Almost done implementing that next feature in your game today?

Almost done implementing that next feature in your game today?

Other urls found in this thread:

youtube.com/watch?v=wFypgKTMovk
nomnomnami.itch.io/her-tears-were-my-light
googumproduce.itch.io/sit
youtube.com/watch?v=FNmbHkNFZ5Y
youtube.com/watch?v=KxGRhd_iWuE
youtube.com/watch?v=0Cw7aAFS5oc
soundcloud.com/iwilldevouryourkittens/souls
soundcloud.com/iwilldevouryourkittens/conqueror
twitter.com/SFWRedditVideos

If anyone is looking for music for their game I would love to make something for free :)

I was thinking of making a game with Majora's Mask's time mechanic except you could go back to any specific point. This concept seems like it would be most easily implemented in a Visual Novel but I don't really want to make one.

Think I could get away with an RPG or "video game" visual novels? "Video game" visual novels as in ones with enough gameplay to barely cross the cutoff point. Oh and if I end up with an RPG I wouldn't know which ones to steal/"take inspiration" from.

I don't know a lick about Danganrompa but that and Phoenix Wright are the examples for "video games" I've seen the most.

/idea guy

Is Unity or Gamemaker better for mobileshit? I currently have the mobile module for Gamemaker from the Humble Bundle.

2D game? GameMaker
3D game? Unity

this should always be in the OP

i prefer c2to gamemaker.

I dont think there is anything you can do in gamemaker that isn't doable in construct

I managed to get the attack animation to stop looping, by having it switch back to the move state in the animation end event.
But now it plays too fast, and for some reason is completly unresponsive when I'm pressing diagonal up left.

bumping

>Majora's Mask's time mechanic except you could go back to any specific point
would this change anything?

GameMaker can do everything C2 does, but also has an extended scripting functionality.
C2 only has drag'n'drop shit.

On top of that, GM also has better window management (C2 doesn't even have multi-monitor support, who the fuck makes games on one monitor?), bigger community, more tutorials and is simply cheaper.
Even if you don't have $1 to buy GM Professional, the free GM allows you to make a game and only has some export limitations. In C2 you can't do shit in the free version as it has tons of restrictions.

I would recommend using C2 to start out and figure out the basic "layout" of 2D games and then moving onto GM as not to gimp yourself.

I'll contribute a bump post. I'm done messing around with the characters for the time being and i'm moving on to environment design in blender. Battle codes done but I don't want to show off too much just yet especially when I have to add more attacks on a per enemy basis

I have tons of ideas for levels and minigames

Is making retro dungeon cralwer for mobiles a good idea?

is this sonix dev?

another one shitty dungeon crawler?
sure
it's a goldmine

>mobiles
Why the fuck would you voluntary dev for mobiles?

Depends on what you mean by that.
Ultima Underworld wouldn't work at all on a touch screen, but Diablo would be fine. The market for the latter is pretty saturated though.

Because that's where the money is

HA

No it isn't. Not unless you're an established dev with a fuckhuge marketing budget.

There's no money in mobile for indies or 1ma. That ship has sailed mate.

this looks nice

>Ultima Underworld wouldn't work at all on a touch screen
But wouldn't it work just fine if you used the traditional onscreen buttons like they did in the games of old?

Not that coregamers actually give a shit about playing games on mobile aside from those you can play on the toilet.

>Depends on what you mean by that.
I posted a guy from Might & Magic VI so I was thinking about this retro

You get to change decisions. That's why I'm thinking an idea like this would only work for a VN or RPG.

The idea is taking reloading save files and turning it into an actual game mechanic.

I thought of some puzzle based RPG that you can play backwards and defeat bosses at lower levels as long as you know the weaknesses but I have to flesh it out.
Especially the weaknesses. Stuff like how easy it is to find the weaknesses. Would it be possible to stumble upon them by accident and what happens? Would it be simple elemental shit or actual involved multi-step puzzles? Etc. These weaknesses would most likely be taught to you later in the game if you didn't figure them out yourself.

Does it sort of make more sense now?

Could I use game maker to make a fighting game like snk vs capcom 2

Better use Unity

>But wouldn't it work just fine if you used the traditional onscreen buttons like they did in the games of old?
Somewhat, but you've also got to consider the size of a phone and the interspersion of a finger com paired to a monitor and mouse. You have far less screen real estate to use, without making the text dead rising 1 tier or something, and if you do cram the game full of buttons people will fat finger wrong ones all the time.

Sorry, didn't recognize it. I haven't played 4.

if it's 2d, yes
if it's 3d, better not

Considering the screensize a tablet might be a better choice. Doesn't change the fact that there's no market for that shit on mobile.

>You get to change decisions.
like Majora's Mask.

Fair enough. I can't really think of a retort. The only thing I can see it adding is convenience for not having to start everything over again. Or I guess a quick reset if you fuck up. But I suppose the 3DS version's casualized save mechanics completely nullify that too.

There's a visual novel with that premise. Something about Time and space

>Doesn't change the fact that there's no market for that shit on mobile.
You're absolutely correct, but if making money is your main goal when making a game, you might need to re-evaluate your priorities.

Then again he's voluntarily deving for mobile, so that just might be the goal.

Goog why don't you post your game?

here ya go mate
youtube.com/watch?v=wFypgKTMovk

...

I was already sure that it exists. That's why I'm trying to find out a way to expand on it. I can't think of anything off the top of my head that fits your vague description but I believe you.
The only thing that comes to mind right now is Steins;Gate for some reason and I don't think it counts since you can't go back by will. Every time leap is staged.
Of course you could easily reload a save in a VN for a separate route but I want something like that to be intentional.

nomnomnami.itch.io/her-tears-were-my-light

Parts of the plot don't unlock until you have information from going down another route. Another thing I can think of with this concept is hollow pen iirc but either way good luck with your endeavor user

Got NPCs to move around on their own
Incredibly simple code-wise, but I just never really found the time to add it in until the main-quest required it

>mfw spent all night up to 6:00 AM programming
Jesus man, FUCK YES. So much progress got made.

Show me what you got.

Is this from a Kickstarter campaign? This video is fucking perfect, man.
>tfw I daydream in the shower everyday and still can't come up with a catchy trailer that isn't necessarily cinematic

Well, I implemented the innovative feature of robo eyelids and kept messing around testing silly gestures.

Also been working on the weapons but that's another story

>Is this from a Kickstarter campaign?
do i come off as a cunt?
it's the announcement trailer. there's a pre-release version available to buy on itch.io right now and the release will be in November.

Fuck i had the idea for a cute knight partner in a pm like game too

GameMaker doesn't take 10% of your earnings if your income gets above $1M.... just saying.

>do i come off as a cunt?
No, you nigger. But a trailer based on recommendations strikes me as a Kickstarter campaign for some reason.

>anyone here making >1mill
kek

Nothing stopping you user. The world always needs more cute things

>do i come off as a cunt?
Yeah kinda.

I think I want something more complex than that. Which is why I would prefer to make a video game over a visual novel. Plus having a lock like that seems arbitrary. There's no reason they couldn't go down that locked path to begin with even if by accident.

How many routes are in this one? I'm assuming 2 or 3. I don't want a clusterfuck but I don't want anything overly linear either. If I remember correctly Hollow Pen is a mostly linear VN.

Either way I don't want to make a VN so I guess that these problems wouldn't arise to begin with. That and I still have to refine these spitballs or combine them with others. Coming up with good ideas is hard.

I started to make assets for retro pixel shit dungeon crawler... and it looks like shit, better draw everything on paper and scan it

well it was originally a jam game that got popular with tons of letsplays and comments so it made sense to use that as part of a testimonials type thing.
do kikestarters normally have anything like that? they dont normally get made even once so i dont know how they would have anything to show.

Really good trailer dude. I remember seeing your progress every now and then. Glad to see you're finishing up on the project and getting it out there; congratulations.

>above $1M...
user let's be reasonable. And I thought Unity charges you after $100k. Not that I'm saying that's much better but I think you can stop if you never want to make games again. I'm pretty sure only Unreal is full Jew in that regard since it charges you every 2 weeks for the rest of your life or something like that.

Is this literally autism the game?

Yes, obviously

In an rpg would you rather have
>One main character and a bunch of side that works together towards a common goal

Or

>Several main characters of different scenarios like Live a live that are brought together at the end

yep, that's what i wrote down first thing in the design doc.

>that got popular with tons of letsplays
how?

>simple easy to understand gameplay?
>funny concept?
>lots of opportunity for a commentator to inject their own humor?
one or more or none of these.

UE4 is 5% royalty on gross revenue after the first $3,000 per game per calendar quarter

>simple easy to understand gameplay?
How actually you play this? All I can see from those vids look like cutscenes

googumproduce.itch.io/sit

I'll Start making my game once I get good at art and music composition
But I already have an I idea of the game I want to make, so it makes it a little easier

The idea is the easiest part. Even the most complicated parts of the idea, the planning of each individual part, is easier than any aspect of actual making the game.

What a fucking piece of shit

you're ready for the Cred Forums threads

>itch.io
How good is itch.io as a platform to sell you game?

>tfw when you're just a couple of days left of dev and your game is all fucking done
yissss

it keeps happening

That's dumb. Can't you just buy a full license instead of this royalty shit?

>just recently got a job so any of the slow progress is effectively ground to a halt

I'm still at very core gameplay mechanic part.

it works, low/no fees.

So post some progress. What's your game about?

Steam is the only viable PC platform if you want to make a living out of it. If it's just a hobby then itchio is fine.

shmup roguelike (side-view not top-down)

>NEET
>spend most of the time not doing much
>get job
>development actually increases because I have less time to do shit meaning more pressure to get things done when I can

I mean unless you're working 80 hours a week it's pretty doable

I want to get started on my game using my playstation vita as a base console, any easy to learn programs that will fit it, I was thinking unity but I hear its trash with optimization and whatnot.

today is my rest day.

but I just did some math and I'll need the equivalent of 240 dollah to finish my game.

feeling cautious.

youtube.com/watch?v=FNmbHkNFZ5Y

not gonna make it

It's only trash if you are trash at optimising.

horseshit

I've never made games before and I started taking tutorials on YouTube a couple days ago and I love making games from scratch.

Something about putting lots of code together and watching it work is amazing to me.

Just done drawing the building's sprite.
gonna work on game logo and title screen next.

I'm literally a professional indie. I know what I'm talking about user.

>professional indie
>thinks steam is the ONLY viable PC platform
steam is one helluva pimp to have made a pro like you think that

My game runs at full speed on toasters and it uses 3d models and many objects, you just have to mind what you do in the code since that is what will chug if not the graphics

It's simply the truth. What other PC stores even competes? GOG is the only one that even comes remotely close.

What a shit "game".

steam sales account for 90%+ my game sales. It's much better than any other place I have sold my games.

take no notice of the fag - he thinks he's some sort of hotshot dev just because he's shitty memegame got played by nobody youtubers

anyone want to pay me for making 3d models? ask me to make a model and I'll make one for you within an hour and it will look nice and be low poly
not a person though that would take longer

gogem thinks other platforms are viable because nobody actually buys his games in Steam

I don't think they sell anywhere else either

games that didnt need no steam: minecraft, porn games, etc.
you've been pimped if you think the platform is responsible for your sales.

Doesn't vita in general have issues with running it's games at full speed?

You're an abject moron. Come back when you've released a proper game kiddo.

>paying for low poly

Haha you are funny

I don't get it. are you saying I'll never make money doing game models? why did I ever bother to learn then

>low poly
>not even posting examples of your work

you must really be terrible

Should I bother encrypting any game data if the game is singleplayer and only available on web/mobile?

Will anyone be able to access these files and edit them?

I'm making joke games for the guys at the office as practice.

gaaaaaaay

you have to make high-res high detailed models

most models aren't high res though...a high detailed look can be achieved with normalmapping

How much would it cost for someone making a low poly character for me to work with? How high are my chances to actually find someone that does it for free? (´・ω・`)

Hey! The guy got his GF knocked up last week, of course I have to make him an asteroids clone with a bunch of girls instead of rocks.

We are not talking about Blizzard tier shit

That's kinda hot.

Do a porn game user.

I don't think you know much about modeling.

not only that, but many indie games have low poly artstyle games.

I was wondering, are really there people who buy assets in those workshops?

I lack time to make a full game but perhaps I could make some assets and sell them

Are there any assets commissions in the stores forum?

I know a guy who will do n64 tier for 15 dollars. Dreamcast quality for 60

Post some of your work lad otherwise I'm not fucking interested.

I'm thinking about making an adventure game with sex on it... so maybe.

don't have sex with your adventure game please!

give me a model to make

If the assets are good they will sell.

I thought game maker didn't take a percentage ever?

going ok
I have an animator setup half-finished which would save a ton of time on animations, but Unity's missing a few animator features, making it difficult to implement without abrupt animation snapping
might go with UE4 instead

Please do it.

I'd love a little sex game with sprites like the one you posted. There's something adorable about pixel privates.

...

You probably can negotiate a decent license if you're a big developer or publisher, but no fuck you little man.

If you use animation instead of animator you can use a function to try to smooth the transitions, but for rotating you'll have to do it in code

>mfw trying to understand beat 'em ups in gamemaker

>charges you every 2 weeks for the rest of your life or something like that.
Whoa, fuck unreal. Unity doesn't do that shit right? It's just a one time fee?

Does GameMaker have in-built simple physics engine like Construct 2 does?

How shitty is this?

yes

>charges you every 2 weeks for the rest of your life or something like that.
But that's a lie. It doesn't
You'll have to pay royalties in both Unreal and Unity

make him bounce up and down between steps
make his shoulders bump up and down at 1/2 the rhythm of the body bounce
fix his left leg

>Unity doesn't do that shit right? It's just a one time fee?
Not anymore. Unity moved to a completely subscription based service, the one time fee is gone.

They already did it and it was pretty good desu

One time fee of 1.5k if you break 100k iirc

There is no royalty in Unity. You'll just have to purchase the full version for $1500 after curtain amount of money generated by your game

it's a bit more involved, but thanks

You can still pay for 2 years then stop paying, but you can never update afterwards

Easiest way to cash off of ads.

Just make your own.

You sound like someone who has never released a game, mobile or not

>games that didnt need no steam: minecraft, porn games
>minecraft
Was released before the golden age of indies on Steam started.

>porn games
Are not allowed on steam, at least not entirely. Else they'd be there.

Added a health bar that appears alongside the messages.

Currently adding a building and scenery.
I feel like i'm forcing myself to keep working on this at times though.

>golden age of indies on Steam
when was that exactly? it's certainly gone now.
we appstore now.

What is it that you don't understand?

Forgot pic

Yeah sure, it's the easiest.

You also won't make any money out of it. Not unless you somehow get millions of people to play your game. You won't and even then it's barely fucking anything.

If you want to actually make money that you can live off and keep deving as an indie dev, especially 1ma then you need to focus on PC and make something that fills a niche but isn't too niche so that it still has enough of a potential customer base.

It also helps if that niche hasn't received a lot of games recently or those games have been done very well or you believe you're actually bringing something new and interesting to that niche.

You have proven several times now that you know absolutely nothing about the industry.

One with the actual health bar.
Need to limit the messages to one per character.

everything

mostly collision, jumping and hit detection

Why people keep making pixel art shit?

>It's very limited
>It can't fulfill artistic vision
>It's hard and sometimes impossible to draw something original that wasn't in any other pixel shit, enjoy Zelda hearths
>It's actually harder to make, jaggies an shit
>It looks like shit

Today I'm implementing camera controls and hopefully polishing off giving basic commands to friendly troops and the most basic enemy's AI (spotter).

Here's some inspiration:
youtube.com/watch?v=KxGRhd_iWuE

youtube.com/watch?v=0Cw7aAFS5oc

Also, I used to post on these a bit. If anyone plans on using some medicine/science mumbojumbo in their games and wants to run it past me, give me a shout

It looks pretty, could you tell us more about the game?

HD sprites aren't feasible, both financially and time-wise

But none of those things are true.

>It can't fulfill artistic vision
It can though

>It's hard and sometimes impossible to draw something original that wasn't in any other pixel shit, enjoy Zelda hearths
>It looks like shit

Only if you're shit

>>It's actually harder to make
You're not an artist, are you?

>Icons are not pixel shit

Disgusting

>Only if you're shit

Your pic is shit

Prove it

I like the pixels

thanks
it'll be a partial zelda clone with bugs and other small creatures as the characters
very early development

Neither those who made pixel shit

While I agree the scene looks good, its jarring as fuck that the hud is much higher res. Also the snowflakes.

Main theme: soundcloud.com/iwilldevouryourkittens/souls

Final boss theme:soundcloud.com/iwilldevouryourkittens/conqueror

Is this cool, or just stupid?

>tracks 198
How?

I have a lot of time on my hands.

Main theme sounds more like a stage

Final boos theme must be more pumped up, besides that is sounds like a stage 1-2 of previous one

>besides that is sounds like a stage 1-2 of previous one

It's supposed to reprise the main theme. But yeah, I get what you're saying for it being more pumped up.

Huh, did you get that reloading method from somewhere? Never seen that before.

I made a game for Ludum Dare with this reloading mechanic, and I got it from the arcade light gun shooters, where you have to shoot to the side of the screen to reload

bump

bump

Looking for tutorials on making a tactical RPG in Game Maker and Sergeant Indie's seems to be the best, but I was hoping to make something more like Final Fantasy Tactics Advance than Fire Emblem/Super Robot Wars.
Are there any out there for that kind of thing, or am I just gonna have to find a way to mod it into what I want?

Would be it be hard to make HoMM clone?

Didn't you ask this in another thread? A guy already gave the right answer:

Balance is the key issue, really.

Balance is the easiest thing
I am talking about programming

Programming an action game is hard if you can't into 3D modeling. Remember some bones of the model have to be controlled through code instead of animation

>some bones of the model have to be controlled through code instead of animation

What?

Most rotation of some parts
Also there are hitboxes, animation speed, etc that require to be calculated, tested and balanced to make the game feel good to play

>Most rotation of some parts

But you can animate this

Not always
Sometimes the torso rotation will be different from the legs depending of where the character is facing and where it is moving to.
But well it depends of the game, if your character will always look at the direction it's moving, it isn't needed

why is every indie game dark souls now. i thought indie was about about doing risky shit no ones seen before.

No, it's just china tier monkey see monkey do shit as always

Dark Souls was a risky shit before in exploded in popularity. Lots of developers love the games - it's like a fresh air, the game taught many people that you don't need to cater to masses and treat your players like idiots, or you don't need to streamline the game expirience into a cinematic cutscene to be successful

So lots of people are inspired by souls games (myself included) and now they're making games that looks like souls.

pic related with plenty of too

Started modelling the main character.
I got some shoes and legs.
(1/2)

For webm related project.
Will replace DK and environment and build that SNES/Rareware/Nintendo/16 bit platform game with pre rendered graphics.
(2/2)

>why am i working on a sunday...?

post it on newgrounds and if it's good I'll find it

But does the UI and setting have to be exact? FFS you can make a difficult game that doesn't handhold players without copying the health bars and stamina system.

Dark Souls being risky before is exactly my point. You should make your own new thing instead of copying recently new thing.

Move on screen or move to different areas? If you mean the latter then would you mind vaguely describing how?
I plan on using global variables that load certain npcs upon entering an area, but if there's a better way, then please tell.

I'd work on that pallet if I were you; they all look picked from mspaint. Your black is too intense, you should use desaturated blues and purples in place of grey, certain colors are over saturated namely the red hat[/spoiler, and you should utilize at least two different greens.

I understand that it's preliminary artwork, but it's better to learn how to properly use color as you progress than to pile it up towards the end. That being said, don't waste too much time with actual detail because code should be your priority as sprite work is subject to change.

Need to implement the collision/gravity physics so I can get around to jumping and shit. I've been cloning the first Castlevania in C++.

Anyone got tips for isometric based games? Haven't quite wrapped my head around how to make the tile system work.

The fact that souls games become popular doesn't decline the fact that the formula works really well.

Difficulty is not the main point of every souls games, people inspired by world building, subtle lore, atmosphere, intense gameplay with lots of build variety and great boss battles.

Souls stamina system works really great, don't see anything bad in copying it and adding your own twists (like Nioh altered stamina system in an interesting way)

You can accuse the game in blatant copying the souls/bloodborne art design though, the inspiration is really clear.

Also, the setting in all souls games is really standart thing, what makes them unique is the level of details and weird things, so it's totally possible to make something oustanding in your standart dark fantasy setting.

>The fact that souls games become popular doesn't decline the fact that the formula works really well.
Same for COD, same for platformers, whats your point? Getting a souls game almost every year is bad enough now I get to look up to steam to see.. oh more souls-likes.

>Difficulty is not the main point of every souls games
Your main point was that the game doesn't treat player like idiots. I was merely getting across that whatever aspect dark souls did really well doesn't mean using its fucking mould.

If you're going to copy a game you really like, at least make it unrecognizable. Fucking Bloodborne ripped off all of its designs and style from Brotherhood of the Wolf. A movie I've actually seen awhile back and didn't notice the resemblance until someone pointed it out. It's something indie devs should learn by taking from multiple sources to the point where it's hard to keep track of.

Please tell me that's an explicit attempt at a Soulsborne de-make, and not a blatant, unapologetic rip-off. It looks like they ripped the blood vial icon straight out of Bloodborne.

On the subject of graphics...
>hud and snow are high-resolution vectors
>character and background are low-res sprite "art"

>character is an 8-bit hand-drawn sprite
>background is a 16-bit pre-rendered image

>hud and environment are detailed shapes
>snowflakes are giant rotated squares

>character is in flat, limited colors
>environment has smooth shading

What a total clusterfuck. There is zero consistency in this screenshot. This is why you don't take your assets from Google.

The game totally copies the bloodborne, straight to the bits of lore. Gameplaywise it's pretty shallow, action battle system doesn't work quite well.

>Your main point was that the game doesn't treat player like idiots.
It's not about the difficulty though, but about the subtle lore, where player have to find the bits of story, and their bravery to hide lots of content from players - the whole secret areas many players haven't found untill they read about it on wiki, cryptic questlines with branching paths, etc.

Yes, Shrouded In Santiy copies bloodborne blatantly, but not all soulslike games are like that. My game is heavily inspired by the souls series - but gameplay is different (first person arcade shooter), and setting is not like anything from souls games. But the main idea of cryptic quests, lore hidden in items description, stamina system, build variety, level exploration is straight from Dark Souls (and some cryptic shit from Yume Nikki)