How is your game going?

How is your game going?

Other urls found in this thread:

a.pomf.cat/ursyab.webm
youtube.com/watch?v=WvyDrDrlJHY
docs.yoyogames.com/source/dadiospice/002_reference/drawing/drawing 3d/3d models/d3d_model_cylinder.html
youtube.com/channel/UCll8FyIFgevUyLfd-jhhskA
youtube.com/watch?v=ZXsQAXx_ao0
nitl101.blogspot.com/2016/09/dev-log-23-major-performance-update.html
youtube.com/watch?v=hzMNunoPd0o
store.steampowered.com/app/531070/
forum.unity3d.com/threads/2d-experimental-preview-release-2.427253/
forum.unity3d.com/forums/2d-experimental-preview.104/
youtube.com/watch?v=FNmbHkNFZ5Y
my.mixtape.moe/rldjyw.mp3
gamasutra.com/view/news/185894/Its_official_XNA_is_dead.php
strawpoll.me/11308075
soundcloud.com/dr-doomsday
youtube.com/watch?&v=LkNvPkOUhaI
langis.itch.io/project-warfleet
strawpoll.me/11310246/
twitter.com/NSFWRedditImage

I should play more video games before I can make my own game.
I will use Blender to make the 3D models and built in game engine to make the prototype.

I haven't started because I have no idea how to do it despite having every idea and design pretty much laid out

Start with creating the data for the game.
If it is going to be 2D then make sprites, if 3D make 3D models.
Blender is cool for 3D stuff.

how do I figure out the engine? What sizes the sprites should be? things like that

Don't think about the engine yet, concentrate on the data. The sprites can be scaled once done, this is just a technical issue. You will choose the engine for the kind of game you want to make.

What do I do for bullet hell

the size of the sprites matters you nitwit

don't make 'em too big or you'll be looking at NEOGEO or 32-bit levels of detail

Start with something like NES or GameBoy color resolution sprites, there are lots of sites dedicated to sprite sheets / rips like the spriter's resource that you can use for inspiration or to see what dimensions you might want to use

I'll contribute a bump post but I have nothing to show this time that you haven't already seen

PUT THIS IN THE OP FOR FUCKS SAKE

>Want to make a 2D game?
>GameMaker.
>Want to make a 3D game?
>Unity if you've never touched code.
>Unreal if you did.

>>Want to make a 3D game?
>>Unity if you've never touched code.
>>Unreal if you did.
why do you say that? doesn't unreal have blueprints? i thought you actually had to write your code in unity

I'm trying to learn basic programming (python) because I figure if I'm gonna waste time making a game I'm at least gonna get a somewhat marketable skill out of it.

What if I want to make a text based porn game with transformation mechanics

unity code-wise is easier to get into than unreal

if you do not have a good understanding of coding logic even unreal blueprints will be too much for you for any game that is not pong

2D or 3D?

refer to the previous post with your answer

Python has a nice tutorial in the documentation section.
Learn Python the Hard way is popular too.
Have fun!

>3d text based

yes, it's possible, been done before
3D means nothing other than you're using 3D models instead of 2D sprites

so you want to make it 2D?
refer to the original post and you have your answer

getting some new mechanics in the game (balloons)

There are 3D text based games?

I posted this int he last thread right before it died, but whatever.

I'm working on the true final boss. He's basically a big amalgamation of all the other bosses, but crazier. There's a longer webm at a.pomf.cat/ursyab.webm because I can't get it to compress down cleanly.

Looking for musicians I may have gotten an artist, but the music guy I wanted can't do the project.

Dwarf Fortress

that reminds me, has there ever been any monkeyball clones?

You're a cheeky faggot.

yes

youtube.com/watch?v=WvyDrDrlJHY

Finally broke 10K lines of code

I want to lean to program too but it's discouraging seeing those ascended CS/software engineering autists that just seem to know EVERYTHING about EVERYTHING.

Like shit I know a little bit of basic Java and C++ but more likely than not I don't know what the fuck people are talking about when a bunch of computer anything jargon shows up.

/blog

Shit didn't mean to blog to you and you probably don't care which is fine, but I had to get that off my chest somewhere.

then why do anything at all, just kill yourself then
oh wait, there are people better at that than you, you might not want to do that after all

Testing the path to the first dungeon. It's harder than I expected.

Always like seeing the progress on this.
Are the hand attacks in a set pattern? Otherwise it would seem a little too hard to dodge.

Basically.

The trick is to ignore the autists

I remember spending forever trying to figure out how to avoid using global variables because global variables were so fucking evil and bad and you should never use them. But if a variable is used everywhere throughout the program then it really should be global.

and don't get me started on those faggots who lose their shit when they see someone using "using namespace std"

Just make a game that works. The Undertale guy is a horrible coder but he made one of the most successful games last year.

looks cool

not any good ones that I know of, which is why I wanted to make a game inspired by it

>"using namespace std"
wait, why is that a bad thing to them?
what else are you gonna do, write std:: every single time?

Yes because otherwise it supposedly might cause clashes or something (like if you name a variable "string" or "vector")

But less typing = less coding & compilation time = more efficiency

>like if you name a variable "string" or "vector"
oh I get it, like when you write a bunch of code and have variables that might be used in another namespace, so if you add that namespace later on it may or may not change your variables into functions of that namespace

but that would be pretty fucking obvious if that happens because the variables change color in most c++ programs, don't they?

first time actually modelling a character, hope this will turn out good enough.

Thought that was a dragon dildo at first

I'm working on it, getting hang of Game Maker is difficult after switching from regular object oriented languages. It smells too much of JavaScript, but it still lets me make progress quicker.

But now I decided I want to include some 3D graphics for my simple 2D game...

>But if a variable is used everywhere throughout the program then it really should be global.

The point is that if you use a variable everywhere throughout the program, it may be a sign of code smell. It may be justified in some cases, but if you go overboard you end up with a pile of spaghetti that's 9000x more difficult to understand, debug and reuse because every class depends on a dozen other classes.

Protip: dependency injection

First person dungeon crawlers can get pretty text heavy

Thanks user.

Text heavy is not text based.

gamemaker can do some very very basic 3D
not sure how good it is though

Sorta kinda.
When it's time to slap at ya, the boss first rolls from what direction the hand is coming from (top,bot,left and right) and then spawns it at a certain distance away from you relative to the direction it's going to be swinging. In this case, the boss spawns a new hand every 15 frames 6 times. It's also possible to manipulate where the hand spawns with tricky maneuvering, though it kind of backfired on me in the webm.

That's not infeasible in gamemaker. The water in this webm and the top and bottom of the other one are technically 3d objects. If Umbrella dev shows up, he's got a whole 2.5 Klonoa type thing working on game maker.

>tfw want to make an SRPG like FFT buy with huge armies instead
>will never do it

Just don't put the "using namespace" bit into a place where it affects global scope then it's fine.

Generally you want to keep your global scope clean, which is particularly important for libraries and what not.

badly, ok?

>with huge armies instead
as long as you could control both groups of units and single units that would be an amazing idea

yeah that would do the trick

mite b cool

>Unitycode
You're referring to C#. Whilst bloaty, C# isn't toy language and shouldn't be scoffed at.
People refer to unity being "easy" because most example use their bloated, inaccurate physics and collision tools.
Unreal and unity are on the same level.

well you're right
but if I recall correctly Unity has a lot more beginner content and tutorials online than unreal does

yup, so I've heard. hopefully it's enough to have some spinning gold coins

My idea was that you could make squads out of units and armies out of squads with formations and shit

Artfag here. Doing tutorials. I understand some coding basics but when it comes to sitting down and writing something for a prototype, I'm lost. I also don't understand how to work Playmaker.

Couldn't you do that with a 2d sprite sheet?

That tells a lot about your mind.

>The water in this webm and the top and bottom of the other one are technically 3d objects.
from what I read using 3D objects messes up a whole bunch of 2D stuff
is that true?
is it hard to work around those issues?

yeah but you gotta have that one heroic soldier pulling off the crucial tactical move for the victory

d3d_model_cylinder
is what you're looking for

docs.yoyogames.com/source/dadiospice/002_reference/drawing/drawing 3d/3d models/d3d_model_cylinder.html

Hey I'm the CEO of a mobile gaming company and just wanted you to know that I stole your idea and asked my Indian minions to make a mobile f2p game with IAP's out the ass. I will replace the squirrel with a raccoon and call it clash of coon. It will have loads of bugs and ads and you can expect it to be released within the week.

>from what I read using 3D objects messes up a whole bunch of 2D stuff
It can, but it depends on what your implementing and how your doing it.

>is it hard to work around those issues?
In this case no, I basically just sent the objects as far back as I possibly could to avoid them swallowing up any other objects since it's a background object. The only problem is since they're 3d objects that are textured, it suffers from some ps1 style era Affine texture problems, like flicker and jitter. For example, this webm was from when I was first programing the effect, and iirc the flickering was caused by the texture not updating fast enough. It's treatable, but the only way to fix it for good is to filter all the textures, witch for 2d sprites ends up looking like Vaseline.

If I where to pull a Megaman X2 and have a fully polygonal head as an enemy or something, that might cause problems when trying to interact with the 2d stuff, unless you programed a separate object for it's hitbox and attacks and such.

How do I get rid of depression and depression induced coder's block? Haven't programmed a thing since early March.

youtube.com/channel/UCll8FyIFgevUyLfd-jhhskA

If you go through the gamedesign series, you should have a strong grasp of playmaker

Not bad, put together a boss fight. Now all that's left is making more interesting patterns that don't rely on RNG

Years ago i tried a similar thing.. but i gave up on that project.
Or rather decided to extend it too much and then gave up. (1/3)

so wait, then how did you fix it without filtering your sprites? because your previous webm doesn't seem to have it

still, it gives off a really fukken neato effect, almost hypnotic

It was also supposed to have bosses.
>(2/4)

I know a guy who makes a 2D Visual Novel / spreadsheet simulator on Unity. It's some Idol management project

started as a PC version.
(3/4)

youtube.com/watch?v=ZXsQAXx_ao0

or watch fun anime/play fun games. Milky Holmes works well

And then i wanted to make it an adventure typ game.
Not quite like, but similar to glover.
And then i noticed i became too ambitious and started something else..
(4/4)

it's a bit more complicated than that - the coins would have letters engraved in them. I'm not even sure yet how'd I do that, maybe just a different texture.
for now I'm focused on finishing my gameplay using basic 2d assets

thanks!

I did a couple things. First off, in that webm the sprite was something like 1300 pixels long, so the triangles had to stretch real far to cover the whole texture, so I reduced that to 51 pixels and made several smaller segments instead of one big long one. Secondly, when drawing the vertex texture you subdivide 1 by the number of segments to be drawn. And lastly. I reduced the angle a little because for some reason that contributed to it. I probably did some other stuff, but looking into the code of it, it's frankly a bit of a mess.

This is more or less what the final effect looks like composited together, without the art changes between then and now. The flickering could be put to use in some sort of electric themed level or something, but that's for another game.

one more screen.

>Became too ambitious

Story of my life. Once you figure out your scope if you start expanding it you'll never stop But do all of them. I could go for another glover

>But do all of them. I could go for another glover
Maybe someday. Not sure if there'd be enough people interested in it, to make it worth the work.

right now I'm at this character model in work for webm project.

yea im keeping mine pretty simple, it's one of my side projects, but it's one of the funnest to play.

from my 3d platformer.
this level is still pretty barebones. it's a haunted cemetery/graveyard. in this game, you can swap between animals to complete the necessary tasks

Vent is too big. Reduce width/height by about 30%~. You could fit a large dog through that fucker. But they're shouldn't really be bigger than a young cat. Put that faggot cat sideways and reduce to approx that size.

Increase the gravity speed.
Japan made platformers in general use a gravity that is 2-3x the speed of the real one because the real one is horribly floaty.

is it possible to make a game without knowing any coding or anything? 2d

thinking about this, if 2.5D is 3D graphics played in a 2D plane, what would 2D graphics played on a 3D plane be called?

Raycasting?
Your basically describing games like Doom and Duke 3d.

RPG Maker

How do I motivate myself to do parts of gamedev I hate doing? (assets)

>start doing platformer
>implement character input, double/wall jump etc
>no more ideas
welp, at least it was fun

Pretty good, got a tech demo out and applied for a stall at an expo couple days ago.

nitl101.blogspot.com/2016/09/dev-log-23-major-performance-update.html

If anyone wants to try the demo.

sweet, I forgot about games like doom, I was thinking more like dwarf fortress where you play on multiple 2d planes separated on the z-axis

can I make a fire emblem with a more active fighting system?

design enemies
actually put effort in
this really good idea is completely free

I managed to render the map based on the room sizes but now I don't know how to make it more like metroid, I bet this is going to turn out really annoying to do

See This sort of this you aiming for?

pretty much that, how do you do it?

I tried a bunch of things without much success.
First thing I tried was making a tilemap with the map data and rendering it with a camera on a corner of the screen.
The problem with that is that I can't really track or manipulate the tiles I explore and reveal the parts of the map.

This iteration instead is just lines drawn from the actual map objects, since I already know their dimensions.
With this method I can disable and enable whole rooms but I'm still limited because I don't have the granularity single squares would allow me.

How did you do yours?
Is that a completely separated data structure or is it automatically generated from the room data?

For 2d games: GameMaker is easy and fast as fuck to learn if you follow online tutorials.
example: youtube.com/watch?v=hzMNunoPd0o
Don't bother with the gui programming environment though, just skip to code as it's equally easy but offers way more options.
(a lot of popular and good games are made in GameMaker like Risk of Rain/Spelunky etc)

pic related: stuff you can do after using GameMaker for 5 minutes.

>I should play more video games before I can make my own game.
>v
Maybe try different strategy mate

I'll tell you everything you need to know, for 250 US dollars.

Let me know if you're interested

with that price I can just buy a complete metroid engine for construct 2

>construct 2

Have fun failing then, the engine is complete ass, support is next to none, and the developer is already working on Construct3.

I made my game in Unity with C#, $250 gets you proper code and explanations.

spooky

Very well thank you, just completed it ;))) it's my latest masterpeace: store.steampowered.com/app/531070/

how is unity for 2d? im currently learning godot, its quite easy but that fucking python like scripting is killing it for me. i know unity uses c# but does it have a proper 2d editor? for example tiles or directly drawing sprites/collision inside level editor? ive made this map in less than 2 minutes in godot, is it doable in unity?

>Implying Unity is better than Construct2.
Only one of that engine keep frying everyone graphics card and lags even if you have a server cpu. Also

>Paying $250 for garbage code when there is $15 code which is far better than your stolen copypasta code

Fuck off already /agdg/ or it is gogem? Can't tell.

There's currently a 2D experimental build available of unity with a few new bits like tile editor:
forum.unity3d.com/threads/2d-experimental-preview-release-2.427253/

forum.unity3d.com/forums/2d-experimental-preview.104/

they are working on something like directly drawing in the editor, it was in an alpha build but because there was a lot of feedback they're re-working that system and took it out of their builds again. It will be added back some time later though. When is not yet known.

>just do it
Doesn't seem that simple of an issue.

>or watch fun anime/play fun games
I do this as my escapism to avoid reality and all the shit that's included.

>>Implying Unity is better than Construct2

Not implying, flat out saying it.

>Construct2 relies on broken wrappers
>Construct2 has the worse performing HTML5 engine, Phaser kicks its ass into dust
>Bloated export sizes due to wrappers
>Wrappers cause even empty games to spawn 3 different host processes that drain 100mb each
>No in-engine preview, requires NodeWebkit
>Support is basically dead
>Literally no serious developer uses it
>Minimum export for literally nothing is 60mb due to wrappers
>Optimisation depends on the Construct2 devs, the wrappers, and your brain dead ability to not fuck up lego blocks
>Corrupt forum mods

Unity:
>No wrappers
>Proper coding
>Native export to whatever platform
>Is used by countless professional and big-name developers developers
>Minimum export is literally 15.6mb
>Tiny memory usage, only spawns one host process
>Optimization depends solely on you, engine is a masterpiece
>On-going support with new features added, massive community communication


>Mfw when phones can run Unity games with thousands of objects but everyone in the Construct2 forums complains of 5 objects causing massive framedrops

>Only one of that engine keep frying everyone graphics card and lags even if you have a server cpu

how2english. Also
Literally anything can run Unity, I have a pentium 4 1.8Ghz piece of shit from the early 2000s that can run it without drops.


>Paying $250 for garbage code when there is $15 code which is far better than your stolen copypasta code

>Fuck off already /agdg/ or it is gogem? Can't tell.

You get what you paid for, enjoy your shitty Construct2

>inb4 baited

All I know about my project is that I wanna make a fightan gaem that plays like Street Fighter. Since I wanna use 2D, should I go with GM like most of y'all are saying? It seems hard to use for indepth stuff. Granted, the only version I ever used was the free version 5+ years ago.

GameMaker is fine, UI is outdated as fuck though.

>Construct2
>not a literal meme

so if I want to make an RPG in Game Maker, would I need those expensive-ass RPG frameworks?

...

All programming is problem solving. If you can figure out how to do it, you can do it, or you can pay someone else who's already figured it out at the cost of customizability. You don't need to buy anything (aside from a pro licence to export your game to a standalone).

Is it hard to make an isometric game in Gamemaker? I'd like to do something similar to Fallout or Underrail.

>hard
that's directly related to your programming, art , and design skills

When you open GameMaker there's a set of demos you can download too, including an isometrical test one.

My programming skills are pretty much nonexistent at the moment, which is why I'm insterested by Gamemaker.
Thanks user, I'll look into that.

>Being this buttblasted over C2 and engines in general
I thought this is Cred Forums not Cred Forums

I'll start learning coding and making my game in a couple years after I have learned Japanese
You better keep making these threads in the time being though

Getting there...

I like you, see me after class.

>see me after class.
w-why?

>w-why?

We're going for drinks

oh, okay!

It's good to have long term goals.

I was supposed to graduate by 2015 and have a game ready to publish by then. Well to be fair I did publish a game in a small team but it was shit. And I still haven't graduated.

Alright let's roll

Dog Piss City

pretty well.

just did some testing on a shit PC and optimized a ton of stuff.

today, I'll keep working on that undead city.

youtube.com/watch?v=FNmbHkNFZ5Y

no print today tho, I'm at uni

i guess you could try that, but i'd recommend just using prerendered sprites instead
it fucks up surfaces (basically bitmaps you can draw on; there were workarounds in gm8.1 and earlier but not sure about studio) and you might need to tinker with projection to get the 2d portion of the game to work as you want it to work (easy if your 3d is limited to the background since all you have to do is call one function and then do everything in 2d as usual, harder if you want to mix it in with 2d elements)
i also never looked into situations where you use multiple views with 3d

in general you can mix some 3d (keyword: some) with 2d in gm:s, but if you've yet to choose the tool you want to work with, unity or ue would be your best bet if you want to rely on it a lot rather than make it a merely cool effect in few portions of your game

i'd buy it

yea ill tweak that. thanks for the feedback
just fixed some of the physics. good feedback, ty

thanks, its part of the 3d platformer i posted above

> Do a job/degree that's hard in the first place and demands constant self improvement and hard work
> Every time I start to make my game I just feel super guilty about not working on my degree/job

Anyone else caught in this hell?

unity is kinda good for 2D, but tend to bloat really fact with that need to get prefabs everywhere instead of loading your sprites on the go.

If this OP ever stops, I'll carry the torch. These threads are ridiculously comfy.

I code Java and C# and honestly...this. OOP was designed with teams of corporate coders in mind and its not even well implemented. If youre one guy working one a one man game you can throw all that stuff out the window and just focus on making something that works.

You can load and create almost everything on the go, prefabs are just comfortable if you'Re going to use a same-working object over and over again.

testing out new hitsparks, and tweaked how the combo system works a little after I made this video so it's more consistent.

Next up: sword tech involving covering the sword in ice and doing rapid slashes with it until dudes get frozen and then shatter into frozen ice shrapnel

you can with simple assets because it's c# but most if not every tutorial will not do it and they will tend to advise you not doing it.
Also complex stuff like composite sprites or animations "on the go" are another matter, and your game will usually need them a lot.

>Also complex stuff like composite sprites or animations "on the go" are another matter
why would you even want to do that?
It's fairly uncomman afaik.
I'm pretty sure even NES/SNES games back then didn't create their animations on the go, but had files ready that contain the animation information.

working on some music for my game
my.mixtape.moe/rldjyw.mp3

tips?

Looks awesome man, keep up the good work

cool, thanks for your time

I never even realized your game is in gamemaker

I might not ever use the 3D stuff, I think I can get by with just parallax if I want things to look 3D but I was playing with the idea of having spinning background objects in 3D just for looks or something, don't really need them for the game itself so far

thanks for the info, your game looks great

>It's fairly uncomman afaik.
it's not uncommon at all, it was standard practice even in XNA time, BUT when the new gen of framework arrived people forgot about it and wend back 10 gen in the past to make NES games instead.

That's why XNA failed and shut down. I used it too at one time.
What's the advantage of doing visual stuff via script rather than preparing it visual so you see what you'll get?

>"XNA failed"
Opinion discarded

gamasutra.com/view/news/185894/Its_official_XNA_is_dead.php
>Opinion discarded
Opinion discarded
check the facts m8

Im making a kirby fangame

Gonna be a mix to RtDL and Amazing Mirror

Also gonna host my stuff anonymously via zeronet/torrents because ninty ninjas afterwards ill kindly negiotiate HAL for a license

What do you like to see in it?

I am that guy learning C# from a few threads ago. Is there any good way to practice just writing lines of code and then compiling?

Kinda depends on what you're going for.
If it's games and you're okay with unity, you can easily try it in unity and also learn their keywords along the way.

If just in general use microsoft visual studio, i think community edition is a good and free version.
But that's more for windows forms and stuff if you use it alone.
Or you could use a console window and print out some stuff.

Better have Magalor playable

Sounds like I would like a console window. All I would like is to print things to gain some basic knowledge of how to do things. Thanks.

thanks
>spinning background objects in 3D just for looks or something
should be doable then

looks cool, i'd pirate it

Tried again with the cheap walk cycle by trying to apply squash and stretch.
I don't think I understood it completely, though. Any pointers?

Maybe add more frames?

your squash and stretch is fine, very bouncy
the arms are throwing the animation off

think again about how the arms should be moving, currently they're not in the places they should be when they should be

I just started

cute

I've just started a prototype for my latest project. It's going pretty good so far.
Might actually release this one. Not focused on art/graphics yet as I don't require anything terribly complex for this game, just experimenting with the Domain logic atm.

Thanks user!

My plan is for it to be like a cross between Link's Awakening and TTYD.

sprite artists are absolutely insane

that is all

I gave up after like 6 hours, imported some models, saw some dozens of tutorials but couldn't be assed to learn modelling and texturing and then improving my programming or learning that blueprint unreal shit that seems more complicated and full of "walls" than normal programming

too lazy to start on it

> Do a job/degree that's hard in the first place and demands constant self improvement and hard work

Med School?

I'm on the same boat after I realized it's hard work for shit pay and ungrateful shitheads. Bitch I don't get paid enough to treat your shitty headache at 3 in the morning.

Ever considered practising one aspect of it and joining an indie team? Its easy to get overwhelmed by learning so much stuff to make a game I find, whereas in a team you can use each other to share knowledge and also have your own 'thing' you bring to the game.

...

> gamedev thread
> "who cares about engines"

this might not be the right place for you, user.

Glad to see someone else is in the same boat. Yeah the endless fun that is med school. I don't even mind that too much, but fuck me when I get up at be told my teachings been moved, to ring a half dozen secretaries to find out where, then take two buses which I don't get paid back for to turn up and get absolutely chewed out by some consultant who dedicated his life to something you've been doing for two weeks, and then have to spend the rest of the day with him kissing his ass and feeling like a fucking retard.

desu if you you read "no coding required" and didn't immediately back the fuck out, you have nobody to blame but yourself.

construct2 is literally schmuck bait.

Sounds like you haven't graduated yet.

Spoiler: it doesn't get any better. It never does.

If the devil gave me the chance to go back in time and un-do the mistake of picking this dogshit thankless career I would.

if you have depression see a therapist, consider seeing a psychiatrist

You get used to writing std:: and it's not a big of a deal. Though simply dumping "using namespace std" is absurd and never should be done at the top of any file. Within a scope? Fine, I don't give a fuck. It may be confusing depending if you're working on a project that uses different implementations of X when you intend on using the stl.

What the fuck happened to the guy that was making an FFT ripoff?

Yeah graduate next year and constantly just get told to quit. Either way I'm balls deep in the degree now so I might as well see it through. Anyway, have to get back to notes. Thanks for the chat user, it was good to get it off my chest and know someone else going through the same shit. Here, everyone puts on this display that it's the best fucking thing and they love it and nothings bad at all, there's so much one-up manship it's unreal

any good tile editor?

This is really important. A lot of people get overwhelmed trying to make everything perfect but the fact is it just needs to work. The more games you make the more practice you'll get and you'll learn easier or better ways to do things over time. Obviously when you have beautiful code it's so much easier on you and if you're working with a group they won't spend hours wondering if you're actually retarded, but failures can be winners too.

Fenoxo's Corruption of Champions is a disaster of spaghetti code that all his editors say is almost impossible to decipher. But people like his shit enough to give him over 200k, I think it was nearing half a million dollars including extra donations.

And there are tons of games out there that don't include what you'd expect to be the most basic features like remapping your keys or even having resonable control schemes to begin with. That game Home that came with the gamemaker bundle has over 300,000 sales and it's absolutely retarded. Up totally stops you from moving, you need to hit Enter to open doors, there's no way to make decisions except for the Y/N keys. The whole game could've been done with just WASD or the direction buttons instead of floating over the whole keyboard. Mouse/mobile controls are even worse because if you ever raise the mouse above hip level your character stops in place.

I have gamemaker now from that cheap thing and I'm still working shit out and trying to port certain things. Like I said, some of the male cutscenes are done beforehand (e.g. a few images made, text done in some) but I still can't settle on a design for the main alien girl. Also will take a long time since they aren't sprites but rather drawn images.

Anyone want to help decide on the girl?
Was thinking light-grey skin, 2 smaller arms near the chest, small horns, and the whites of her eyes being black. Can't do spines and wings though, those can't be covered easily with clothing, sunglasses, etc. Main concern right now is the arms so
>strawpoll.me/11308075

How would I go about making a paper Mario game? Any user willing to share ideas or what not?

Which one?

there's an user over at /agdg/ making a paper mario game, might wanna ask him.

Use unity. Check out the Bee/moth game some guy is making in the /vg/ thread, it looks very similar to PM in graphics last time I saw it.

What engine are you using?

I think I can help.
My email's on the page.
soundcloud.com/dr-doomsday
Looking forward to talking with you.

It's very important that things look like they're made of paper.
Other than that you should go play Thousand Year Door again. It's very interesting how the developers were able to make a whole chapter out of 4 or 5 small rooms. There's tons of re-used assets and complicated effects were made in really simple but effective ways. You should really be thinking about that kind of stuff while you're planning out your game. And if you're going to go through with a big deal RPG you really do need to plan it out ahead of time.

If I wanted it to seem like his arms are too short for the sleeves, how would I go about drawing that out?

I started making assets for my retro dungeon crawler

What do you think about it guys?

>It's very interesting how the developers were able to make a whole chapter out of 4 or 5 small rooms.
This is why people complain about the backtracking
Also I'm am always lurking the dev threads and PM threads

Well good, I think he posts webms every once in a while.

>>I remember spending forever trying to figure out how to avoid using global variables because global variables were so fucking evil and bad and you should never use them. But if a variable is used everywhere throughout the program then it really should be global.

This. I'm using a static class for an input manager so any other classes that need to can just snag the input values. It suits me just fine, but i'd still like to here other peoples opinion on this.

Stuff like the Doopliss chapter or pirate island were insufferable and shitty because you had to keep walking all the way to the beginning every 5 minutes. But the Train and WrestleMania chapters were really good. Managed to make a whole story with likable characters out of 4 different rooms and a random battle generator. They made a pretty big adventure out of a relatively tiny world.

Looks cheap and fairly MSPaint-y. Would play in-browser or

Just considered her disguise and I realized that I have no fucking clue how to hide horns under hair.
I know you can use those funny little buns but those wouldn't fit the character.

I like your skill books and rest button. The spell icons really make me think of runescape.

looks exactly like a DOS/early Windows game

>it just needs to work
Pretty much and comment your code. Odds are you'll probably go back to something so garbage that you'll have no idea what you did beforehand.

Is Gamemaker really the best option for 2D? Does anyone here have experience with Love2D? I've been thinking of trying to learn it, since I haven't heard much positive about Gamemaker.

Besides tiled, I have no idea. Making one isn't hard, it's just time consuming when you can just use notepad++ and imagination.

ah, i just realized i asked wrong question, i was looking sprite editor for tiles, i found this graphicgale, and im trying to draw something in it now

Odds are you'll only have 1 input manager so it doesn't matter. An alternative is you can just expose a handle to it.
extern INPUTMANAGER* and just set it to this in the constructor.

Currently stuck between making tactical game or a god simulator similar to black and white.

Am What is the best thing for making music for games
I have some good music but I write it down on sheets and I need a way to put it in the game

is it true that blueprints tend to cause performance issues?

People who use blueprints are often non-programmers, so if their game runs like shit it would likely do so regardless of whether they used blueprints or not.

The fact is there are very few circumstances in your typical game for which you would see a noticeable difference

Threadly reminder this will never be real ;_;

I should have just made slip-n-slide: the game

Thanks. I don't know what a handle is and I just looked up the "extern" thing and don't really understand it so i'll save those for a rainy day.

Progress is good.

Currently she picks the rock up and enters the "throwing rock" state instantly, but I need to change it so that she can carry the rock around for puzzles later in the room.

>Unity if you've never touched code.
You. Dense. Mother. Fucker.

Still deciding what kind of portrait looks better, either sharp like the top one or thick / pixelated like the bottom in pic related.

>SHE'S FAST

ignore him, he's memeing.

I just finished my ammo and reload system for my top down shooter.
Now i'll need to work on secret rooms system(probably just make it to where if you touch a specific item you'll get sent to a diffrent level.)
How do you call arrays from a diffrent level?

is this furry crap?

The reason all three aren't combined yet is because...?

Top looks better

If you're just making a game for the first time (or maybe a few times after) then I pretty much agree.

But if you have been coding for a while then there is absolutely no excuse for sloppy workmanship. Taking the time to produce code that isn't a fucking mess only reduces the likelihood of emergent bugs and decreases the difficulty of finding and fixing bugs. It also makes development a hell of a lot easier if you dont just fucking mash code together.

TL:DR, don't listen to this user if you have intermediate or higher coding experience.

Because Unity would decrease the quality of the others

The reason all three aren't combined yet is because...?

Because they're rival products user... you don't see Playstation and Xbox becoming one console, they just steal each other's ideas and make their own version.

I was told to tone down the particles, but that's something I'll fix later.

Here it is with 2k particles instead of 20.

like a racecar veryv fast

Does anyone have a good resource for gamemaker sample projects? I'd like to see how they handle set ups for animation heavyier games.

>game features talking animals
>"lol fuckin furries xD"

Yeah, others said the same. Guess I'm going with that look

problem is nowadays every cs freshman feels like a programming guru and thinks its his god given duty to memorize every existing design pattern and constantly lecture people about it.

If you bought the humble bundle some of those games come with source code

>thanks, its part of the 3d platformer i posted above

Make it into dog simulator, youtubers love playing meme simulators.

>rival products

Economy is a lie.

All technology should be combined for the greater good.

t. Stroggos

I imagine using "states" is involved.
Look up HeartBeast's tutorial videos (namely his RPG series) to see an example.

Game Maker

Using states is exactly what I'm doing for
If you look at the top left corner you'll see the state she's currently in.

More Animation will come later, but it's as simple as changing her sprite according to what state she's currently in.

>What's that? You actually feel motivated to work for once?
>Fuck you get sick again
Life is simply unfair

To be fair OSX is just Linux with a coat of chrome paint.

Well obviously that's ridiculous, its just about making life easier for yourself if you have the ability to do so.

I'm doing something similar right now, but I have a feeling trying to implement transitional animations is going to be extremely difficult this way. What I'm guessing is that instead of tying animations directly to state transitions there will be a bit of logic each state runs that checks a list of relevant variables and decides what animation to start/keep playing/skip to based on that.

Someone make an animal crossing clone, thanks.

Many Dare I even say most? games don't have transitional animations.

They look fine.

>then said freshman does stupid shit when trying to help others
everytime

What engine are you using?

Wouldn't it be something like having the transitional animation be a state itself that quickly goes onto the moving state after it ends?

Most SNES and GBA games seem to, at least the ones most remembered.

My sister is doing all the art for our game, she's not here at the moment but I'll have to ask her about it later.

She's an art major and way better at this kind of stuff than me.

However the way I'm handling the animations is to increase the animation speed slowly up to the max animation rate (12 frames per second) and then once there either hold it, or move to the next animation, depending on the state the player is currently in.

I've spent years using the blender game engine, learning how to use logic & python. Not a lot of my progress translates over to other engines. Don't do it.

My game is going about as well as my life

So it has a lot of potential?

oh I actually thought those were his hands

look at third strike character Q and the way his mantle moves, copy exactly that
the sleeves should be bouncing ALONG with the characters body AND have their own cloth-y bounce when the arms are at their position closest and most distant to the viewer
also, the rhythm is slightly off, give the arms 1-2 more frames of rest while they are in those positions

see

a-user, i

Left to do:
head...
then texturing, rigging, animating...

why did i choose this life?
oh yeah, because i really loved video games as a kid..

hey not bad at all! Instantly thinking of Conker, was that what you were going for?

kind of..
thanks! I didn't want to make him look too much alike though.
probably put him in some pants or something to make him appear more different.

could always set him apart with COOL GUY OUTFITS and shit

That's a better idea. Just pants on a squirrel would be pretty weird.

dude, pants on a squirrel is not weird. a flopping squirrel penus weenus is weird.

don't do that, unless it's one of THOSE games

Will see, if i try and dress him with textures first instead of modelling it that might be easier and quicker to try out a few things and see what works.

>if i try and dress him with textures
I implore you to not, but you gotta do it and see for yourself that this always looks terrible compared to a mesh'd outfit

progress haha :)

>2hu
Looks nice, it's not gonna have that white background in the game though is it?

>unless it's one of THOSE games
Nah, It's gonna be for this I know, but in the end it will be a kinda low res pre-render anyways.
And to just see what fits before modelling, uv-unwrapping and texturing extra stuff i think it's the better choice to do (first)

this is shit
absolute shit

Didn't know people were still using the Unreal 2 engine

kill your fucking self

Not exactly Indie, but Event[0] is pretty cool text heavy game with you talking to a space station AI.

remove that image from this site and yourself from this mortal coil

youtube.com/watch?&v=LkNvPkOUhaI

Why would you post this? This is garbage, dude.

is this the new source meme

for fucks sake who makes crap like this

daily reminder not to fall for /agdg/-born samefaggotry

Disgusting.

>it's not gonna have that white background in the game though is it?

Of course not, I just started it and will finish it later

I wont write logic on commercial owned SDK.
Need some quantum c libs?

...

Terribly. I fix something and something else breaks. I can't code for shit.

That's terrible. Kill yourself.

What i've done so far.
I've also created objects that turn on when you hit it with the hook.
Solid doors that deactivate when a button that activates after clearing a room filled with enemy.
Solid doors that deactivate when you either hit all the objects with a hook or walk over all switches.
And 2 other enemies.

> who makes crap like this
We've already found his name years ago.

Maybe we should give his mom another call...

>implying that's progress
>implying that's mirthful or fun

I've ran into an issue while making a model in blender utilizing shape keys.

I'll use symmetry on one of the shape keys or the base model, and then when I use the shape key it flips into half of itself.

No idea what's causing it or how to fix it.

fucking kys

Why are so many people bullying that user

Is there a meme and i'm out of loop?

wow I forgot webm

...

Yeah, some kind of a meme I, too, completely missed and nobody ever explained it to me.

/agdg/ samefag

>someone actually made that and thought it was worth posting

lmaooooo

I just come to these threads to see what anons are doing with their talents, I honestly have no idea what's wrong with that map.

reposting from /agdg/

does anyone have an idea why marked code isn't drawing anything even though the debug shows coordinates are being updated fine?

This post and all its replies are all from the same person.

Its some literally insane shitposter from /agdg/ who always posts and then samefag replies to himself.

Its really sad, just ignore or report it.

pump your rump in front of a fucking train to kill yourself you shitter cunt

Oooh okay. that's autism at it's finest.

it's a single dude from /vg/'s amateur game development general who posts one of the source map pics, then proceeds to simulate bullying
here is him doing the same thing

Made my first own game a week ago which is a small space invaders clone, I could probably do some more levels for it and shit, but I don't have alot of freetime that I wouldn't rather waste playing games than actually making levels for one.

Maybe a new project could get me motivated, throw some ideas at me, can only be stuff that can be made in gamemaker though, and nothing too advanced.

We really need post ids, so samefags like this would look even more pathetic.

What are the results of show_debug_message(nextTouch)?

it prints mouse coordinates like so:

{ { 258,315 }, }
{ { 258,315 }, }
{ { 258,315 }, }
{ { 258,315 }, }

So touch and nextTouch are the exact same position?

Explain this meme.

kek

it's something i guess

Looks like we're getting into the meta part where the bully asks himself why he's bullying. Great.

no, it's probably because the step event was quicker than my mouse movement (I should probably check if last value in ds_list was the same before inserting next)

anybody who can read the rest of the thread and add two and two can figure out what's going on
these Cred Forums gamedev threads were made too often for their own good and regular /agdg/ shitposters started flowing in

hi

Nice!

Kill yourself, senpai.

Are you making a game about a super street sweeper?

...

/agdg/ regular here, /agdg/ wouldn't be so bad if it was a weekly thing or even bi-weekly.

Just look at 24/7 news channels, 99% of the time it's useless bullshit nobody cares about.

...

it's not like anybody can stop the one or two people who keep making these identical threads

This looks pretty good famalam.

end yourself

...

/agdg/ wouldn't be so bad if they talked about fucking games. Here on Cred Forums, you at least glimpse the progress of people working towards a serious game release and looking at feedback. Everytime I look at /agdg/, they're just talking about lewdjamlolifuckertittiesoutanimes. It's pure shit. Look, I get this website started off as an anime website and we're all a bunch of lonely virgins. But fuck me, making games should be for actual, proper games.

Oh wow, that's even better. Your buildings look super nice.

what do you think of this progress, lads?

It's the same as 20 threads ago, where's the progress you dumb faggot?

Pretty good. What engine are you using?

Don't forget about this autism meme.

Holy fucking shit, sourcefam. Or should we call you Grant, now? Can you stop? Do we have to send men to stop you? Because we will. We've already given your mother a call, but it seems that wasn't enough. We have big families with lots of high powered rifles, and people who have sniffed out shitposters and alcoholics and given me physical addresses before. I hope you know what you're doing, kiddo. It's not going to end well for you. :)

God dammit school shooting game?

>source is still allowed
>source is still here

>open top
>black on the tops of walls
What kind of garbage """""""""game"""""""""" is it this time, sourcefam? Hahahahahahahahahaha. :)

>have a boatload of ideas for games
>buy Game Maker Studio for fifteen dollars on Humble Bundle
>This is it, I'm gonna do it.
>open it up
>have no idea what the fuck
>shit

>buying game-making programs
heres where you fucked up, shoulda just got a free one or done something in javascript or something

...

>is it true that blueprints tend to cause performance issues?
In people's minds, blueprints cause performance issues before they even write anything with them or use Unreal. If you're doing anything heavy with data then you might want to rewrite a blueprint with C++ code but many detractors of blueprints think that because it's visual scripting that it must be horrible.

HAHAHA YOU FUCKING KEK.
Game maker has a free version that you can use to learn to actually make games, shoulda tried that instead of buying the license for something you can't even use.

Hello blakey boy. Done with your booze nap? Hahahahaha. :) Fucking alcoholic. :)

Lmao, cuck (c.u.c.k) rewrites to kek?
Since when was this implemented?

You are making games, not engine.
If you ever release any full complete game before, you did realize that engines don't matter much and the devs ability to gamedev matter most.

Now, eat shit and go back crawling like a little nodev to /agdg/. Shitpost all you want there. We build it to contain shitskins like you.

a year ago

Wait, what?

This. Engine"""devs'"" need to fucking LEAVE this website. This website is for YesDevs ONLY.

desu senpai

There's a bunch of tutorials, man.

Well, it was just fifteen dollars. And of course I can learn how to use it, it's just that I have no idea where to even start.

FUCK OFF

THIS IS NOT A GAME

THIS IS NOT GAME DEV

FUCK OFF

I'm working on a Sonic infinite runner for SAGE Expo 2016. It's gonna be a lot of fun to make. I also made my own soundtrack for the game.

You can start with fucking off, nodev. Where is your game?

youtube.com/watch?v=hzMNunoPd0o

L E V E L D E S I G N
I S
*** N O T ***
G A M E D E V

LEVEL DESIGN IS NOT FUCKING GAME DEV
L E V E L D E S I G N *** IS NOT *** G A M E D E V

THIS IS AMATEUR GAME DEV GENERAL
G A M E D E V G E N E R A L
KEY WORD: G A M E D E V
DEV OF GAMES
G A M E S
NOT
L E V E L S
JUST LIKE MAKE GAME

THIS THREAD IS NOT FOR 1st YEAR DESIGN DROPOUTS AND SELF PROCLAIMED GAMES JOURNALISTS WHO THINK THEY KNOW SHIT BECAUSE THEY READ AN ARTICLE ON GAMASUTRA ABOUT MARIO'S FIRST SCREEN

THIS THREAD IS NOT LEVEL DESIGN GENERAL

NOT GAME MODDING GENERAL
NOT GAME CONTENT GENERAL
NOT GAME MAPPING GENERAL
YES GAME DEV GENERAL
Y E S D E V S O N L Y

GET OUT 1st YEAR MEDIA STUDENT "DESIGNER" DROPOUTS AND NODEV JEALOUS OF YESDEV STALKERS AND ANIMEPOSTING s4S REJECTS

GO BACK TO

1) Make Pong
2) Make Breakout
3) Make Arkanoid
4) Make an escape-the-room game.

In that order. You'll know most of the basics by then.

+1 my good sir. Thanks for saying what we were all thinking.

Here it is. Here's my game. Here's my cool game. I hope you like it.

>Make an escape-the-room game.
What does this mean?

Not same dude, but I started by making space invaders, except the invaders shoot back.

Am I fucked now?

can someone gift me some games on steam
nickname: kelecevic14

thanks d__

off topic but who made the original piccolo shit? I just can't help but wonder why.

Go back to making music in your sparetime, this is not for you.

The Game Maker police will be at your door any minute now

FUCK, I MIGHT STILL HAVE TIME.
BRB GOTTA MICROWAVE MY HARDDRIVE.

>why did people make gay porn on the internet
Don't overthink it.

rip user

Maybe you should go back to SomethingAwful

A recent example is 999. A game where you are trapped in a room, and solve puzzles to progressively free you from the room. Used to be very popular as flash games. It'll teach you a lot about variables, game state, and so on.

Anything you can make is a good start. Pong just happens to be a very easy starting location if you are extremely lost.

Alrighty then, I'll watch this guy's videos and make Pong. I'll get back to you guys when I finish making Underline Drifter 2.

That's what I thought you meant, but I thought I must've misunderstood. What an oddly specific thing to suggest.

> talk about choice of engines
> "WOW, FUCKING ENGINEDEV"

you are either illiterate, stupid or a huge fucking faggot. read what I wrote and then off yourself out of shame.

About 2 months in, working on it with my friends in our spare time.

We've agreed on the type of game we're going to make (genre, setting, themes), figured out the basics of the story, the game's structure, and worked out the main gameplay mechanics and how they'll function.

So basically, we're still in the design document phase. Working on the first draft of the story as we speak so we can better plan out levels/enemies/bosses and such. I'm also working with our artist on early concept art for characters/environments, and our main programmer should start working on early gameplay tests relatively soon. (We all have full time jobs, you know how it be.)

We're a very small team (4 guys) who've never made a game before, but we're determined our vidya dreams a reality and making good progress. Hopefully we'll have something concrete to show off in the coming months. Wish us luck.

They're good because you generally don't have to worry about things like physics, but managing the state of the world and individual interactables is really good practice for larger, more involved games.

GIT OUTTA THIS COMFY /DEV/ THREAD YOU FAT SCUM.

+1 to this post. These fucking nodevs have to go. The crusade begins today. You have my sword, user.....

>How is your game going?
I'm not making a game; I'm making a browser extension. Games I'd like to make are too difficult for one person without much free time so I've decided to make something more manageable.

It's going to be an addon that allows you to add and track the shows you watch. If you're like me, you forget what episode of the chinese cartoon you're on. So this addon will track it for you and allow you to add shows to maybe a "to-watch" list.

So. It's yet another RPG?
and wait, lemme guess.

It's going to be 2D?

BUT WAIT, Might it also use pixel graphics?

Very original.

I see its merits, but most people would suggest a Sokoban clone or something to that effect.

I feel like shit every time I see one of these threads.

You need to fuck 999% of the way off

Good luck and remember keep the memes to a minimum and don't ever mention Cred Forums and the name of the game in the same sentence on the internet, surest way for you're game to die before it's begun is to openly involve Cred Forums.

> all these buzzwords

it's almost like most people don't have the resources to make polished 3d graphics. almost like they're indie devs or something.

How come?

Finished those errands?

Show you're game

Don't get upsetti famalamadingdong, it's just banter.

My point is, many have tried, many have failed, the rest have become mediocre.

You better have some of that great appeal to even get people to look into your games direction.

haha its possible to make nice 3d environments as a one man army :)

We're actually making a Metroidvania.

With very little RPG elements.

And it is going to be 2d, obviously.

We arn't going for originality, we're doing a tribute to the relatively dead genre that we love.

Your*

Not according to that image. That's shit. You're shit. Stop posting your cat shit """work"""

i assume it's shitposting.

Because I'm behind on everything including my game which is at the very bottom of the list.

Feels like I'll never get to it again.

>Metroidvania

Made it where you have to pick up rocks in order to throw them, right now you only have to pick them up once for test reasons, and the camera tracks the rock until it vanishes.

I only agree with this for the reason of you shouldn't show off your levels while you're making your game otherwise the surprise will be ruined for everyone.

Yeah, procrastination has always been the creators worst nightmare.

What exactly is it that you're behind on except your game? Work stuff?

What is this fucking trash? This is disgusting

Name?

Literally you when you sit here and shitpost.

Can you fucking stOP

Duuude look at those default textures! That skybox! This is really masterfully crafted!

...

that plant....

Deus Ex?

it's out

I worked on it in my free time for 2 years

you can buy it now it's like 5$

I just don't know how to advertise


langis.itch.io/project-warfleet

Yes yes I'm quite aware that the plant makes your groin regions feel funny

horrid. absolutely horrid.

Terrible.

kill your self my man

No need, I'm revamping the script from CC instead

Damn son it sounds right up my alley, do you have any video's?

So I'm trying to make a game like zen garden from plants vs zombies. Should I make each flower/plant and flower pot 2 sprites or 1?

Nice!

This is shit. Complete fucking shit. Literally worse than Fallout 4.

I captured like 1h40 today but it's unedited. I don't have any video editing software or experience.

...

Kek

H I G H D E F I N I T I O N

Did you think that was going to impress anyone? Fucking nodev.

I like it.

>this is someone's finished """game"""

You should make a trailer and put it on steam, youll get exponentially more sales if the game is actually gud.

Cant tell anything from those few pictures.

You drive a hard bargain my man.

...

can you FUCK OFF

That's some mad comfy main screen music

...

This is literally the worst thing I have ever seen on Cred Forums. And I've taken my daily dose.

Faction name and colour boys?

Bost gameblay webms

That's shit, though. Absolute shit.

Fucking terrible. And it's not even animated!

Whats a free, simple, screen recorder?

Some guy on Pixiv. Has a bunch more of Vegeta getting fucked by various things, like Goku, some machine Bulma controls, giant aliens, etc.

Cred Forumsirgin Galactic
Green

...

Can we have this guy killed already? He needs to be murdered for what he's done to our /agdg/.

OBS

...

Here we fucking go cunts, I have an hour and a half before I have to go to bed otherwise I'll be fucked for tomorrow.

Can't put dashes in for some reason, but fuck it, the Virgin Galactic are rearing their lonely heads

Nice!

Hhholy fucking shit. This is fucking terrible. Why is this allowed?

My bad, forgot pic

Cheers chap, downloading it now

Holy crap you are my first customer thank you man. Let me know what you think!

Definitely going to do that, just don't know what to use to edit videos

Wow you added recoil to doom.

Please see attached image for suggestions.

Here you go, fellow virgin, now you can follow the story

im gonna be honest that recoil gives me a headache

I'm sure firing a large weapon from the shoulder gave a lot of people head aches

Literally first fucking thing we do, we end up on Beta Iota

Clever bit of programming from the dev to know we're all fucking betas

This is Captain Tinyguy, he is a brave explorer!

Trying to fix annoying movement, Rigidbody holds infinite momentum if you don't code in a way to stop it.

Nah I've done it, it's pretty easy

never a machine gun but yes to assault rifles

I've got a bunch of different ideas I want to work on, but I've spent today just putting VR into shit.

Got a 6DOF movement controller working, sort of. Put on a Vive, and it's kind of cool just zooming around. I need assets.

Excellent work, yesdev.

Literally why is this still here? This is GARBAGE. Get out of here, you fucking nodev.

vaperwave as fuck

kys fucking faggot

Fellow djt friend, I'd write you something in japanese if I could right now

Why? It's literally all fucking trash

This is shit. Absolute shit. Report this.

Who makes crap like this? Why?

>It's literally all fucking trash

I bet you like girls too you fucking faggot.

Anyone know of any good resources for learning to make not shit sprites?

How do I make shit like this?

>telling strangers to commit suicide on the internet
wow! a wild edgy edgelord edging edgily!
>inb4 "newfag doesnt understand kys kys kys"

please refer to

Practice.

a renderfarm from 1998?

fuck, I was overwriting my instance local variable with an instance variable... or vice versa. newbie mistake

now how can I make lines smoother?

now it just collects list of coordinates and draws straight lines between them

I like the aesthetic, what kind of thing are you trying to make? Basic platformer or a collectithon type deal?

3D modeling software

looks like a 3d render so model and rig a thing to move like that

I'm thinkin Arby's.

Take a digital art class.

More images from my increasingly delayed """""game"""""

collect more coordinates each frame
try making the lines longer than the coordinates so they overlap and cover corners

progress -_-

Why do you people post in these threads? It's pretty clear the /agdg/ cancer made its way here too.

Nice!

This is trash. Filth. Garbage. Get it the fuck out of here.

Very nice friend.

Ayyyyy
Youre supposed to pirate games you fucking console casual, devs dont money. Master Race REEEEEEEEE

He should have a nice hat someday.

Newton's first law, bro. Really, you shouldn't be using rigidbodys to control your character but if you're going to stick with it then lock the rotation in the inspector to prevent that last bit happening.

How are ya on the art department user? You could simply team up with a programmer and problem solved.

strawpoll.me/11310246/

for crying out loud mods, do something about this fucking shitposter

wuzza nodev

U hav ben reported
:^)

Why? Why does this exist? Who actually thinks this looks okay?

Can someone stop this madman? He ruins EVERY game dev thread with his source """""""""""""""""""""""""""""""""""""""""""""""""""""""""""work""""""""""""""""""""""""""""""""""""""""""""""""""""""""""". The mods aren't willing to clean this up, so it looks like we have to...

I'm not in the know with these aggy daggy memes, is it just one guy samefagging his Hammer images?

Snoopy Loopy

Yeah. Its literally one dude samefag spamming.

How can we contact you friend?

huh?
I can't collect more coordinates, I'm already grabbing everything, except for repeated coordinate (when cursor didn't actually move, but time step triggered location grabbing).

I can always make lines thinner (webm related),
but I was thinking of some filtering, is Bezier curve a good idea? never used that.
basically I want the user to cross off words on a tile board, but I'd like the line which they draw to never have sharp edges

Why is this person still allowed to post here

Yeah. Changing careers and it requires an extensive portfolio. Also have a youtube and twitch stream to keep up with.

My game is pretty simple too which is why it bums me out.

I don't have a website or anything, just an email.
shmoopdev[at]gmail.com

Sorry lads, had to have a coffee break

The Virgin Galactic makes its first jump to Beta
Or have we been there many times before!?

Why is this allowed?

Put a cap on my last one earlier this month and currently working the design of my new one. It will be about a train. In the process of learning blender, want to try my hand at 3d.

What the fuck!? Who dares attack the Virgin Galactic!?
Also if the dev is still here, how do I attack? I rammed the cunt straight outta warp drive to send a message, not sure how to activate the cannons

did you make those animations or are they borrowed from something? They look awfully familiar

God game. Can't go wrong.

Select the turrets bottom left
Select a ship (context menu should appear)
Select a subsystem to target

You can set it to autofire by right clicking on the turrets

Oh boy if you're throwing OOP to the wind you're already fucked.

I wish I was that good at art.
It's Mukai from KOF 2003.
Don't play 2003 though it kinda sucks

GameMaker

Start with drag n drop, learn code over time

Game looks great either way. Floor is a little samey but that doesn't get in the way of what looks like great gameplay

I had to stop working on it for a while because I got sick, and now because I need to focus on work

The Virgin Galactic takes no fucking prisoners. Eat shit Crow.

Where did you get the music from bro? It's top notch

The coding is so easy though..

No queer. Even gamemaker drag and drop is coding. Just limited and with cute pictures.

Its like asking if you can make a car without an engine. Yeah, but who the fuck would wanna drive a flinstones car?

Its all royalty free music, dont remember right now but their names are in thr credits

For fucks sake, forgot to attack pic again

What kind of DOS game is this

Can I yiff it?

what did you do for this low res effect?

You can yiff in hell furfag

Hell yeah.

Godspeed Virgin Galactic, forth unto the stars

Cause its fucking trendy and low effort. Perfect for indies

Do you have a webm?

>So much polygons

Looks cool dood. Reminds of PSX and N64. IS there combat? What will the rest be like?

what, not why

Just download Ableton, and have fun
Make sure the song loops

Started deving again from scratch few days ago.
Webm from morning.

I finally setup my GameMaker: Studio after purchasing it from the Humble Bundle. Probably the 999th faggot who got GameMaker this way but whatever

Trying to start slow, have a bit of programming experience. Decided to try doing 2 tutorials a day (or ~1-2 hours) for 3 weeks straight in hopes that I can start to make it a habit

Starting with the built-in basic tutorials GameMaker offers, was thinking about moving to Shaun Spalding's Making a Platformer afterwards

Can anyone recommend a good tutorial? Is Shaun Spalding a good resource, or am I better off using something else? Would prefer leaning towards the coding side, rather than the Drag'n'drop

No time for music now dev, we have a distress signal to be following. What awaits us on the other side of this MQ warp gate?

Olympus Core, hide your anime's - the Cred Forumsirgins are coming

>5 hours
Wasn't expecting an answer but thanks, I'll try it.

Pixel art tips? I'm open to all feedback.

>a lobster with a ballsack claw
>an alligator with a huge head and fur coat
>dual dick edgebird
>alien aron
lol....

Glorious 320x180 resolution

Only gently

It's Unity. I followed a tutorial, but basically, you set the camera that's linked to your playercontroller to render to a texture of a certain size, in this case 320x180. Then you set up a quad and put the texture you're rendering to on it, and then stick an orthographic(?) camera in front of it and tweak the size so it fits right. (Also be sure to disable lighting on the quad, because I had a problem where it got lit twice and messed up the colors.)

Haven't programmed together the gameplay but it's meant to be puzzle-solving primarily. (The polygon terrain I did with some free terrain export tool for Unity's terrain generator, which let me export a low-resolution version, which I fixed up in blender and then imported back into Unity.) All the assets are some cheap low-poly packs off the Unity store.

You want some fucking footage? I'll give you some fucking footage.

Hot off the press "Young Small Cred Forumsirgin Unleashes Payload All Over Stupid Cunts Core"

I'm having a lot of fun with this btw. You are planning on continuing support right?

Your shading is good but they look a tad washed out and bland in color.

wow, i actually like it a lot. reminiscent of older pokemon games on the gameboy color. you got some talent, user, keep it up

sadly don't know shit about pixel art tho

Look up Tom Francis' tutorials

>hide your animes
They shall not escape, the Virgins will find them
I came.

Definitely
There's at least half the main story missing right now but theres an "ending" which unlocks your home station right now

why are u drawing shit in a step event?

This was the money shot

...

The in game sprite is also an old version but I haven't changed it to handle animation yet

Show something new or an animation

So what's the battle system?

I want to stream it.

Did you add it to twitch and giantbomb yet?

Thanks, I was hoping for some of that flavor feedback.

Ayylmao Aron is going to be his canon name now.

Hm, yeah, color is where I need the most work. Anything you recommend for color-theory? I'm a programmer and art doesn't come naturally to me.

Thanks user, I really appreciate that. Every monster also has six genetic variations so we're making a ton of sprites.

Remove the hair and your game might be worth looking into

Cred Forumsirgins, what do we do?

What do you call the sound when a submarine comes out of the water?

I really need this sound.

could always use more working men