How's that game you're working on?

How's that game you're working on?

Other urls found in this thread:

nitl101.blogspot.com/
factorio.com/blog/post/fff-133
youtube.com/watch?v=aRdcptG365I
youtube.com/watch?v=FNmbHkNFZ5Y
mega.nz/#!gwAWFa7J!dd6OVKlkUz9ty-39Gwx2MNSU1cu51xhsaSxGekn7yFY
youtube.com/watch?v=2b0tSu0QDQ0
bundlestars.com/en/bundle/axis-game-factory-complete-bundle
a.pomf.cat/eiqhjj.webm)
a.pomf.cat/kqtilx.webm
gameprogrammingpatterns.com/contents.html
youtube.com/watch?v=cOUOETrfcJo
twitter.com/SFWRedditGifs

I haven't started yet.

It's starting to look good and be fun to play

Pretty good, did a asston of optimization and improvements.

Applied for a stall at an expo last week, hopefully I get it.

>nitl101.blogspot.com/

There's a demo for anyone who wants to try

shit, was supposed to be the gif. Here.

I want to make a game in the style of Rune Factory with a deeper battle/farming system but I'm starting to feel like writing good dialog would be the hardest part for me.

I think I'm getting somewhere.

...

I've decided that I hate everything about animating. Also, a solo project should not contain martial arts of any kind. Stick to something with light animation or, better yet, none at all. Like FPS or a sidescrolling shooter or something.

finishing up the second half of the clock level. I've stopped posting about the game, and won't show much more until near completion.

I think the two people who got anally devestated that you post here aren't here yet, so feel free to show us more blanco footage and ask for feedback till they get here.

I'm thoroughly not looking forward to animating my shit.

DK style, huh? Looks good, user

It's kind of annoying, but I think it's worth investing in the player's character animations.

Fuck all of the enemies and environment, ain't nobody got time for dat (although animated environments do look cool as fuck)

So are you making sprites, or is that a shader to render it as such in realtime?

>www.humblebundle.com/clickteam-fusion-bundle

Yes / No

be sure to think through how those sprites are going to work in the game, and what perspective they'll be viewed at every step of the way.

the developers for Factorio found out the hard way, why you need to carefully think through the initial planning for dealing with future changes:
factorio.com/blog/post/fff-133

thankfully the hole they dug was escapable, and the new trains work fine.
also keep in mind that there are resolution concerns with pre-rendered 3d sprites. you can't scale up with more detail; you need to take the "maximum detail" render and then scale down from that...
everyone will hate you if they play at 1080p, but the actual sprite resolution is more like 320x240

donkey kong, or dungeon keeper?

ty

It's pre rendered sprites for webm related.

Already imported test sprites and it seems fine. Will check out the link.

remaking conker?

Some stuff while I'm working on animations:

A new special effect for player-taken damage. It's meant to sort of suggest a temporary computer systems failure on the part of the suit. Larger enemies will have the ability to hit so hard they temporarily disable certain suit subsystems

Also, implemented a system for enemy weak points when shot via the gun (melee attacks always hit "the body" without specifying a part); one or more Sub-HP sets can be specified and events triggered when that Sub-HP is depleted. For Grunts, accumulating 50HP damage to the legs/feet triggers a trip (this makes little Grunts and Big Jim follow a parallel set of damage reactions). Other enemies may have other secondary reactions or even permanent body damage.

Mostly it exists because I felt like there wasn't enough room for player tech-exploiting when using guns primarily or exclusively; body-damage from shots only lets gun damage exploit scripted enemy reactions much in the same way taunts do to shape a combat encounter.

Not really. It crossed my mind, but i don't really want dialogue during gameplay.
Just a classic 16bit-ish platformer.

Keep going, I'm cautiously interested...

Get some more detail on those textures mayne.
Otherwise it looks nice

(Unity)
Got camera zoom to work after fighting with the code for it all day.
But now that I can zoom in I notice my player drags along as he moves. I believe most likely due to the fact Im using rigidbody and not a character controller like a sane person.
Menu time.

something like this?

im getiing an earthbound vibe outta this

How would you guys feel about a...female protagonist

Neat!
Can I ask, since I'm a newbie at developing, if it would be possible to render sprites like that from a simple 3D model, but in realtime in the actual game engine? On demand, such that for example an interactive 3D rotation would be possible. Low resolution 16-bit style, of course.

Depends.

360 view

the scaling / pixelation is imo the easy part and quickly doable in realtime.
Getting it down to 16 bit colors, is probably possible with shaders.
I rarely write shaders, but I'm quite sure it's possible.

Cool! Can I ask some more stupid questions?

Basically, I like the look of old Saturn games and wanted a combination of graphical styles. You've had some work with shaders, then? Can I have an object rendered with a different shader from the rest of the scene? Like for an overlay or something?

Basically: I'm sure as shit never going to hire a sprite artist, nor am I going to render/import full 2D animation for objects or characters. I want the full flexibility of working with 3D models, allowing for realtime customization of models.

I redid everything I've done so far to be in a state machine because I realized that how I should have been doing it in the first place. Now I don't know how I want to proceed with the power-ups.

Basically it is:
Shader -> Used in material -> materials can be applied to every object seperately.

But Thinking of Sega saturn games I don't think you'd need a lot of that.
They mostly seem to be low poly 3d models with just a low resolution pixel (point-filtered) texture.

Or do you have a screen of a sprite-based game you're thinking of?

I'm using unity btw, can't tell you a lot aobut unreal.
My game maker experience is like 10 years back, but i would not suggest it for going 3d.

If you've never seen the game before, webm related (though out of date).

It's sort of like a combination stylish action game, third person shooter, collectathon platformer, and sports game.

Think Nier Automata meets Tony Hawk's Pro Skater meets Banjo Kazooie.

I know that's a weird way of selling it, but it's accurate. It's a game about running around killing stuff, but you can't die and the whole game is just a score-attack/style-rank thing. Each level has a series of objectives which are things like "collect all 5 COMBO items in one combo" or "kill an enemy using lava" or "score 500,000 points before time is up". Complete objectives to unlock new areas in the overworld, which in turn gives you new weapons and new powerups (and lets you access further levels).

Yeah I used Gamemaker so long ago it would be pointless with Unity and Unreal out.

I've gotten Unreal setup right now actually, though I tinkered with Unity long enough to get a basic voxel-digger working.

>screen of a sprite-based game you're thinking of?
More of in general, but think something along the lines of Shining Force III with less shitty models. Need multiple LOD models for, and example, units on the board, animated faceshot for dialogue, high detail for full scenes (EG seeing the inside of a shop from POV).

The idea being I can abuse 3D only capabilities, like editing or combining items/models, dynamic cloth physics. Eg: equipment, physical features, and hopefully some Spore/NMS 'procedural skeleton' based mob generation for some stuff.

In a few years I'm getting my hands on a VR set, and I've thought a "retro" interactable world would be trippy as fuck. I'd like to see that over the fucking cell-shaded anime waifu simulators at least.

And of course, forgot my damn webm.

Yeah it's hard to avoid with characters following in an abstract background.

Looks pretty fucking fun user. Good work.

>time to plan out game mechanics in class
>no time to actually work on making game
should I just drop out of uni to make an SRPG?

It's coming along. I learned something valuable about instantiating prefabs today.

Don't do that.

made some advancement in the UI

looks functional

I don't know whether to use hexes or squares for my grid and it's killing me (cause changing halfway will probably need a shitload of coding)

use pentagons

>MayhemLeague

Think it'll be on Steam or what? Looks pretty sweet.

are you an experienced dev? the thing is that squares can be easily manipulated with an array. with hexagons you need a whole graph it's not as convenient

a simple test level in the new space world . Still pretty early graphics for the bg. I wanted to make a world where you can see platforms beneath your current platform

I'm diggin it man

I was talking about the model itself, unless if that's what you did.
Either way it looks better.

Looks fun.

So is this 3D Marble Madness or something?

Why are you going to an expo? I mean i know to show off your game but do you hope for funding or what? No hate just genuinely curious

thanks
thanks
kind of. inspired by sonic and super monkey balls as well.

I thought of a meme game based on shit like
youtube.com/watch?v=aRdcptG365I
A game where you have to survive Minecon [CURRENT YEAR]

I feel like I've seen something like this before

Not in relation to the gameplay itself, but those physics seem a little familiar

>Getting hit causes chromatic aberation.

>He didnt know how good he had it back then

optimization is whooping my ass.

the game just refuses to run properly on my friend's PC. and he can run other 2D games well.

could anyone with a shit PC, or any PC for that matter, be kind enough to download and try the game to see if it runs decently?

pretty please. I've been doing optimization shit for days now and I can't work on my undead city in peace.

youtube.com/watch?v=FNmbHkNFZ5Y

Download link:
mega.nz/#!gwAWFa7J!dd6OVKlkUz9ty-39Gwx2MNSU1cu51xhsaSxGekn7yFY

about 4 hours of work

What's funny is, I didn't actually do chromatic aberration on purpose. I was trying to "warp" the perspective and I wound up hooking up the RGB outputs wrong.

I kinda like it though.

Nope, just getting into it which is why hexagons sound so scary. I think I'll do squares and do something else with hexagons once I know more.

room seems kind big.

Something beats nothing.

Squares are simpler for both the player and the dev, even if they give less tactical options.

starting to go for a more abstract look
most graphics are still placeholder

fixed a silly, nearly unnoticeable bug where the player would bounce for a frame or two if their Y position was fractional (which was almost always the case)

Does anyone here have any experience in using Ogre 3D? Think of looking into it since I like to program in c++

Still trying to fix the problem with pushed blocks getting stuck in the player and not finishing their movement.

Finally someone replied, glad I bothered to check the thread.

>Why are you going to an expo? I mean i know to show off your game but do you hope for funding or what? No hate just genuinely curious

Help market the game, get people interested in it. I plan on making a crowdfunding campaign to help get some money to develop the game. 6-10K US should be more than enough for me to finish the game.

Please try the game, leave a comment on the devlog or something so I know what you think. The demo's completely free and if you really want to support it there's also a donation page. Anyone who contributes gets a free copy at release since I really appreciate it and think that everyone who helped pitch in should get something in return, besides it costs me nothing to give a copy to a donator, even if it was something as small as 1 dollar.

Making basic physics. Nothing really special.

Very impressive. Is this running on UE4?

Spent two days fixing a really stupid issue.

Anyways, testing a character re-order thing. The 'plan' is to use this like Darkest Dungeon, a fairly standard JRPG/TBC system but where line position effects things.

it is, but it runs fine.

the biggest problem is in the battles.

it just hangs for a long while after the transition. probably some texture page fuckery.

Hide the tiles and show your objects

Maybe you are loading too many things in a single step.

How do I make it less obvious that my game was made in RPG Maker?

>That jerky movement on slopes
This is why you don't use physics.

Use a different engine.

Don't use the default menus/systems

my pic is misleading, that room is not the problem, it's the battle scene.

I have 90 texture pages with the 4096x4096 config.

anyone familiar with them can tell me if it's too much? and yes, I use texture groups. each battle background is it's own group tho, dunno if that's efficient.

maybe, I flush the graphics before the battle them load all the battle stuff like spells, weapons and items, then ONE background, then the enemy sprites ONLY when they appear.

and what would be a better solution? load them over several steps? how can I do that?

Yeah, kinda odd glitches going on with the wider slopes, hopefully I can iron out those bugs.

Progressing

Between designing the system,learning unity and writing a program for my master thesis in engineering.

Python in unity when.

Use vector graphics.
Perfectly scalable.

Oh my god that movement is seriously impressive. Has that old Sonic feel.

>perfect upward movement
>still choppy looking horizontally

FUCK, how do I fix this?

>tfw making minuscule progress every day

just downloaded it

it ran fine, but my rig is pretty good so yea

Don't apply gravity if you're not in the air. Add a vertical acceleration when you are in the slope.

Unity had a Python-like called Boo. Pretty sure they dropped it because no one used it.

The pussy game ridiculous.

I've had problems with staling when I'trying to load a lot of data from files into data structures and vice versa, also some things that you should use with caution because they really kill FPS: setting blend modes, changing draw colour, draw alpha and drawing the built in shapes and primitives.

You could get around this by pirating buying the pro edition with the YYC , it's literally 10x faster than the standart edition.

>try these suggestions
>they actually work

Thanks m8. Movement on the wider slopes actually look smoother now.

it's better than no progress

thanks, but the fucked up thing is that after the staling, the game runs perfectly fine on his PC.

like, the game hangs and slows down at first but then, after the "loading", it starts running smoothly.

what the fuck even. that guy even uses two monitors and one of them is a fucking high res drawpad.

and did you rike it?

no time to play it man

maybe later

I made an enemy for my Dragon Quest clone inspired RPG. You can pick fights with pirates at one point.

Reminds me of Pokemon

Anyone can give me a tip for optimization? Currently I have a script that gets the player input, and I use it on objects that need it such as the player, menus, pause screen, etc. I could also make an object that calls it once and get the variables from it, but it kinda becomes a chore typing the name everytime I need to access a variable.

What do you think? Which would be the best way from an optimization and readibility point of view?

>it kinda becomes a chore typing the name everytime I need to access a variable
Welcome to software development.

it really does. Since early Sugimori's style was inspired by Toriyama's at least that means I'm somewhat on the right track, right?

I am on board with any game that lets you pick fights with pirates.

I meant "obj_controls.variable", not the variable name itself.

Hey guys

Tab completion.

...

So you'd say it's worth the hassle then? Also, what is this YYC thing?

what's up microsoft paint brush max thickness

not awful desu but that chin can puncture a hole through steel.

...

How do I start making a game with gamemaker?

You need to work on varying your line thickness family.

you can't

typically i think you'd start by opening gamemaker

Open Gamemaker.

First you need to delete SYSTEM 32 to make your PC faster.

?

it just came out on steam and there have been a few threads about it

Daily reminder for anyone who's trying to make their own vidya.

youtube.com/watch?v=2b0tSu0QDQ0

You mean that garbage known as Haydee?

that's awesome. i hope i get threads about my game.
what's the game?

guess again

change everything.

$1 tier to get the software. the exporters they're giving away are shit. and you can't even put ads in your game unless you have the developers version.

paladins

being on a bigger project isnt really what this thread is about though, but hey, its pretty cool and pays the bills!

no kidding? i worked on paladins too

dude, i'm the ceo of paladins!

if you are i'm glad you lurk on Cred Forums like me

Meh, I doubt he spent most of this time actually making the game, also from 13 to 18 or so most people literally have nothing to do.

I'm also the ceo of Cred Forums.

>using fusion

opinion and video completely discarded

I'm converting my super ugly flat UI rectangles to regular ugly texture/material-based UI rectangles

Anyone?

how does that tetris inventory concept work in blueprint?

I'm part of a team that's making porn games.

So pretty good.

I'm drawing it all manually in AHUD with C++. Not sure how you'd do it in UMG, but I basically just make a hitbox for every single square and store a map of what's in each square (several squares can point to the same object).

bundlestars.com/en/bundle/axis-game-factory-complete-bundle

worth?

Wow, looks great. Keep it up.

I'd happily pay $3 if I could just take that outdoor medieval level and plop it in Unreal. But I doubt that's possible.

If you like Unity, go for it.

You can get Unity, UE4 and Cryengine for free. So no.

ok thanks

you can do hexagons just by staggering a grid so that every second row/column is offset by half

shit like Ogre 3D is like the worst of both worlds
you inherit a huge bloated engine you have to learn, but with none of the convienience that comes with something like unity

ignore memers, this is the thread for people to post their shit

>I've stopped posting about the game
>posts about the game

Does this really work, user?

It's like looking to a mirror. Basically the game I want to make is a diablo 1 clone, but with "open-world dungeons". I mean, there'll be cities and factions and everything down there. The lore will be as complex as TES lore, and the story will be like xenogears/deus ex/planescape story. Basically, I want to make a really ambitious game.

I'm in the lore part

best kind of dev

Both of the last boss' forms are complete, so I'm working backwards to add sound (see a.pomf.cat/eiqhjj.webm) and clean up some of the levels; 1-1 is too hard, 1-3 is too easy, and 4-1 just kinda sucks.

I also need to start balancing for lower difficulties, and maybe add more opportunities to get powerups and bombs. Basically all I have left is the boring stuff.

Still tangentially looking for artists a couple artists and a lot of musicians contacted me the past few days, and now I'm gonna feel super bad about turning most of them down

>Humanoid final boss
That's actually great man

Still working on the main menu for a demo. Other than that I've just been tweaking the lighting for the levels.

I want to pay you money to play this game.

Looks quite nice. Fast paced,probably hard as shit the first time.

I'm working on a shmup myself, if you ever want a tester or want to be a tester or whatever e-mail me: [email protected]

Sam goes for anyone else working on a shmup or any game for that matter.

made cookable food, now, diferent states of cook heal diferent amonts of health and have diferent status effects
gonna work on their temperatures tomorrow

ayyyy its RBD2.

Love your progress.

What's a good book about general program design and whatnot? I don't feel like I know how to design anything in a way that's scalable, or how to properly design classes, methods, interfaces, etc. Like I don't know WHEN to use the tools that I'm aware of.

>apply to CDPR
>they ask me if I can handle working 24 hour shifts during crunch time

are you using gamemaker?

My method to learn more about game design is to play a videogame I love thru the lenses of the developers, analizing every single system, trying to understand how they work, why they work that way, and what did the dev try to do with it.

>sleeping
what kind of gamedev are you!

Another user who is curiously gay, Do you know if crowdfunding is your only option? How about loans from a bank?

And that's not even his final form! a.pomf.cat/kqtilx.webm
I wanted to keep his second form humanoid too but I couldn't jigger together decent sprites so I had to improvise

Well good news, it's free! I wouldn't mind a pizza mysteriously showing up or something, though.

>Delivery to the following recipient failed permanently , The email account that you tried to reach does not exist

You better not be tryin to meme on me user
yes

gameprogrammingpatterns.com/contents.html is a decent read
but by the sound of it what you're looking for can only answered by experience itself
design your program in the simplest way possible, then when a problem comes up, tackle it, be prepared to rewrite things, alot

had the same problem as with your email

do you use alarms to wait a certain time to go to the next move?
also, is your background 3d?

Posting a game that I will never finish.

low poly indie trash

I decided to stop being a depressive mess for a sec and learned that unreals widgets finally got an update to support sprites.

its still download the update though so I'm just lifting till it finishes. I've never been so excited to have to rewrite so much code before

I doubt his background is 3D, he is probably simulating parallax scrolling by making certain layers move faster than others.

>do you use alarms to wait a certain time to go to the next move?
Partially. There's a handful of variables that in every boss and the more complicated enemies that help regulate the timing too.

>is your background 3d?
Sorta. The top and bottom of that webm and the water in this one are basically fancy surfaces that are act like a polygonal object, including some of the affine texture rendering problems that plague Game Maker. The rest of it is 2d.

this looks fucking beautiful, any more shots?

looks like it's got lots of polygons actually

got some more stuff

this looks really good, why'd you stop? What kind of game was it going to be?

it looks nice, but what about the gameplay? Whats the genre/how does it pla?

My personal favorite little thing.

Does it count as environmental storytelling if I don't actually have a meaning behind this?

You can play through it, I'll release it at some point, but the last 10% of the work is bug fixes and menus and polish and stuff.

I just joke that it will never be finished because it's been so long.

It's a first person puzzle/platformer game.

I want to make it play better, I feel like it's okay but I want it to be more fun than "solve this puzzle."

I'm stuck deciding what to do without resorting to just adding enemies and combat.

Anyone know how to do an actually good screen transition for a top-down Zelda-like (probably in Gamemaker)? There are some videos out there but they all tend to shove their entire overworld or at least large sections of it into one room and then use views. I guess you could put everything in an inactive view to sleep, but it seems silly to me. However with multiple rooms youd end up with a ton of rooms which also seems silly, and youd still need a way to keep track of things like dead enemies for a few screens before they reset. What is the best solution here?

Add an interesting movement system with some lvl of depth so navigating thru the world is FUN

Make a special room for the transitions so every time you go from one room to the next you enter first this special room. There you can add something cute like an animation or a fake loading screen.

>I guess you could put everything in an inactive view to sleep, but it seems silly to me
it's not silly it's the correct solution
and wiping things in old rooms sounds pretty dumb, they did it back then to save memory, why do it now?

I secretly want to make a Perfect Stride clone.
youtube.com/watch?v=cOUOETrfcJo

I adore fun movement systems.

low poly>pixelshit

Anyways, I'd love to play this game. What price point are you planning it to be, or will it be free?

Me too, I am making a 2D plataformer/fighting game hybrid and the movement engine is the thing I love to design the most.

Haven't planned a price point.

Mostly think of just putting it up for free, but if it's received well I might throw it up for like 3 bucks or something.

This could work. Would you just have an image of each room empty associated with each room in that case? I have heard you can basically take a screenshot of what is on the canvas in Gamemaker and use it, but that wouldnt help for the other end of the transition. It seems like the other option might be to just load the level but not the objects in it.

Is it? It isn't really clear to me that loading every room of an area into memory is better, I don't really know how Gamemaker handles rooms behind-the-scenes. As for the wiping things, I don't know what you are referring to. You want enemies to respawn but only after a few screens (maybe by distance or maybe by amount of new rooms visited)

I want to make an isometric ARPG, where do I start?

unless gamemaker can load two rooms in at once to smoothly scroll between them, the most practical way of doing it is to have all the sub-rooms in a dungeon in the same gamemaker room and scroll between them

>low poly
You mean flat shaded? Doesn't very look low poly.

nice thumbnail retardo

You could add a controller object with a lot of cases inside this room. There you create a script for the animation that uses 2 arguments for the images of each room and 1 for the direction you entered the room. This way you have every possible transition in this room and you just need to add new cases.

Pick an engine

Shit my mistake it was a throwaway I just made.

It is [email protected] (just one 9)

still making things nicer, really slowly
final game is going to have a very vector-like techno look to it, so I'm nudging things along in that direction now
was going to have actual detailed graphics but fuck me, actual graphics are beyond my scope and I'm not bringing other people in for this if I can help it

spent a half hour or so tweaking little things with animation, it's amazing how much nicer it feels when there's even one frame placed between when turning left and right

need to spend a bunch of time on stage gimmicks now (namely, I should probably futz around with moving platforms at some point, and there are a couple of things I started and haven't worked on in a while, like ramps to run up walls)

and maybe after that, I'll be able to work on stage design (which will be a bitch, you need to spend a fuckton of time testing what ends up being less than 10 seconds of level at these speeds, but 90% of the reason I'm making this is because I've got the need for speed)

>Does it count as environmental storytelling if I don't actually have a meaning behind this?
no there needs to at least be a basic understanding of how your world works, and then once you work on it everything just kinda flows in

>I want to make it play better, I feel like it's okay but I want it to be more fun than "solve this puzzle."
maybe make the movement more interesting?
like make climbing up something a puzzle that rewards you with a great view or some cryptic imagery. you honestly have a lot of room to experiment with here in my opinion.


for example Hyper light drifter did a pretty good job at this by adding in the aesthetic of a dead civilization which seems to be what you're doing.
All you've gotta do is make it seem like there was a culture there, and that it's now gone.

you can add in fictional runic languages, or just unexplained environmental choices that can lead to speculation like that giant sword.
That already had me thinking "what if giants lived here and now they're gone" just something like that can help you build up your world and then you just let others do their own investigation.

Also I'm really digging how your shader makes objects in the background fade into a single color how did you do that?

get an engine like the user told you then come up with your battle systems basics on paper or something while you learn how to code and model and/or make sprites.
Then experiment with your concepts in-engine.

what the fuck happened to your ms paint rocket guy

bring him back

Not bad

I still can't get over how much fucking time GMS saves you
It feels like I'm cheating

Thats because we are

What engine are you using, user? If you don't mind. The game looks fun, I'm getting a Hotline Miami/Horde type vibe from it.

I give up.

why's that

why?

Wow this is weird. I was just reading a post about this game on the unreal forums.

Monkey Ball clone? I love those games. Make sure it has minigames.