dont worry, the dog is your friend, and he is immortal

Making games is too hard.

Literally 1 day and 13 hours left for Humble Bundle.

Haven't worked on it in a while. It was going fairly okay when I was working on it though.

It's going. Made the background for the final level.

Still looking for artists.

I'm somewhere between camera movement and working full time while going to class and actually trying to do well.

I asked this over at /3/ but I'll ask it here as well since it takes like a month for someone over at /3/ to reespond.

So I'm working on a castle. I'm laying out the terrain. I made a hilly grass terrain and I'm going to be laying down the stone path. I was wonder how it would be possible to paint both the texture and the bump map on the terrain at once so they're aligned. Do I need to make the stone path a different object? How do you guys usually go about more complex terrains? Please share any tutorials relating to this.

Due to complaints about my main character i've redesigned them to appeal to a wider audience. Feel free to contribute one thing to this end and i'll attempt to add it. Someone already said boobs and a shorter skirt for jp so i'm gonna do it tomorrow maybe

those stars re scrolling too fast. unless thats supposed to be a painting of stars that's only 10 feet away

Here's the path I made, textured, bumped, and lit. I want to be able to achieve this same result, but have the path bent across the hill. Thanks in advance to any /3/ guy who can help me out.

what if the ship is inside of a bigger ship that's flying around really fast and those stars are the view from inside the bigger ship

Also I'm fully aware of how messy these textures all are. I'm fixing them up atm to be more tileable and to get rid of any of those poor AA effects.

>how is your game coming along
I t is not. I preffer spending my time drinking alone and not playing or making video games.
Basically waiting for cirrhoses or lung cancer to take me, probably at the beginning of my thirties.

Sorry guy, not gonna happen
You're going to have to make your game, and make it good, whether you want to or not

you should be happy about that. i'm making a game right now and it's a very pathetic experience. death is generally a thing to look forward to, your feelings of inadequacy are not valid because no one's skils really matter in the end. as long as you can still be happy with yourself or at least you can enjoy yourself then life is worth living. besides you're like in your 20's right? big cool adult man? that's when your life-ruining diseases start setting in. as long as you can provide for youself, you can just drink yourself to death, it may sound weird and strange but there's really no reason to feel as bad as you do! i promise. even drinking alone seems pleasant, i wish i could do it too. either way i wish you the best you big sexy man. even if that best is just a weird, somewhat painful death.

>even drinking alone seems pleasant
It literally never gets old.

i'm not sure what you mean by >paint both the texture and the bump map on the terrain at once so they're aligned
how all your textures are aligned is dependent on your uv map so i'm not sure what you mean there

I'm an artfag and have worked on games before, but always on shit i didn't want to do, would i be able to make a game on my own om Game Maker?

I don't understand shit about coding.

I don't really know, user, but I wanted to reply anyway so you wouldn't feel ignored. I believe in you.

Yes
Have fun and work hard

a very crippled game but yes. just learn to code.

Yes, chances are you might actually learn the basic mechanisms behind coding from it. If you start off using the drag'n'drop blocks, try gradually replacing them with equivalent code snippets, that's how I got a good crash course on the very basics of programming.

slowly because I'm a lazy fuck and I can't draw
tempted to go the abstract route again

mostly, I need to implement some stage gimmicks

are you in 3D mode to do that textured rock surface?
I kind of want to do something similar for distant water in my game.

I wanted to make a FPS gf simulator and was going to use cryengine but I couldn't even figure out how to start so I gave up

Open World
GTA meets Darksouls meets Tribes Ascend
Silent Protagonist
Survival elements
Crafting
Procedural generation
Adult violence and gore
Mech suits

I just need a name....

didn't your parents give you one?

Watch a couple hours of youtube tutorials, that teach you the basics of the code. I recommend the tutorial from the dude, that did Gunpoint.

I'm no programmer and I still made a jump'n'run only with a bunch of commands and variables counting up and resetting.
A real programmer would probably do things very differently, but it works and it's fun.

No Man's Armored Souls : Ocarina of Craft

>I don't understand shit about coding.
you need to at least learn the basics if you want to make a game more complicated than breakout.

variables, logic gates, loops and scripts at the very least.

That's so stupid it might just work.

Sorta. It's a 2 dimensional surface projecting a disoriented texture. It's suppose to fake Raster effects that some old systems were good at.

After painting the stone path on the grassy hill, I have to switch settings around to then go over the stone path I created and paint the normal map. However, the normal map isn't perfectly align with the stone path I created, and its very, very time consuming. It doesn't look too bad, but there's some grass around the stone path with the bump map of the stone path due to how I'm painting it. I essentially want to paint both the normal map and the color texture at once with two different textures.

like, are you drawing pixel-thin strips of background each line?
that was my first thought with emulating old-school raster scroll

>tfw trying to figure out how to describe my game without referring to other games features because Cred Forums hates any game that does that for some reason

Redid the character sprites (again) to make them more zeldary, also fixes the perspective issue they were having

Don't do that, it makes GM flip it's shit. This is just a surface that's slightly angled, and it's sorta kinda a 3d shape that suffers affine texture issues without some tinkering.

If your using unity, iduknow make polygons or something.

I'll give an idea.Make a horror game about bugs

currently a twinkle in my eye atm.

is Cred Forumsdev doing lewdjam too?

>no loli allowed
You can fuck off.

I was going to but then reddit got involved and killed it

Too vanilla for me. Far too ironic.

i think you read that wrong, it doesnt say no loli

Pre production, I actually decided to make a game. Designed all basic elements and gameplay in class. Should've paid attention I only have that class once a week...

oh, you shouldn't be texture painting for that sort of thing. when you paint the whole thing like that, a large terrain requires a massive texture to get any kind of sufficient detail. what you want is a "vertex blend material".
it makes it so you can blend between textures using vertex color.
see in the top right of my pic, that's the UVs.
this method can use seamless textures, you don't need a massive texture. you've got two materials basically and blend between them depending on vertex color.
there's a simple way to do this, and there's a slightly more complex way, which uses an extra texture like the one seen in the bottom left to make the transition more natural looking. there's tons of resources online on how to make this kind of material. it may still be a little advanced though.
there are simpler ways to make what you want that would look just as good.

I am, but I spent a little too much time on the main character. There's not a lot of time left, and I still need to program enemies and make a level. Pic related is the playable character's concept art.

>not a lot of time left
>over a week
jams are not normally this excessively long yknow.
im not even starting until its a week.

I'm pretty new to these, but yeah I think I have enough time to make it good.

Thanks for responding. I'll look more into what you've told me first thing in the morning. I saved your pic and I think I understand what its showing me for the most part, but would you happen to know of any video or text tutorials I should use?

Reminder godit will be the GOAT 2d engine once they implement C#.

well it'll kind of require you basically understand blender's material system, and blender's node editor for materials.
it's a pretty common thing in 3D game art, so you'll find lots of good stuff on it. just search up "vertex blend material blender" and you'll find some videos.
as for the slightly more complex part that requires that third texture, i'm not sure those videos will have that part.
but once you get the basic vertex blend material, it's not too hard to add that extra part in there. lots of examples of that in unreal engine come up, and since it uses a similar node editor for materials, you can just look at those examples and add that to your blender version.

I made this last night in gamemaker with no dnd. I plan on making a rpg but I need how to code properly so I made this

Also I'd love to know what timelines in gamemaker are used for. I have read the yoyo document on it and I am still confused about how it all work

this is how it works.

You bake a UVmap from all the selected verts, right ?
You could bake more than one UV map for a model if you want but that depends on what you want to achieve. The way you do this is by just selecting the verts you want included in a specific UV map.
Now you can use that normal map to create a texture map and a bump map. There are different ways to achieve this. You could custom paint them in photoshop for example.
So you could use your texture map for a bump map by just desaturating your texture map in photoshop.
Personally Ive never created terrains but I guess using more than one texture map could simplify the process. although using more than one texture map will be more expensive resource wise, although I'm unsure of exactly how this will affect performance.

very cool effect, but those big meteors need to reach into and overlap with the ground and ceiling

it's an asteroids game !

I figured out how to get an object switch from walk to idle without cycling through, but now I can't play the attack animation anymore. Is it better to use state machines for player characters that will have a lot of control or to just code everything in the step event?

yeah, it is. I also made pong like a month ago.

state machine for everything that needs to be able to switch between >2 states on the fly
not only does it allow you to specifically call any state, it also disallows any other state to run at the same time

So if I want the player's character to have multiple attacks, A B and Specials, would it be best to make individual states for each one or to make one script that contains all the attacks and just call that the attack state?

pretty much

but for the sake of readability, you might want to look into 2D arrays if you have a lot of attacks

Killed most of them. Too many games to manage when I'm no longer a NEET.
Thinking about which one I should see to the finish though.

>tfw gmgreen and gmhtml5 skins cause graphical errors
>tfw have to use gm8 skin
I literally have no idea how to fix this.

>Basically waiting for cirrhoses or lung cancer to take me, probably at the beginning of my thirties.

Sorry pup, unless you're lucky you won't see any negative health effects until 40-55 if you do.

On the bright side as you get older time appears to move faster. The first 24 years of your life feel as long as the rest of it.

The trick is to become desensitized to your own existential despair, indifferent to your own suffering. Then you can commit suicide simply by waiting it out and imitating the gestures of a living being.

It won't be too long before you're an oldfag getting comfy in your deathbed and slipping away into cozy oblivion.

Related: youtube.com/watch?v=0acEl97ZBME

what are they? do a poll

Mostly similar average rpg gameplay skeletons, I was thinking which story/motive I would place over it. I was pretty sure Cred Forums doesn't give two fucks about story/setting so I didn't make a poll

Cred Forums cant tell the difference between gameplay and story anyways

Can't help you there pal. Google maybe?

Ah, ok.
Pol?l My sister draws most of the designs so I don't have images on this laptop

I got the GameMaker Studio thing, but I don't know how to code.

Got the bundle today, I feel good.
Time to code porn games.

>I got the GameMaker Studio thing, but I don't know how to code.

Anything you need to do you'll find a coding tutorial on youtube for it.

what kind of porn games exactly? giv

-e the details on your design
why the fuck does space post the message if i'm not focused on the actual textbox

Doing a bunch of very overdue things like cleaning up some old code, implementing wall-hugging attacks, and enabling more actions from various states like crouching/sliding before I work on the boss some more.

gamemaker was made for people that can't code

good thing you barely need to know how to code to use gamemaker

Thanks for the replies. The games that are posted in these threads seem pretty cool. Have you guys made anything with it?

...

only did the basic tutorial so far
it's very easy to understand and all the GML they give you to use can be pretty much done with knowing how to use the Drag and Drop

Pretty good, spent a little while a couple days ago making battle backgrounds, this one's gonna be my main

Started 2 days ago. I havent done any of the official tutorials, just watching youtube videos of other devs. Im probably going to have to go back though. I run into weird issues like the Arrows spinning or clipping through the walls.

eh, decided to make one anyway
I'll check it in the morning
>strawpoll.me/11257125
pls no bully I already know they're unoriginal gay fanfic tier
Setting 1. An augmented young girl, the last living thing, stands against the force that tries to recreate a new world in the broken space at the end of existence. Your goal as the protagonist is to find a way to travel to the inevitable end of the world and save her, rescuing the unit inside her that will restore the old world that once was. Mono path. This is the least developed one.
Setting 2. After a failed invasion, one female alien is stuck on earth (essentially a monstergirl with 4 arms). She must keep her species a secret while going around and removing organs from young men at a hospital to power her spacesuit. However, she can't help but feel something for them... An Otome game with rpg elements, this has the most cutscenes and actual dialogue images finished.
3. A fellow in a town goes to collect fruit with his brother and sister in a small town filled with wooden houses. They come across an odd metal dome and as the little girl touches the small symbol on the door, metallic limbs pull the protagonist into the dome, a door to an underground facility containing a secret that reveals the last true human, a researcher's cut-up daughter with an arm containing a life support system. Together they must descend beneath the crust of the planet and prevent the broken down relic of one of the 3 war machines that destroyed the first earth. The first one came from this, so this has the most progress.

it looks like you've somehow tied arrow rotation to your mouse moving after being fired

Literally stopped working on it, because I am lazy.

What do you guys feel about Stencyl?

Imo any engine, also depends on what you're good at. I suck at coding, so GM and Unreal are great for their visual based programming. Been using UE4 for awhile, making a 3d hack & slash. Dunno jack when going in, but now I have general knowledge on shaders n shit.

Unity's great but like I said, I can't code for shit. So it really depends on what you can do.

>inb4 I'm wrong

It's just my opinion

They're alright stories (i voted for setting 2) but i think you shouldnt rely too much on 'This character is the last ___ in existence and they gotta save the earth from ___'. best thing i can think of that actually uses that formula well is Lisa.

>I made this last night in gamemaker with no dnd.
No, you copied that from a tutorial on youtube.

Are you an artist who has no idea how to code? Don't worry, modern day game engines and utilities got you covered!

Are you a programmer who has no idea how to art? Yeah, tough luck, the few free assets are easily recognizable as such and nobody will play your game, since they can tell its built from such.

Yeah I know whats causing it, I just need to make some kind of statement so it maintains the direction it had when fired.

1 and two were pretty much variations, considering the girl was meant to be the same in both. I also had one where you played as the "titan" robot in 3 ging around blowing up planets and one where you played as a hockeyface monster in a hospital trying to protect it's child, but those were the two I canned permanently.

oops meant one and three

Does anyone know of any good sample projects? I'd like to be able to dissect a plat former as following tutorials seems to get me lost in a flurry of error messages.

Shit, what's the cost of it right now? I'm flat broke.

15 bucks
humblebundle.com

Anyone can learn 3d modelling, especially programmers. I can't even draw a stickman but you don't need to be good at drawing to push vertexes or box model stuff with references. Literally the hardest part is to learn the terminology and shortcuts of the program you're using. Maybe your stuff won't look extremely good but hardly any amateur one-man project does.

If you're actually flat broke and don't plan on selling your games for mobile platforms gamemaker studio is actually totally free outside of having to use the default splash screen at the start of your game.

What game should I make? My requirements are as follows:

1. One man project, I don't want to involve anyone else.
2. Achievable in 120-150 hours of dedicated work, I don't want to sit on it for a year.
3. Not heavy on the visual assets, because drawing shit is hard yo.
4. Not heavy on difficulty algorithms, like complex AI or generating complex levels.
5. A fun game that a few dozen people will download and enjoy, so that it was a worthwhile contribution to the world.

Text Adventure.

these all sound pretty similar. why not just pool them into one?

Taking time off from making a lewd game to make some money for the month.

Is there demand for interactive fiction written by people for whom english is a third language and who have never written anything in their life before?

I could have a go at it, maybe make some funky combat system, some sort of navigating system as well. Inventory and companion interaction optional.

Yes, why do you think Pathologic is so popular?

Type the letters as they fall from the top of the screen,the letters you type go up to intercept the falling ones
easy mode has random letters fall, speeds up every 50 letters destroyed
normal has occasional words that must be hit with all letters in it to destroy, speeds up every 30
hard mode has numbers and math problems mixed in
language can be changed from the main menu

But Pathlogic is neither popular nor a text adventure.

It isn't.

Id say interactive novel game (like Katawa Shoujo). There's growing demand in 'absurd art' games these days so even if you arnt very good at drawing, just draw a basic scene with mspaint and slap some clip art on it.

>Achievable in 120-150 hours of dedicated work
That's like a month of work.
You will never make an actual, full, release-ready game in just a month.

Months ago I started a Metroid fangame on remaking the first one on the NES while being different than Zero Mission, but recently realized I could do more than that so instead I went the original game route.
So far I only figured out the style and setting (16 or 32 bits low-fi mixed with fantasy, set on a floating island), the weapon system (light weapons have regenerating ammo like the machinegun in cave story, while heavy weapons don't), some areas and a couple of items.
As far as Exploration Platformers go (I really don't like using the term "Metroidvania" because it's like calling FPSes "Doom-clones" still to this day) I also want to make in secret techniques to allow sequence breaking (intentional or not, but mostly intentional ones) because I figured sequence breaking allows for replayability beyond "I like the game so much I want to replay it".
Still on the fence about which program I should use though: Construct 2 or Game Maker (which I bought from the Humble Bundle). Construct 2 I have the most experience with because that's where I started the fangame from, but it doesn't support .wav files (hey assholes it's my problem if my game uses a heavy, yet versatile and fast to edit sound format), while Game Maker seems to be pretty popular and seems to support wav files, but I know shit about it, and afraid it would be a bit too complex for me, but maybe I'm just blowing this out of proportions. Another thing I seem to have noticed is that GM seems to support 3D to some extend, does that mean 3D backgrounds like in the DS Castlevania games are possible?
Either way, after the game is finished I'd like to work on adding some modability to the game (level editor, adding/editing entities, adding musics and sounds, plus I have some experience with Quake1 modding so I know some stuff), which engine is best suited for that? Same thing for .demo files recording and playing?

It's about as popular as any text adventure made for anything after the Apple 2e could be.

It's also the lightest and potentially the shortest dev cycle, depending on what story you wanted to tell.

a bit slowly
added score pickups, other sprites for them later
gm is very easy to get into and can do some 3d, but that 3d is not all that good and try not to rely on it too much
gm8.1 was a pretty good choice for making moddable games, but with studio, its file sandboxing, changed graphics stuff and some other things it's an uphill battle now
can't tell how it is with construct, but if that one doesn't even do .wavs, it can't really be much better

Making areas, trying to code simple enemies and a main weapon

That's pretty good

>gm is very easy to get into and can do some 3d, but that 3d is not all that good and try not to rely on it too much
gm8.1 was a pretty good choice for making moddable games, but with studio, its file sandboxing, changed graphics stuff and some other things it's an uphill battle now

reddit.com/r/gamemaker/comments/45dde8/any_way_to_add_mod_support_to_your_game/ seems like it's definitely possible, I should look more into it. Seems like I have to make a game (level editor) within a game (the game itself). With my experience in Quake modding I could work on something out.

Those background AA guns are really distracting.

buamp

bump

How hard is it to make a side scroller hack n slash with skills/combos with GMS?

How hard something is ALWAYS depends on your skill.
All i can tell you is that it's possible to create.

done the new interface.

Badly. I'm going through books about Python to learn to do some mundane things, then will return to Unity.

Dunno if this is a good way to learn, but I hope to work on tiny games to put up on Kongregate or something.

Why aren't you reading books about C# if you're planning on using Unity?

Never assumed it would be as easy as a powerpoint or some shit like that but fuck it, im gonna try it lads.

I'm trying to learn the principles behind programming through another language before coming back to C#.

Besides I went with the Python books because a friend recommended them to me as a beginner and they had projects to do in them. I don't know any good C# books that aren't mostly reference material for people who can already program.

>Achievable in 120-150 hours of dedicated work
I dunno man
pong clone

More details? I'm a good conceptual artist but a mediocre design artist.

This

>I don't know any good C# books

This is a pretty good introduction to C#:
rbwhitaker.wikidot.com/c-sharp-tutorials

>Achievable in 120-150 hours of dedicated work.

Twine CYOA.

But it won't achieve point 5.
Point 5 require at least twenty times as much hours.

bookmarked, cheers

pretty good! just made this sick ass recolor of another enemy.

I think I'll actually finish it by the end of the year.

but I can't release it alongside persona 5, so I think I'll just leave it in the oven for a bit longer to polish it more.

youtube.com/watch?v=FNmbHkNFZ5Y

I have no idea what im doing so im just testing putting in a bunch of stuff i find in tutorials and change them around till something works.
If it does start working i try to figure out what i did right.

What kind of details? It's a shmup, artistically it's probably going to end up somewhere in between 16 and 32 bit arcade games.

If your willing to drop an email address I can elaborate further and go into details; I was about to go to bed before the desktop notification for your reply came up

Trying to teach myself, constantly hitting walls really drains the motivation

>Dunno if this is a good way to learn, but I hope to work on tiny games to put up on Kongregate or something.


I been thinking myself to make plenty of small games to learn and work my way up to the complicated game i actually want to make.

I would like to put them on Kongregate and Mobile? is this a good plan?

>I would like to put them on Kongregate and Mobile? is this a good plan?

It could be, especially if the games are small and you don't feel like you can justify charging a fee for them.

By putting your hobby projects up there, you could find yourself getting a small amount of cash.

What do I need to know to make a game,

>Drinking alone all day

People actually do this? I thought it was a meme

Been planning the basic features/menus and stuff for what is essentially a rip of of Free Cities but in SPAAAAACE and more GUI driven/less customisable.

Never used GM before, will probably try to make a very simple station/resource management thing as a prototype to learn the engine.

If i add some anime cards and publish my shitgame on steam will you it user?

*buy
sprry, i'm sleepy as hell

Yes, user, I love anime and I would f*ck your game.

what's a good yt tutorial for unity/game maker?

>been using Hammer for the past 6-7 years
>none of my skills carry over to other game engines
>trying to learn them is just confusing as fuck and I always go back to Hammer
i'm stuck in a circle of hell.
It would probably sell like hotcakes, every animu faggot buys the badges and emoticons.

My friend just made an enemy sprite

that's pretty cool

I'm and I've been thinking since writing :
Can I make the game as usual on GameMaker and afterwards do all the modding tools (because doing the tools first and making the game from here seems tricky considering I want to make a game first)? Since according to my second post's link "If you want your game to be moddable you have to use the tools the modders will use"

What does one do if they want to git gud at pixel art?

Suicide

I hate pixelshit

practice.

realize he's a hipster and start making actual art instead.

watch some yt tutorials, m'man and practice a lot

Make pixel art until you get good at it.

Go start doing low poly high quality texture instead

>Tfw negative money
>Probably will get paid immediately after its finished
Fucking PayPal transfer times

Serious question here. How do you get good music artists to work on your game if you don't have any money?

Is it worth it?

I did a greenlight thing
steamcommunity.com/sharedfiles/filedetails/?id=765427534

Its $15 for $1800 worth of shit. Yeah it is.

Suck them off

i dunno lol

how do I install Game Maker Pro? I bought the humble bundle code and installed the free edition but I'm don't know how to upgrade it to pro?

I would play that user. Please do it. Pirate a program called FPSCreator, it's outdated but whatever

What kind of shit can you even make with it?

visual novel with no characters

you make money

like you do a successful kickstarter trailer and use that money, by doing that you see if people even want your piece of shit game and you also got your marketing pretty much done

many do kickstarters even if they don't need the money for this reason

Talk to heaps of musicians and become their friend. I'm a musician and I've worked on a few games just because this guy I met asked me to. He was really happy with pretty much everything I did but because he had assignments, he never gave me or released full versions of the games :(

just starting learning texture painting, i suck at it, and i really need a graphic Tablet, a cheap one for now

the character looks silly but the dog is cute,

...

fuck off Thane.

yoyogames.com/showcase
lmgtfy.com/?q=gamemaker games

go on the yoyo games site, they have a tutorial

Game Maker is useless trash.

>b-b-b-but muh indie pixel shit ;_;

Serious question: how often do GameMaker bundles like this go on sale? I really want to get it but I'm very tight on cash right now, and I don't think I can get it now, so I'm hoping for another sale.

I bought a shader and now it broke my enemy animations. They don't change to white briefly each time they get hit. What do I do?

there was another one a year ago with pc, mac and android exports, but a myth has it they're going all out on exports now because yoyogames will introduce a brand new version of gamemaker with a monthly subscription soon, making the current one obsolete

I never asked for your ignorant opinion, never even stated Game Maker or popular games made with it were good.

I'm glad you're pushing your thing forward. It still needs a fuckton of polish, but it does have a future going for it

Is the Humble Bundle Gamemaker thingy any good? If I've never ever did anything remotely game dev (apart from playing around in RPG Maker years ago). Worth the dosh?

See
and

Is the choose-your-price bundle for GameMaker good enough, or is the $15 really that much better? I don't want to drop that much on something I'll probably give up on after fiddling with for a couple hours.

Hmm. So does that mean I can still get this bundle in the future? Or perhaps a new iteration of the software perhaps? I guess I could pay 1 dollar but I'm planning on publishing to HTML5...

>making an under-powered engine even more difficult to access for indie developers
>unity and unreal engine are still free, more versatile and popular
no company in the world would ever shoot themselves so hard in the dick

Trying tto get a feel for classic SNES pre-rendered graphics.
But added lighting.

Thanks, but I haven't gotten that many yes votes I might not make it...

I had the same issue, it's probably with how you have your walk animation set up. If you have it okay whenever you are moving, that will override the call to play another animation. Try making a variable that is 0 when not attacking and 1 while attacking, and have the walk animation only play if that variable is 0

i don't think they'll make any more bundles
gm:studio was riddled with bugs right after it started and 8.1 was the better, more stable choice for a good while, you can expect anything from yoyo

>i don't think they'll make any more bundles

Really? Fug

Thanks.
One more question:
Is there a book/article someplace to read on "How to stop being a faggot and actually start making a game"? I really need this. And I need this to work.

how to make 3D character creator? Do you have to cut your models or what?

Adding sound effects
webmshare.com/PGwg4

You could use blend shapes

If you are trying to pull that off without at least 6 experienced people working on that feature alone, good luck user. Nobody have succeeded before using any less than that.
You might need at least three to five years to finish the function though.

>buying shaders
Also what engine

Well I was thinking only about WoW tier character creator just change face, hair, beard, hair & skin colours. Will it reall by that hard or you just meming me

1 and 3 are variants, 2 was my sister's idea since she likes monstergirls. See

I just download godot, gonna check some tutorials

Changing textures and adding models to an existing models aren't easy if you are aiming to make it look good without being shitty. Even worse will be giving the player the ability to mold the model. The workload is not something to be scoff off.

This is why nearly all 3D indie games don't do character creation and just use their own presets with different textures and models.

I had so much motivation last week. Actually making my own game from scratch and getting shit done. But then I had to go out the country to celebrate my mom's birthday. Still in transit to arrive back home.
I'm always most motivated when I got other shit to do.

I know that feel. I get all ready to work then just decide to browse around the web for 5 mins. Aaaand barely work at all...

it's going great in my mind :)

Game Maker
I didn't technically pay for the shader, it was on a sale for free.

>This is why nearly all 3D indie games don't do character creation and just use their own presets with different textures and models.

Oh so just make models of all possible creations right?

That will work and more easier to implement.
Basically you are giving them the options that you can implement well.
It's not going to be Dragon Age nor Bethesda, but with that, your game will actually look good and can be released within the decade, providing you know to scale down the game to what you can accomplish.

Bump for

How to make 2D graphics other than pixel art?

Handdrawn. Buy a drawing tablet or ink and touch on a software

learn how to draw

Pre-rendered 3D sprites.

hey I wanna hear on you opinion on this

is it fine to basically rip off a story and recreate it to the point where it's not obviously recognizable? kind of like taking hard core inspiration or is it just too much like straight ripping off?

Yes.

Why spend your life working on someone else's dreams?

Nothing is original anymore, so as long as it isn't a blatant copy/overdone cliche, go ahead

fine as in 'legal'? sure? fine as in 'people will like it'? probably not.

>is it fine to basically rip off a story and recreate it to the point where it's not obviously recognizable?
That's every story, user.

Has there been any news for Source 2 release?

Id like to fuck around with that engine if there is some documentation

• Pre-rendered 3D models, but that's its own hastle. Think Donkey Kong Country
• Actually draw your stuff digitally using a graphics tablet
• Vector graphics (Can tie into the above if your software supports drawing vector graphics directly)

literally okay

So long as you change the characters names and appearances, the locations names and appearances and the general languaged used, welcome to almost every literary work for the past 200 years. If you want to overtly nod to the original, you can probably have, say, a character or location that has the same or very similar name and/or appearance, but keep it minimal.

But how to draw it to be spriteable?

By putting effort

Use traditional frame by frame animation or cut-out style.

I did not. Wanna see my code?

store.steampowered.com/app/332360/

Draw it frame by frame and ensure that the style on each frame is consistent. Save each frame to a big-ol-bitmap and tell the game where each frame is. Ez.

(You could also have each frame as a separate image but that's not particularly efficient on the GPU or memory)

Looks impressive for flash tier shit. It would really works for my game

actually if you do a google search you'll realize that there are quite a few solo devs that have pulled it off on their own.

but thanks for the shitpost. It's always good to see people around who know what they're talking about.

Does GM still only take Spine for skeletal animations?

Anyone here know how to make an RPG? Cuz I want to make a SMT clone but I'm clueless as to how to actually...make it

what we need is a super smash bros clone for pc

Are card games easy to make?

how do face the fear of making something embarrassing and even making it evident that it's a high effort project? other than claiming it's just something you did for yourself and not for anyone else

What's the best engine to use to play around with some 2D game ideas while still using an actual language? Would Unity be useful for small 2D prototyping stuff? I want to also learn a language while doing it, not just use a visual scripting system.

you could use RPGMaker

Is GMS the easiest thing to use for someone who knows nothing about anything related to programming?

yes

what's the best way to bait some dollarinos from kickstarter without knowing any programming?

yes

make a good animation that looks like gameplay

this is a really retarded question possibly but

could I use garage band to make okay music and use it in a game?

or is it a total kid software?

Making a rpg is one of the easiest genres to make in the programming department. You'll be fine.

Here's my code you tell me if it looks like the tutorial youre talking about

and yes notes are in french because I'm french


step event for ship
var right;
var left;
var up;
var down;
var space;

right = keyboard_check(vk_right);
left = keyboard_check(vk_left);
down = keyboard_check(vk_down);
up = keyboard_check(vk_up);
space = keyboard_check_pressed(vk_space);

///Faire tourner le vaisseau.

if right {
image_angle -= turn_speed
}
if left {
image_angle += turn_speed
}


///Faire avancer le vaisseau et reglage de la vitesse

if up {
spd *= accel
if spd > max_spd - 1 {
spd = max_spd
}
xx = lengthdir_x(spd, image_angle)
yy = lengthdir_y(spd, image_angle)
}
else {

if spd > stop_spd + 1 {
spd -= deccel
}
}
///Pour rester sur le premier enroulement de l'angle.
if (image_angle > 359) {
image_angle = 0
}

if (image_angle < 0) {
image_angle = 359
}

///mouvement
x += xx
y += yy

///Pour le move wrap
move_wrap(true, true, sprite_width/2)
///Shoot
if space {
if (ammo > 0) {
bullet = instance_create(x, y, obj_bullet)
bullet.direction = image_angle
ammo -= 1
}

} else {
if (ammo < 4)
ammo +=1
}

Use nostalgia for any great game that has been ignored. Hire artist to make some art. Hire models to pretend to be devs in your video.

Yeah but how do I make a negotiation system and monster recruiting and stuff?

With variables.

...

Get good concept art of interesting character and settings, copy and paste other kikestarters so yours looks more professional. Make your frienda shill the game in social media. Thats what I will do at least.

maybe I'll continue neet life instead, thanks guise

Random function

POST YOUR FAVORITE 3D GRAPHICS STYLE NOW

Variables, Arrays and a lot of ifs, i would recommend you to read a book about C to understand the syntaxis. With GM you dont actually need to know any complicated stuff so dont worry

almost finished first npc model, lower poly, artstyle and more on screen or more graphics?

Loving it m8

Alright, I trust you. You know what you're doing.
Do you swear by the truth, and tell nothing but the truth, so help your god?

Also,
>studied c++ for quite some time.
>Upon reading your code
>Can almost immediately interpret all the variables and their functions working together in a cohesive whole.

GML is so much easier but I also want to look into SDL 2.0 because you can do so much more.
Do you have any experience with other game engines?

spending some time re-texturing my ugly guns to be just slightly less ugly

I would like to know this also, i got Spriter from a project i was making on construct.

How does one get followers on tumblr?

nice.

Make one (1) good post that starts the ball running

Post progress every week

I'd say the actual programming is pretty easy.
What's hard about it is designing and balancing the game.

why use tumblr

Programming them will be pretty easy, effects depending. If you want, you can make the effects and cards definable in some form of scripting language to ease in rapid development. The hard part will be the actual balance.

tumblr may be full of SJW and shit but it is a free site with lots of people

Been pouring over tutorials and examples of coding for GMS, think I am ready to start throwing together my first attempt. Everything seems super simple so I do not foresee issues other than a severe lack of assets since I have no tools to make any (mouse + GIMP should be interesting work).

>still not using cryengine
OP you're an idiot.

Since no one answered this, Monogame provides a crossplatform content pipeline as well as some framework for gameloops etc.
XNA provides access to abstract rendering of multiple kinds of resources, audio, text rendering, and pretty much everything you need to do my_3d_model.Draw();
OpenGL is just a library to talk to the graphics card. Using > 4.0, you'll be writing your own shaders just to render a triangle, and will likely need something like GSLomething or another I forget for your Maths. SDL is good but limited in its scope.
There are a lot of levels of "from scratch".

I wasn't implying that tumblr is shit, just curious in what ways is it better than customized self-hosted blog

What would be the easiest way to make a grand strategy game? Not a super deep one, basically a text adventure with map based strategy included.

Easier for new people to find and follow your project. They're already using tumblr; just gotta make sure they stumble across your posts. Make sure to tag the shit out of all your posts for maximum exposure.
Same deal with Twitter; post updates (even minor ones like "lol fixed super easy bug I never mentioned before") frequently and you'll suck up new followers easily.
Not to mention the obvious advantages of people retweeting/liking your stuff.

GameMaker has a scripting language back that can get you familiar with programming alongside its visual scripting frontend.
I'd also suggest Scratch in the same manner, and to look up online tutorials to explore programming with these tools.
Unity does 2D extremely well, but you're going to want to be comfortable with programming concepts first.

If you wanna people to find and follow your project, Twitter is enough. Tumblr is a lot more niche and it may not be worth the time maintaining it, considering all drawbacks compared to a full-fledged blog.

>What's hard about it is designing and balancing the game.
> The hard part will be the actual balance.

I am planning to not make game with retarded shit and rock paper scissor ballance with "equality points". If this won't work then I don't know what

Twitter has the word limit per post and you can't upload long webms

That's why I mentioned the custom blog, used precisely for those longer things.
You can't even embed proper code snippets or have a comment section on Tumblr

Why would you want to post long webms to promote game with a lots of words? It will be just
"Today I made a jumping engine" and add short webm how character is jumping
That's enough

Almost done implementing delta_time support, only need to fix some small details like too many afterimages spawning when dashing.

>stolen assets: the game

cooling cool af, dude

How hard would it be to make homm clone game?

Had similar situation until found out that makes unity behave like hammer (making levels with brushes) assetstore.unity3d.com/en/#!/content/15447

There's a free version out there too.

Thanks. Hopefully webms will stop having a garbage framerate now, it runs at 2k average with vsync turned off

The program structure wouldn't be an issue.

Graphics would be okay.

Balancing and good levels would be REALLY hard.

How new are you m8?

been here since 2007. you?

really?

I wanted to make a cave story fps but too lazy

...

I am moot

I'm going to make a 2D game Cred Forums.

Should I use Unity or Gamemaker?

How's your coding skills?

Becaue maybe you should start with Stencyl.

Been here since 2005.

Milhouse is not a meme.

Well for one, I'm not making a phone game so Stencyl won't do it.

Two, my coding skills are pretty much nonexistant but I made an website in HTML back in junior high on my own.

Uploaded a video showing off what I have so far. Docile enemies, and an empty test level. youtube.com/watch?v=ZvIBVYnmQKI

Also, I already bought Gamemaker Humble Bundle with everything in it so unity or Gamemaker are equally available to me.

Also I might show the loli protag in the next thread but I don't have it scanned yet
No one probably cares about the alien monstergirl
>tfw only 3 votes

>bragging about being stuck on Cred Forums forever
you guys are fucking fags

Pure 2D is better off on Game Maker

GameMaker for 2d.
Unity for 3d.
There are probably circumstances where it's better to use the other, but they are few and far between.

>Post pictures of yourself in a dress
>Open a Patreon
>Get Tranny $'s

What if I want to do Mode 7 stuff?

Very cool, user!

Can't say I'm an expert, but I've had reliable sources tell me that the key is being an actual artist. First you make good art, and then you pixelize it.

First enemy with dummy behavior is in that is killable and does damage to player upon contact.

Gonna have to do a bit of refactoring and other changes to my codebase to make a couple of things more manageable, though.

>making a presentable level editor for your game instead of just editing the code
Masochist.

Is that a game engine or did you create an editor within your game?

I can't get the soft body cock physics right

also cum shots look kind of shit, I'd like to use nvidia flex for it but I haven't looked up if there's limitations in using that

balloon boobs were pretty simple though

I was using Tiled before, but I did not like hopping between programs just to make and edit levels. Thus for both learning and streamlining purposes I rolled my own editor right into the game.

>engine
I'm using Love2D.

Way to go!

>Metal Warriors
>Castlvevania
>Megaman Zero

bruh
I don't know what the fuck you are making , but good luck

>friendly bots in singleplayer
>enemy/friendly bots in multiplayer
>sinleplayer/coop campaign
>holding more than 2(two)
people still like this stuff right? still cant decide on gameplay, arcadey or slightly realistic

Why are you posting with a blank pic?

?????

So like, you're making maps FROM the game itself.. Importing them INTO Tiled, and back again?

Today I put some destructible walls in the game.
They were a clumsy patchwork to avoid having un-accessible rooms in my levels, but hey it works! And doesn't look too awful, either.

That picture proves how stupid you are

Looks similar to desktop dungeons, I dig.

Ah, no. Previously it was that I would load tilesets and create/edit maps in Tiled, and copy those maps to my game's level directory.

Now with the custom map editor you can just do everything (except add new enemy/object types and tilesets) within the game itself.

I was making a SFW loli rpg
but then I replaced her with a skeleton driving a spaceship
she was relegated to some random prisoner on the ship restrained and set to have her skeleton freed from her fleshbag
Was thinking about calling it Free the skeletons but it's just another shitty gamemaker game I probably won't finish
I swear I'm not a skeleton

Let's see your work.

You tried Unreal? Its BSP isn't that good compared to let's say Quake editors (there was a rather popular video about it), but at least there is one, unllike Unity.

just go by step-by-step tutorials and work on a project on the side with what you learn

Shaun Spalding and HeartBeast have good newbie, no-coding knowledge shit you can follow

I have an idea of a DRPG that plays out kind of like Retro Game Challenge, where there's a real world that your character exists in, then there's the game on a TV or handheld screen. But I haven't really done anything yet except make some concept art to give me an idea of how the game would look if it was running on some sort of widescreen Game Boy.

I also started fucking about with Blender, and hope to make something for a Steam Workshop game. It seems simple enough, so far, but I imagine creating and mapping textures is going to be a lot of trial and error.

I made a game as a gift to an old friend I won't be able to see for a long time. Finished it last week and I'm probably not going to make any more for a while.

>I was making a SFW loli rpg
>was
>SFW

Sounds pretty gay

Unity has Probuilder Basic. It's free and all you need if you really need something like that. Pro isn't worth the price.

He might be, afaik I was his only friend and he never had GF. No gays in the game though, only robots

>tfw people will never understand that lolis need to have their skeletons freed from those flat chested fleshbags
fuk you

Oh! Makes sense, leaves Tiled out of it. Cool, best of luck!

You shooting for a Megaman X styled thing?

It's gonna be way cooler than Desktop Dungeons! Actually, I bet the guy got the idea for his game while making a more traditional dungeon crawler- having dummy static enemies like that he probably got an idea in the vein of "Hey, why not focus an entire game on that"

Mega Man X/Zero is my point of inspiration, yeah.

Going for a hookshot gimmick, but unlike Zero 2's it behaves a little more like the hookshot from a Link to the Past.

hey skeletons deserve games too
are you against skeletons?
we have one of our agents "near" you

hey mine has a loli give me (you)

Looks super cool
Got something I can follow this on?

>loli protag

Bump.
How to get motivated?

Hey, so is there any reason to spend more than one buck on the HumbleBundle? Are those add-ons worth anything? I never used GameMaker and don't know what they are.

she has glasses and dual braids

Maybe if you're shit at programming.

>No one probably cares about the alien monstergirl
Not even yourself can believe what you're saying

Sure, my handle is MrFariator. I post little updates every now and then on twitter, and compress those into posts on tumblr every week or two.

Well it's just a thin, pale girl with 4 arms, little horns, and a few other minor alterations
I like her but was under the impression most of Cred Forums prefers normal humans with weighty thighs, considering attractiveness to the audience is a prime factor in popular characters from what I've seen

Nice.

Cool. Will be keeping an on ya

would anyone be interested in a zelda type game but its robots and shit instead of medieval fantasy setting?

I'll look for you when it's scanned. Have to give her clothes though because the only pic is after she's freed from her tube and is unclothed. Cred Forums IS a blue board.

Sure, why not.

...

Serious question /agdg/.

Let's say you're actually releasing your projects, and want a chiptune soundtrack for some of those retraux games.

Let's assume you find a chiptune composer and his/her music it's actually really fucking good.

How much would you be wiiling to pay for the exclusive rights?

I kinda want to start composing chiptunes to earn some extra cash in my spare time.

Probably would just ask what program you're using since I've been looking for one
Idk what the pay rate is for composers, sorry.

The first prices are around 100$, but you can keep them for years and work fine even for professionals.

Famitracker is the best one.

I heard a rumor that Scott Pilgrim vs. the World used it, doubt it's true though

My biggest dream is to make single player non faggy WoW. Even if not 3D at least Zelda tier movement with top down view. 6 playable races, 2 factions, world as big as Khorinis from Gothic with zones like in WoW, two cities

42 spells 7 magic school 6 spells each
9 classes
at least 50 items

How hard would it be to make this?

You just have to keep doing it user. Try it and keep going. Look at examples and copy, and then try to emulate the style yourself. Repeat forever.

>Posting job offer on the website full of NEETs

Apex kek

Trying out a tile set with auto tiling

It's been worse

Aight, thanks.

Aaaand wrong webm

Transitioning from being used to do "traditional" 3D animation to videogame-oriented animation has its quirks, but I think I'm getting close to the style I'm looking for

That feel when wasted whole day on pixel art that I don't like and will make it normal way

Well at least I gained experience in designing

I fucking love your robot

Looking neat so far. The reds you are using so far for tiles and sprites might be a tad too dark, though.

I'm digging the design of the 'bot. Are you going for a detail-less textures or what's the plan outside this one?

Replied on /3/ ye of little faith.

pls respond

Good job user

That shit is dope

Thanks! been fiddling around a bit with some weapon designs, trying for them to look less TF2-ish but I can't help it (last time I posted it the double barrel shotgun was a carbon copy of the FaN, as many anons pointed out, tried to lenghten it up a bit)

Well, I'm still deciding what kind of shader to use in Unity, in the meantime I keep modelling and animating because that lets me prototype a bit in-engine. If things go well, I will take the time to UV map them, but just basic cartoonish details (markings, scratches) and some bump and specular mapping, nothig too convoluted, I want to keep things simple for my own good

What do I do for lewddev?

If you ever want to make web or mobile games, those modules are definitely worth the extra ten or so bucks. Those modules alone are like 200-300 bucks each, while the UWP module would only come with Master version of GM:S (which is 799 bucks).

At the very least, I'd recommend grabbing the HTML5 module, even if you will only make regular stand-alone windows games.

His head is my favorite part, also I'm a huge sucker for robots with backpacks
Give it the enormous missile launcher

Fair enough, you're on the right path with the toonish look.

I dont know familia, depends on the quality of your previous work. I already have a friend who will kill me if I ask someone else for music, but it would be cool to see what you got

Game Maker Studio Pro (Redeem on YoYo Games' account license page as Humble Bundle code)

RLGD-GF33

Also a gift link for Cook Serve Delicious on Steam
humblebundle.com/gift?key=YSNTrpAuE4M4WweE

Have fun and good luck

>zelda but with robots
i've literally been been working on that for the past two years
although the robots are mostly just in the first quarter of the game

Oh, fellow hammerfriend. One of my maps was on the "Most popular" on the CS:GO workshop. It was on the front page too.

I'm going to have to ask you to cease and desist now. Also, turn over any material you have.

Thanks.

I'm not the guy you replied to.

shid I wish I had an account
good luck to whoever gets it.

Pretty sure Virt used it for Shovel Knight. He might have played it via an actual NES, though (since the tracker allows exporting to a rom file with a basic player).

Virt used the sound from VCR6 chip, which was a Famicon-only cartridge expansion. If I'm not mistaken, Famitracker supports that chip.

...

What are some decent free programs i can use to record gameplay footage?

OBS.

if you have a nvidia card, use shadowplay

Is Construct 2 just a meme or is it actually good for making games? Specifically a 2D game.

How does selling Game Maker games go?
Just stick it on itch.io and set a price?

You can even put them on Steam. Or wherever the fuck you want.

Just starting off, really loving it so far. Incredibly satisfying to get even simple things working. I was insanely happy to get the most basic AI applied to my enemy block, and get my friendly troops moving. Once you take the pedals off and stop going through the tutorials and get something working off your own back, its such a win.

Also, why does everyone hate Unity? Don't mean to stir shit, but I honestly don't know an engine that has such an intuitive design, packed with tutorials and has such as agreeable pricing scheme. I'm guessing it's people just throwing put prototype level games at full price giving it a bad name?
> Code your own engine
Get real, why reinvent the wheel?

>Also, why does everyone hate Unity?
the hate is just a meme

Answer my question faggots or so help me god I will burn this thread to the ground.

>trying to model hands
how do i do it?

After learning some basic c#, I'm gonna start doing Unity tutorials starting with...
unity3d.com/learn/tutorials/projects/tanks-tutorial

Don't know yet, something that appeals to the masses.

>I'm guessing it's people just throwing put prototype level games at full price giving it a bad name?
Yeah, I think that's it. From people who haven't used Unity, people who don't even develop games, they see that shit. Lots of it. Since Unity's easy to use, you'll get a lot of people using it. And so you'll see a lot of crap. Unfortunately this makes a lot of people think that it's somehow the engine's fault that the content is horrible and the game is put together terribly. Even non-game-developers are often skeptical about Unity, even though it makes about as much sense as being skeptical about Photoshop, because of all the crap made with it.
But I think this is because people in general put lots of (undue) weight on the importance of game engine. Like people generally understand Photoshop is just a tool, but lots of people think game engines make a huge difference on the *content* of the games that developers make. For example lots of people think Gamebryo is responsible for Bethesda's bad animations and inability to do ladders.

wow, long time for a disappointing reply

I love seeing your stuff in these threads, is there anywhere for to follow your progress?

start with sketelon hands

Whiny question but how do you guys manage to both create and have a job?

I was all ready to continue making my game but the moment I actually started my job I lost any and all motivation to do anything but sleep and get ready for work. How do you guys do it? Is it just something I'll adjust to?

He stole all of thunder spirits assets.

my game is lewd

It's not, I'm just an idea fag, all I ever do is concept.

I don't ACTUALLY know right now of course, I'm still poking around in GM's interface.

Wouldn't know what to make it about ever.

>put blood sweat and tears into your game
>put it online
>it gets shit on

99% of the time this will happen if you make a game, why be a gamedev? just learn to draw and make art or something. a picture is a lot less effort than a video game

Figuratively good
literally bad

Learning to use Game maker since few days
Is it bad if I don't understand everything related to code ? It's my first in this domain and I have some difficulties sometimes, but I'm pretty good for the rest

I made this model of Roll from megaman legends
I think im gonna make a game with the same art style

Look up Tom Francis' Game Maker tutorial. It's the best tutorial on any form of coding I've ever seen.

>tris

might help

models-resource.com/nintendo_64/megam64/

well it low poly so it needs to be done

literally every 3d model consists out of triangles you fucktard

Thanks man I really appreciate it, some people have asked me that, I don't have anything but I'm considering to set up something to show people my progress. Twitter, tumblr, a facebook page or even instagram... Don't know what to do to be honest.

Oh and here's the very first webm I posted on these threads. What would be a good platform to upload webms with sound and share them here? Because it's kind of a bummer to see these animations with no sound

I dont wanna make a game, thats hard.

>What would be a good platform to upload webms with sound and share them here?

Ok, quick test, I hope I didn't screw it up

i.4cdn.org/wsg/1474315274641.webm

How did you make the sound effects? That's pretty neat, though I think the firing sounds are a bit desynced from the actual shots

What do you guys think about using Game Maker to make a turn based RPG, like Final Fantasy or Dragon's Quest? Done to death? Or is there not enough of it out there?

My advice would be to not bother unless you have a rather original gameplay or concept. Barkley managed to be good because of its premise and execution, but I doubt someone could pull off something like that again.

You can certainly try though, I'd like to be proven wrong

Well precisely the firing sounds are the only placeholder thing there, as they are ripped off of battlefield online, I use them when I need something quick as they are already pre-looped. Recently recorded some real shooting so I'll probably have custom gun sounds soon. (gotta cartoon it up a bit though)

The mechanical sounds are mixed from the "machine" section of the motion pulse library from videocopilot. It was like 30 euros when I got it and I don't regret getting it at all (also you could pirate it very easily if you wanted to). If you know just one tiny bit of audio editing you'll make wonders with that shit.

Except youre not dealing with encapsulation, calling methods or arrays so what foundation are you building?

Id say that I have a somewhat decent concept with an M. Night "WHAT A TWEEST" at the halfway point. I wanna make a couple shorter RPGs first to get used to game maker before doing this big project. That's my plan anyway.

>tfw fixing your old shit code

Well, in my experience the hardest part is putting art on all the cards. I've spent years having to come up with different art for over 100 cards. Probably should have made it super basic...

Using Unity to make a turn-based strategy game. Similar to XCOM, but without the sci-fi stuff.

>you didn't comment any of it
>it's some manner of written eldritch horror
>it's absolutely massive
>you can't replace any of it because you're not sure what it does
>changing anything breaks everything

You literally need to chill out

>you didn't know about parent objects or scripts

How is it possible to looks so good!?

Jesus christ 400 posts seriously? None of you are gonna make it, why

(you)

See

You model with quads then just auto triangulate it afterwards

Setting 2 has a lot of potential. You should finish it you faggot.

my.mixtape.moe/wfsxhg.mp4

Like HoMM isn't ridiculously unbalanced in the first place

I just want some fucking rendering, buffering and input-events in C#, what the fuck do I use?
Windows Forms is ass and the XAML in WPF makes me sick, beyond just being M$ dicking.

CryEngine.

By rendering I mean plain old rectangles and whatever or image files.

Unity

Monogame?

Is RPG Maker MV worth shelling out the money for? I already got VX Ace from a Humble Bundle before, but MV seems to have less restrictions.

I'll see at the end of the thread
I didn't know Cred Forums liked Otome games

Can I make a 2D game in unreal or does it have to be 3D Models and

You can do 2D in Unity.

But you really shouldn't.

What should I use instead

My goal is to make a 2D schmup

GameMaker and Love2D are perfectly fine for that.

Gamemaker.

I wasted 4 years learning C++ at a computer science degree

What the fuck can I make on C++

I'm going to need to hire artists and composers

Whatever you like, really.

Create a game like Dwarf Fortress.

>What the fuck can I make on C++
Software. If you spent 4 years learning that shit don't waste it on videogames

>I think im gonna make a game with the same art style
that's cool, I'm actually doing something similar too.
Right now I'm in the process of learning pixel art for my texturing.

Ruby programming language commonly used in vidya software, is a derivative of c++

im putting day of defeat into doom
right down to exactly how guns handle and player models

MV is a fair bit more flexible than VX Ace for sure.
Being able to export to mobile platforms is a bonus too if you plan on selling your game.

If you're familiar with C++, it should be pretty easy to pick up other (game) programming languages if need be.

Isn't there SDL for C#?

Oh, and I'm doing a sprite overhaul for that Teir 1 guy

bump

It's coming along okay. I tried to make a new game but I just don't have any ideas for it, so I'm doubling back and working on the game I finished a month or so ago. First, I'm going back through all the code and making it so everything runs at the correct speed for 60 fps so I can bump up the framerate universally. I got a bit bored of that, so I added a bit more animation detail to the player character.

I only JUST got done with my final schoolwork so I actually have time to pursue hobbies.

I'm trying to learn python with Codecademy. This is probably a bad idea somehow and I'm sure I'll be told so, but what the hell. Gotta start somewhere.

Making a metroidvania type game, think I might get my artist to redo the character design but I'm not sure.

I think that the character should stick out from that particular background just a little bit more.

this the brown brick area behind your character needs to be less saturated kinda like the forest you have going on at the top.

I'm reinplementing a renderer for Quake before I get started.

You really think so? I thought they stuck out, maybe I need to get my eyes checked.

it's not anything too noticeable or jarring, it honestly just needs micro adjustments.
everything else looks fine though.

Is your artist a friend or just a colleague?

I'll keep it in mind thanks

Actually I guy I hired from upwork, he's a freelance artist for this sort of thing.

For the first time in literal years I'm actually too distracted by video games to gamedev.

I'm hoping the magic doesn't last too much longer though, I really need to stop putting off working on my project.

Working on the Clockworks level and the Big-Small level at the moment.

youtube.com/watch?v=6HupyWOujrI&feature=youtu.be

Your main character is literally the Unity logo.

He's Blanco

It has whales
little whales

...

go on...

they are small fat whales
drawn with crayons

they do whale things

then let's see a webm or some screenshots

I'm on a university computer
I'll post it when I get home since it's on my PC
whales in pails

Rivals of Aether says hi

About to implement volumetric lighting
Here's hoping it doesn't cost an arm and a leg to render

what's your game look like right now, without volumetric lighting?

>Game design class
>Professor thinks Mario and Zelda should die
>Devout Bethesda fan
This industry is fucked

Why do you guys post here instead of /agdg/ ?

I'm not a filthy pedophile.

agdg is full of assholes

>/agdg/
>pedos
confused anime grill.png

These threads and /agdg/ feel totally different. /agdg/ is polluted by mass shitposting over specific people (googum, rotatedev, etc.). Plenty of people still post progress, but there's more pointless hostility and less game posting there than here.

I used to post there
contrary to what believes I had the impression that there was a decent community there, but they only do short game jams every month.

There were a few anons who did long term projects like the guy making project mayhem, the moth game dev,the gut who was making a detective game inspired by MGS and that one guy who was making a pixel game inspired by twin peaks.

however I won't deny that it had many shitposters who either didn't show any progress or did but were just attention whoring.

Looks about as lifeless as mario 64.

nice

must be doing my job then

Moth dev is in /agdg/? I wondered where he went.

>Artist's depiction

wow that's pretty classy
my whales are white but that's a cool fat whale

i stopped going to /agdg/ when it hit a massive, massive low, perhaps the lowest for all of Cred Forums. i know that sounds like an exaggeration but for that kind of "productive" thread, rampant shitposting can completely ruin it.
and there came a time when the shitposting was so incredibly common, there were multiple threads in a row where literally 1/3 of the posts were shitposts. it was basically only certain times of the day that were "safe" from this, and it basically just became annoying to go there just to see if the shitposter(s) were there or not. i mean lots of people ignored the shitposts which would usually work, but like i said they were so ridiculously common at some points that it really didn't matter if they got replies or not.
generally the atmosphere is different as well, feels better here.