How's that game coming along?

Anyone here have a public repo for something they're working on? I'm bored and have nothing to do today and wouldn't mind implementing a few features of doing some bug fixing.

Other urls found in this thread:

youtube.com/watch?v=0j4w_lt4rXI
youtube.com/watch?v=Xi467BO_-JY
youtube.com/watch?v=9ZPmiL73xP0
youtube.com/watch?v=-Zi5InWwr_U
youtube.com/watch?v=1NwVI2QDbfQ
youtube.com/watch?v=giIJyBSwvK4
gamedev.stackexchange.com/questions/150941/do-sprite-animations-usually-run-at-the-same-framerate-as-the-game-itself
love2d.org/wiki/flat_table
clyp.it/user/jy0w2naw
twitter.com/rattower
soundcloud.com/brutalmoon/confrontation-monster-cry-vs-final-boss
youtube.com/watch?v=-ezYZgMp-R0
youtube.com/watch?v=cGvalWG8HBU
youtube.com/watch?v=KLjTU0yKS00
youtube.com/watch?v=gi2FOXsCIpY
pixelteriyaki.itch.io/superweekendmode
knightdev.tumblr.com/
youtube.com/watch?v=RqdI-3f3w0s
youtube.com/watch?v=wcfRii43y7c
youtube.com/watch?v=A7wLkrgJEP0
youtube.com/watch?v=yzab4jxTrOE
twitter.com/NSFWRedditGif

Haven't even started it.

It will probably be done within the next two decades.

>unity

How much Vulkan do you know?

i came across a glitch thats happening quite literally for no reason

working on some animations and sound

>No Godot

How does one achieve this aesthetic

k i fixed it

make blocky shapes vaguely resembling real objects

I'll start it when I watch some basic tutorials for unity and blender. I have had 4 videos tabbed for almost a week now and I still haven't watched a single one.

Everybody and their mother is making a creatively bankrupt indie video game that just ends up as shovelware on steam.

There is no money or job opportunities in the industry so I'll just focus on other programming projects.

How do you intentionally make it so jaggy?

which part

Anyone here working on a browser MMO like agar.io or surviv.io?

use fewer polygons, also quantize your float precision or something for that really authentic look

Low res everything and polygon budget struggling to reach triple digits

lower resolution, turn off AA

demo when

make your target platform PS1

Started on a project, got sick.

around april

no idea how I'll handle sounds and music, I should probably plan for that before making everything else only to find out I have no idea what to do.

games don't need that

Got upset at a GMS 2 tutorial because of layers explanation because I'm retarded and couldn't find the thing that was shown in the image tutorial and I dropped it out of frustration.

Depends on game. What I'd like to make would benefit heavily from a nice soundtrack, I guess that means I should be realistic and not go with that idea.

I learned how to import a height map and then stopped. Building a game in ue4 is too much for a single beginner and I'm too autistic to write a good story to go with pixel shit.

shit's so time consuming

Also, I'm a programmer and not an artist, so it'd be a terrible struggle

Do you have a plot yet

that was the first thing i had

Those backgrounds are fucking killer. That's what really sells it for me, they look just like old timey pre rendered ones.

Dumb question since I'm a beginner. How do you make the shadows/lighting look banded and pixel-y.

youtube.com/watch?v=0j4w_lt4rXI

reminder that this was made by two programmers and an artist
>custom engine
>custom graphics drivers made in assembly
>online multiplayer

What's the best engine for an action adventure platformer that isn't Unity ?

Same, ive been jacking shit from Mixamo and just focusing on gameplay mechanics.

Unreal makes state machines and blend spaces super fucking easy so i can just get to what i want to do and try shit out. but it doesnt hurt to just jam a bunch of shit into a level and mess around

>written in assembly

actually the video claims just 100% assembly so I guess the engine too, or just a misleading video

but damn those are some power programmers

How can you go on a vidya board and not know what resolution and antialiasing is?

>Metacritic score of 48/100.
game itself is apparently ass though

the levels are most likely texture baked using vray. then it's a matter of just lowering the resolution I suppose.

My soul and sanity feels so drained and dead after remaking 50% of my games content this year alone and I still have 40% and bosses as the last 10% to do.

Stuck again and the faggots at the discord who supposedly are there to help you don't help me, but they do help others. Not sure if what I'm asking is considered a troll question or not.

What's it about

ordered dithering

not him but youtube.com/watch?v=Xi467BO_-JY

you're asking real questions while the others are asking google questions

I even bet the people are googling for others

released this week a demo and a trailer
youtube.com/watch?v=9ZPmiL73xP0
download link to the demo in the video description

Ask your question instead of asking why your question isn't being answered, faggot.

I have two more banners like this and a bunch of HUD elements to draw

Looks pretty cool user. What's your game about?

This game looks like it has just baked lighting. The character looks like he was recorded in green screen.

please add a dash that makes breakfast

well yeah but it's on 3DS and is 60fps

It was a dumb question but not even Cred Forums answers.

Alright here it goes.

how would I do to read from a table nest with two of the same name values?

For instance

table = {
{
subtableA = 1,
subtableB = 2,
subtableC = 3
},
{
subtableA = 4,
subtableB = 5,
subtableC = 6
}
}
In regular tables without the same name of the values it's easy because then it would be table.subtableA or whatever, but since it's got two values, how am I suppose to identify the one I need?
Using Love2d framework.

it says unlimited static and dynamic lights, lighting is real time it just doesn't have dynamic shadows

Trying for that comfy rain feel

those puddles are too square shaped

isn't that just a table of tables? i've never used LUA, but i assume you do something like table[0]["subtableA"] and table[1]["subtableA"]?

I think it fits, another vidya feel thing I'd try would be to make it rain straight down

If game has no dynamics shadows or lets say this demo shows no dynamic shadows, there is no need for dynamic lights.

Make the water semi transparent and add a dirt texture underneath?

Try making it darker, and from time to time a up the glow then lower it quickly like a lighting effect.

Will try that user, thanks. You're the only person in Cred Forums and discord to actually try to help me out. If no avail will return.

that was a very stupid statement

Is it cool to hate your game for being successful yet or do we have to wait until release?

Oh my fucking god dude, you hit the spot.
Holy shit, I'd give you credit on my game if I knew your name.
Oh dear lord this is so fucking orgasmic, been googling around and it was driving me crazy oh fuck.

it's gonna have the comfy horror music?
youtube.com/watch?v=-Zi5InWwr_U

We have to wait until there's porn of the characters and the falseflagging has started at least.

Still WIPing sprites, godspeed other anons

ha, no problem, though it's weird that nobody bothered replying anywhere

On it!

Cry? (I will get more shapes)

It's meant to be daytime but overcast with rain. I will mess around with that more though.

Give it another year when we run out of money like fucking idiots and beg for more :3
Also there is already porn lmao

First level's mostly done save for bosses and some background stuff, need a HUD overhaul too and some music/sound eventually

Why even try making a game now? Everything has already been made.

I love that fucking wolf

Are you going to mention Cred Forums if someone asks where you posted your progress?

Probably thought I was trolling or something, but here's the proof.

Sure its not a fucking scarlet letter to be posting here. Plus the hassle of posting on other sites beside twitter and making account sucks. It's just easier to let you guys look.

>Spend 3 years making an engine in assembly for the 3DS
>End up only using it to make a below average 3rd Person Shooter that nobody remembers and never use it again
>Its only legacy is being used as an exploit to hack the 3DS which caused Nintendo to pull the game from their eShop
>One of the team members dies and their last game is essentially vaporware

THE ABSOLUTE STATE OF ENGINE DEVS!

It's a pretty simple shmup, I wanted to make something short between two projects

youtube.com/watch?v=1NwVI2QDbfQ
those two have actually made a bunch of technically impressive but irrelevant games

i believe you, most of Cred Forums threads are either beginners figuring out how to print text or ascended beings discussing llvm magic

youtube.com/watch?v=giIJyBSwvK4
for fucks sake they even made a 3D platformer for the GBA

Mostly I needed this because Tiled's lua extension does this with several tiles, so one fast way to make a shortcut in tile's coordinates is by figuring out a "for" loop with all the x and y inside the tables. Instead of hard coding every coordinates of the tiles.

Saved me so much time man.

please dont make 2d games on unity they run like shit on my t410 but surprisingly 3d games with no to little textures run ok.

If this isn't a porn game don't waste my FUCKING time

>Fernando Velez died in June 2016 at 46 years old.

What's a fun console to learn assembly for?

Should I make a 2d sprite game in 60 fps or 30 fps?
That means I have to at least draw 60 sprite frames per second, which mean I really don't know how much time it's going to take me to work on.

none of use leave a true legacy anyway, even undertale tier stuff will not be relevant in the slightest in a fifty years

Don't make animations based on framerate.
gamedev.stackexchange.com/questions/150941/do-sprite-animations-usually-run-at-the-same-framerate-as-the-game-itself

>That means I have to at least draw 60 sprite frames per second
No, it means exactly the opposite. You're never going to need more frames than what is actually being rendered.

You were asking how to do arrays. It's really basic functionality covered in any beginner tutorial for any programming language. The implication is therefore that you are trying to use a language without bothering to go through any kind of tutorial for it

is there an idiots or brainlet's guide to making 2d games? that teach the programming and other required stuff alongside?

>can program but can't model
WHY MUST I BE AN ART BRAINLET

>That means I have to at least draw 60 sprite frames per second

To be fair, I have 0 knowledge in programming all together. Also, love2d's tutorials are pretty much like this;
love2d.org/wiki/flat_table

trying for it

the demo?
it's more self contained, so it won't go that much into the plot of the full game.
instead i tried to have it showcase some of the themes and motifs


twitter.com/DarknetFoxes

Old games like stuff on the nes ran at 60 fps, but if you look at megaman's animation you can see he didn't need one different sprite per game frame

No, your plot

>can model but cant program
im gonna have to pay some fag dont i? my games not really gonna be any more complex than any other FPS tho

Have a repo? I'll throw some behavior in if you want.

You could find someone in the opposite position and work together instead. Leave some contact details perhaps.

I started with Python.
I gave up and went to Unity.
I gave that up and went to Godot.
I fucking gave up and went to Unreal.
I gave up again and went back to Godot.
I gave that up and am now coding c++ with sfml.
Will I ever finish?

Tell me when you give that up and move on to x86 assembly.

>trying to work with someone
tried it out for laffs, turns out the guy was a massive autists, never trust /agdg/ fags
im gona need to get some basic shit done first before touching coding like some animations, texutres and a first or demo level
>keep modeling more weapons instead of anything else
>barley have any furniture or environmental stuff
gonna have to work hard and try to atleast get a demo for april or may

What are good tools to make a game like CoC? I want to have a text box describing the scene and buttons to move the scene along.

>all those typos
how can you be meticulous enough to write in assembly but not proofread your trailer?

No no this time it's good. Do you know why? Because doing anything requires immense planning and work. Which means I get to be autistic with tiny pieces of code. Like my tile stuff. I have a tile, tiletype, tileset AND a tilemap.

they're french iirc

Judging by their names, english isn't their first language.

Response to that one user who asked me:
I don't mind the limit. My images are all at most 70 kilobytes and I can use the colors I need with that size.

well if you're going to be an autistic engine fag you'll find yourself optimizing in assembly when making your c++ engine

>comfy rain feel
not with those edgy looking characters

SFML is decent for windowing, context, events, networking and audio in one bundle, but you should drop their shitty OpenGL abstraction and write your own renderer.

Getting there.

Here's a link with a number of the newer music tracks if anyone's interested clyp.it/user/jy0w2naw

>write your own renderer
I have never been able to find any information on this everything I find always goes back to using SFML or GLut.

Why please god no. I don't want to become an assembly fag.
Why? What's wrong with it? TELL ME

Why did you give the unity-logo legs and retard eyes?

If I wanted to make a coop action game, where you fight some stuff without much story, which camera type should I use?

First person, 3rd person, top down? I can't decide, please help.

there's even youtube channels dedicated to this shit nowadays
TheChernoProject
TheBennyBox

BennyBox is better even if he sounds like a serial killer

first person with the same camera for both players
each of you control a fist

Last time I used it (like 7 years ago though) they had some shitty, shitty abstraction over immediate mode OpenGL that didn't even batch properly, you're better off handling your own vertex arrays

You can use SFML for an OpenGL context instead of GLUT

cool music, will bookmark

well not that I actually know but I'd presume that you don't need to fuck around in assembly if you're not making a very demanding game

I do handle a vertex array of quads for the tilemap. I realize they don't use indexed vertices though. That's kind of bad since you get duplicates, but that's not enough for making your own renderer.

cuz why not

Indexed draws aren't always the answer, if neighboring verts don't share attributes you're still gonna have to duplicate them. For 2D shit it literally doesn't matter unless you have hundreds of thousands of triangles on screen anyway, SFML is probably fine

>altering the unity logo
didnt they say somewhere to NOT do that?

Making character and enemy designs for a goofy kamen rider/super sentai side-scrolling brawler

>Unity has a copyright on a white box with black outlines

What happened to forward+ rendering?
What's the new hip rendering method?
I don't care about making games I just want to look at the tech behind them.

>Want to make my dream game
>Not talented in programming,art,writing,or modeling
I guess it'll just be a dream then...

not that, i thought i read somwehere that people using unity couldnt alter the logo in any way, proababy for the splash screen

All jokes aside it's not the unity logo, just a very simple design

depends entirely on your needs, traditional deferred is still being used a lot, but clustered works for volumetric memes

Someone else could make it with your help. Designing isn't easy, despite what Cred Forums says.

Pls respond

2nd person camera.

Good stuff.

so you want us to design the game for you? don't you even know what you wanna make?

Coming along alrighty.
Did some decal effect today, then took a little break and finished my King's Field 4 playthrough.
Now thinking mostly about the stealth system.

I really don't.

Nice bought unity assets and code. Did you even write a single line yourself?

>Nice bought unity assets and code.

But user... it's Unreal Engine.

Nice job porting Unity assets to Unreal. Real pro bro.

Just make Shadow of the Colossus co-op (NICO) but with VR and other stupid gimmicks. There, done, go liek make game.

where can i follow your game bro?

That actually gave me an idea. Thanks, user.

>using a premade game engine

>being an enginedev in 2018
Back to the 90s with you, Carmack.

This is the big problem. I feel as if I was a budding dev in the 80s, my games would be far more likely to succeed.

i like the reflection distortions brybry

We're all buddies.

twitter.com/rattower

POST YOUR LOW POLY GAMES!

Remove bar and show vagine

I love how back in the day the resolution was so shit you literally could not tell if something was a sprite or a 3d model. It was perfection.

I wanna see the vacuchi.

Reminder that if you're making a 3D game without extensively learning how to master 3D art, you are a worthless idiot who has no chance of making it.

Then
>You needed good idea and team of highly motivated/passionate individuals with advanced knowledge of their respective jobs to make it real

Now
>Any chucklefuck or 13 year old can download RPG Maker or Game Maker and shit out an untested pixelshit indie game in one month
>Free and paid assets floating around everything lowering the bar even further

If you can't make a game now, you sure as shit wouldn't survive the 80s, or even 2000s.

Do you understand it is a DS?

Pls just open bob

No you idiot. Fucking retard. Let me explain.

You needed to make effective code with limited tools and hardware. Most everything targeted the same platform so you had all the specs, and because everything was so limited and simple you could actually understand it all and keep it all in your head. It was simpler times, less complexity, fewer lines of code and interdependencies. A fucking nasa Mars Rover had half the lines of code as a AAA game.

wrong
the correct post is: reminder that if you're making a 3D game without being able to write a vulkan renderer, you are a worthless idiot who has no chance of making it

You mean except for literally every dev that has been extremely successful without that? You're not very smart, are you?

wrong, the correct post is: you mean except for literally every dev that has been extremely successful without mastering 3D art? you're not very smart, are you?

>wrong, the co
Yeah, you're not very smart alright.

get a room you homos

Since I want a release for late March, I've been rapidly making progress. Also, here's the final boss theme, inspired by Smash 64's Master Hand theme! This was fun to make:
soundcloud.com/brutalmoon/confrontation-monster-cry-vs-final-boss

Isn't learning a programming language easier than learning how to use a game engine?

I work for a retro hardware publisher that makes reprints of old games and also publishes homebrew games on legit cartridges.

Learn how to make SNES games and we'll publish your game.

Takes you about 20years to learn c++11

I can make a snes roguelike?

I want to make a diablo clone. I'm going to write it in c++, which I know pretty well. What engine should I look into?

Playable by March 1st, getting the rope physic done and wall jumping completed.

Then I'll be doing the modeling and animating and lots of creative work with my co-director and creative designer.

This is invigorating. I think I wanna go into this industry, but I fear it's a shit one.

I'm allowed to spend a good amount of time writing about the game's mechanics if it's an RPG right?

I need someone to help model and rig.

Can you help?

If it's 2D probably game maker. Although both UE and Unity are capable of anything if you code it yourself.

The market for that must be microscopically tiny. What the name of your company?

I should DELETE myself but I can't.

I have no ideas.

>posting with anime

What's the best tool to start making (low poly) models from scratch? Blender?

Need a hand? UE4.

>Custom engine

Looks like shantae art

depends bro, low poly? high poly? organic? inorganic? i could give you some tips

youtube.com/watch?v=-ezYZgMp-R0

is that a badge from paper mario

that's the point. It's my inspiration.

What could be a good resolution for a 2d platformer, just 1080 p or should i try to go 4k?

Don't think about resolution think about aspect ratio.

It's very similar to the "Feeling Fine" badge, but isn't identical.

sorry, it isn`t

Please respond.

programming is a lot easier to learn than modeling

flip the reflections. shouldnt see the top of the tree

I'm halfway done mine. It has waifus. I'm almost feeling like releasing for free because it probably won't make much money anyways. So I might as well make my game slightly more well known that way.

>CoC

Call of... Cocks? Elaborate pls.

why doesnt ingame box guy have the bendy charm of thise illustration?
ingame is just boring box shapes

thanks!

Could try Unity or Godot really. I can't vouch for Unity as I don't really use it much but Godot is pretty simple despite the comparative lack of information/guides compared to Unity. Making GUI is really simple in Godot, and if it's going to be CoC-based then you shouldn't have to worry too much.

CoC is only text and buttons, you could almost use anything. CoC was flash iirc?

groovy

Thnx.

i was thinking about the same plan

You must be 18+ to use this website.

It was Flash and supposedly a horrible case of spaghetti code.

I haven't put any actual work into my small list of unfinished/barely-started game projects in like a year, more like three if you only count actual code

I'm currently working on a turn-based RPG, I've been rebalancing some items and skills and ocassionally draw sprites

I can't code for shit so for my first game I am just making a vn. At least I think I can write pretty well. And when ever I feel like my writing sucks I just remind myself that the average vn is absolute crap.

All that dashing should make the bad guys cry like an anime fan on prom night.

how many time do you have developing this game?

The model I made is close to 2000 vertices, though it probably needs more in some areas and less in others to be a proper model.

Point is, not insanely high poly at all. Not super indie low poly shit, but closer to that than anything.
Think Majora's Mask - Wind Waker models.

I don't know how to rig yet properly, and I've struggled with the knowledge of the do's and dont's of modeling.
I'd be willing to pay to get some one off type shit done for UE4.

More work on Ungeziefer and the Large Boss framework generally.

+ Both the Large Boss class and the "weak point actor" class are now in play; this division lets large boss actors be spawned and destroyed using enemy references, while not actually navigating or functioning as lock-on targets. The weak point actors provide the collision data and weak point targets that the enemy targeting system uses, and just pass through damage to the boss actor itself.

+ The animation framework for boss patterns is coming along; boss animations are now driven by sequence-makers, where each anim has a check (randomized and with optional HP% threshholds; still to come is conditional checks based on Dixie's location relative to the enemy mesh) that will feed it a subsequent animation.

Ungeziefer, for instance, will play a random walk-to-arena animation, followed by a random attack-positioning animation, followed by a conditional attack play animation, followed by an exit animation, and then cycle to a new walk-to-arena animation. This is how it will pass in and out.

Right now, it walks in, then lerps across to a placeholder state that I'm using to test hitbox info, though.

that looks pretty rad, keep it up!

>i dont know how to rig yet
youtube.com/watch?v=cGvalWG8HBU
think of each "bone" much like a real bone and joints where you would have them in the human body. you can use the auto weight painting to determine which areas the bones manipulate or to correct anything

I would if I had a good idea for one. I don't want to make another clone and the PvP formula for io games has gotten really stale. I'm happy to take suggestions.

what about an IK set up like this guy's?
>youtube.com/watch?v=KLjTU0yKS00
Would this work in UE4?

IK is old tech user, even PS1/64 games had it, so yes, it won't be a problem in UE4.

The procedural aspects are up to you though.

Realtime IK was still pretty rare though that's why ICO was such a big deal when it came out.

I was really hesitant to get into GMS2 but holy shit am I loving this now that I've used it for a week. Everything just feels so right for me, sucks that you can't export to any other software but I mean idk why I would want to at this point.

>spider intensifies
youtube.com/watch?v=gi2FOXsCIpY

how does it even work, IK?

does it have to do with some kind of collision tracer?
I'm really lost on how I could pull this off on UE4 since i'm pretty new to it
Hope it's possible.

Why does Homer love Unity so?

>basic tutorial
>takes 20 fucking minutes to fully explain

to use love2d you need to learn lua which is beginner friendly and if you already know another language figuring out lua can be done in 15 minutes.
Learning c++ will take a while and making a game engine is going to be more than an afternoon of copypasting code from google.

I know many people here hate turn-based JRPGs, but I'm making one, so what would you guys implement to make it fun? I've been working on the player's freedom to customize the party by adding a lot of equipment and skills to allow many possible combinations in battle, especially since you play with 4 party members for the entire game, but what else would you like to see in the game?

Randomly generated button combinations using the home row keys I fucking guess

I enjoy JRPG's as long as you don't go full Dragon Quest in terms of gameplay, also remember that the quality of your story is what will carry your game which is something that last two Paper Mario games didn't grasp.

Show a screenshot or I'm going to assume you're just an ideas guy.

IK is just a solver which positions a chain of bones in such a way that they start and end at specified points.

UE4 has an IK solver built in; you specify the "knee bone" (which determines the direction that the chain bends outwart) and you tell it where to put the end bone, letting the start bone be animation-driven.

To implement it in realtime, you just need to do traces into the world every tick from a space ABOVE the character's feet, downward into the ground, to find the place where the foot should actually contact the ground, and set this as a variable which the IK solver in the animgraph can read. You also then need to find out which of the two feet is lower, and adjust the root bone of the character skeleton downward to match it (so if the character is standing sideways on stairs, his torso will lower so that the further-down of his two feet is contacting the ground off a fully-extended leg, and the higher-up of the two has a bent knee).

This is all pretty easy to implement.

The REAL challenge (or tedium) is developing conditional animation logic so that the IK is only active when it SHOULD be. Because matching the position of a character's feet to the ground will spectacularly break everything if he's walking, since you don't walk with your feet scraping the ground. This is why many games only use IK on the character's standing-still pose.

How long have I been working on it? In about 5 months it'll be at the 2 year mark.

Study competitive Pokemon.

The one thing that turn-based combat enables is the ability to develop complex chess-like balance with picks and counterpicks on characters and skills. It's a shame that most games reduce the "skill" of the game to grinding.

No random encounters

Unless you mean RIGGING with IK, which is another matter entirely. I mean, it's the same concept, except you pose "bones" which are IK controllers, and let your animation software drive the pose of the actual bones that have verts weighted to them using solvers.

I use IK EXCLUSIVELY for rigging in Dixie; basically every bone in every skeleton has IK solvers on it, and I position hands, feet, elbows, knees, hips, and head, and let all of the skeletal configuration auto-calculate. I highly recommend this over forward kinematic animation, which is total shit.

that`s pretty neat, i have seen blanco`s form a long while and i think i have even seen the first time you posted it, keep up the good work, i can see you have made a lot of positive changes

Do you actually want to make a game, or do you just like the idea of making a game?

Unity or Godot should have been fine for anything you wanted to make, it just sounds like you're focusing more on HOW you want to make the game rather than the game you want to make.

Everything is flowing pretty well in the last few days, on the process of revamping how healing works into a more interesting/non-exploitable system.

Wait, what's is kinematic animation?

Is that like just standard poses in animations, or what they call FK?

I would play the shit out of this, but add the functionality that each of you controls one leg as well.

it's a stupid idea.

What's the point if the fist is in the same general area hitbox wise?
You'd look retarded.

Make it guns or swords

Thats an odd visual setup.

The legs are for player 3 and 4 obviously

If I playtest your game, will you playtest mine?

>I can't think of anyway to make this work so it obviously never would!

Not everything needs to be fedora levels gunfu and katana swinging. Enemies could have various ways of defending from attacks. The cooperative hands could strip these defenses by coordinating their attacks.

>Left gives a jab towards the stomach causing enemy to drop guard on it's face
>player two on the right swings and demolishes it's skull with a single punch.

The idea could be a hilarious coop action game. It completely hinges on how much control you give each player over a fist, and how much power you give the player's. Actually dealing crushing blows to enemies, combined with great boxing controls and I would have a lot of fun with a game like that. Add in having to coordinate your leg control to dodge attacks and I can see some fun nights with friends. Have some imagination, I think it's an interesting concept.

Yeah, many people complain about random encounters, maybe I will do what Lufia did and make them visible on-screen

working on midboss stuff, very unfinished but i thought i'd drop something less polished this time
need to redo the room and add more animation flair to the midboss cutscene

shirak is cute

CUTE

I hate jrpgs because they're hardly games at all. Its basically an action game where the action has been replaced by pressing subtract x on enemy hp. Gameplay is a repetitive slog, so its left with just exploitative psychological tricks and story to carry the player through. I fucking love Earthbound and Chrono Trigger but its got damn near nothing to do with the gameplay. If it did something actually unique with combat and actually had roleplaying I'd forgive a crap story.

>hurr but guns and swords i don't like so that doesn't work either

The idea doesn't work for an FPS.
Especially with fist fighting, considering FPS is supposed to be a singular viewpoint and your arm's length would punch in just about the same area as player 2.
Soo why punch when Player 1 can do the same?
Seems rather convoluted perspective-wise in that format, unless you had like glove one is red which only attacks red enemies, and glove blue attacks blue enemies.

A game where you share controls would be serviced more in the 3rd person perspective, with a zoomed out camera and more ability to aim instead of pressing a singular button to punch.

something like a spaceship/aircraft/boat.
Not a singular character where two players would struggle to even walk in the direction they want if they disagreed.

>spider boss
>GIANT spider boss
Well shit looks like I can't play this

that`s looking real good!

what do people look for in terms of gameplay for a 3d porn game?

mating press

long plot with slow and very gradual transformation

This is so cute

depends

Unbridled degeneracy

We've been playing around with atmospherics!

Oh god it's you again...

What was your game about again?

Started working on this while learning gamedev.
Any ideas how to make a top down game more interesting?

I love making games. But I fucking hate advertising. It's so soulless- joining websites and groups, prentending to care just to shill. But i wouldnt make a cent if i didnt.

Is it bad to just make game, a website, and then release it on steam and hope for the best?

>Can't finish simple games because I get bored of working on them
>Can't finish more ambitious games because they always spiral out of control

No indie would make money without advertising. Either that means paying out the ass for ads, or shilling for free and hoping the right people see it and it takes off.

yes

paying for ads is a complete waste of money
the best way to market it by networking

Make it a bullet hell

That's what I did and had like 300 sales in a year
Do you want to make money? No? Then it's fine I guess

I'm just planning to release a demo and shill it in a few places while linking them to my blog, after which I will focus only on working on my game. I don't really want to bother with advertising either.

So much work. I hate people.

Capturing/raising and battling HoloBuddies, then exploring an open world with them.

Does anyone here need help with something? I can do some isolated functionality or bug fixing. 3 day weekend has me bored.

>a pokemon killer
well good luck with that

Non-shit kinematics.

why do you have intentionally ugly character designs?

What would you use for the back end?

>get a lot of shit done
>lots of man hours spent
>realize its piss easy and boring
brehs...

I like the style of this.

I mean, a pokemon game for non Nintendo platforms? It could be great to have something like this on PC at least.

Why does it always piss you off so much?

Thank :)

Don't be discouraged.

You need to balance better, come up with something to break the game.
Then fix that.

You got this user. You're already half way there.

What did you do? what was easy about it? Could be good to share and get responses to it.

To appeal to 'them'

yeah user share what have you done

la creatura...

what an ugly main character

Finished last week. Here's a link for anybody interested.
pixelteriyaki.itch.io/superweekendmode

Also started spriting / drafting for an RPG

1

>Why does it always piss you off so much?
i've only seen your game once
I don't know why anyone would want to play a fat and ugly character

For a 2d game, what should I do? UE's paper2d, or Unity?

You got a portfolio of any of your other work?

What's the best engine for a top-down action RPG? I have Godot because the open-source aspect was attractive to me but if one of the other options completely outclasses it I'd consider it.

Can you make the main girl less ugly?

Please?

I want to use Godot so badly but I just can't stand when engines decide to use their own shitty languages instead of something decent.

where i can follow this proyect?
sorry for bad english.

...

more info or website?

just bee yourself lel

There is a devblog: knightdev.tumblr.com/
All other related links are at the top of the blog

Much better, she looks pretty now, but remember to follow your heart dude, if you don't want a pretty MC then simply don't make her pretty. She doesn't even have to be ugly or waifu tier, simply average-looking would be fine

That's unironically ugly.

Who would want to play as a landwhale?
If you think that feminists and tumble users will play it you are wrong either.

I'll be honest with you, I just don't think she looks ugly. Her face design lends to looking distressed/pathetic which is her through most of the games story. She is also picked on by other characters for her looks. She's not a 'be proud to be obese' meme. I actually think she's quite cute, or at least has a memorable design that forces you to think about it when you see it.

em em ooh

this one is alright
this one is fucking awful
ingame model is disgustingly fat too

The popular combo nowadays is Nodejs (server) + Express (transmitting files) + socketio/websockets (client/server communication). Nodejs is javascript but basically allows it to run in its own environment and asynchronously instead of having to be run in a browser. You can use any language as the server but I think Nodejs is popular because then you only need to know javascript and can share most of the same code between the client and server.

>using anything but C for servers
why why why why

please keep a good diet and everything will be fine.

I don't think she looks bad, not cute but not ugly either. It has a tumblr vibe which is kinda off-putting though, maybe it's her eyebrows and nose.

Dude, just make her thin. SJW's don't buy games, least made by Cred Forums and no one here will give a shit about a fatty simulator.

> In that part in life where I don't know how to code and my art is still not good enough so I'm just grinding fundamentals.

I have never heard anyone recommend writing a game in C nor do I know of any popular games written with C, typically it's C++. The original agar.io is written with c++ as the backend but people have recreated it with nodejs and alot of io games use nodejs. C++ is probably the better choice for optimizations but it's definitely harder to use properly. Personally I don't know enough c++ and I prefer to have my client and server share the same language if it's viable. It's just a browser game not the next quake or world of warcraft.

C would probably be better for simpler games like arcade style games.

The majority of game clients are made in C++
The majority of game servers (were) made in C
>It's just a browser game not the next quake or world of warcraft.
That's a pretty dumb thing to say

I dont see any reason why you'd go back to C to make a game server if you're already working in C++ for your client

>grinding fundamentals

Uh oh....

Second project, going from 2D to 3D has been fun.

programming shit that's been documented and reproduced a million times like solitaire or a calculator is easy
personally I don't understand how you go about programming something that's not just copying some other system some guy wrote in a tutorial that doesn't 100% match what I want in my games

I mean, more power to anyone who can make a non shitty C++ server.

What the fuck is this trash?

>That's a pretty dumb thing to say
The performance c++ gives is not required for the type of game I envision. I don't plan on spending a year or two learning a new language just to reach the same level I'm at now just because I still don't know the nuances to bring those optimization to their full potential

avoid that big pig nose in the full color render and she'll be fine desu

>Get into programming
>Thinking it's difficult and feel like giving up
>Learn modeling
>Suddenly, learning advance programming is now my "relaxing time" while I struggle with modeling

I honestly don't know how artists do it.

I want to learn how to program. May make a platformer just to get my feet wet in game design. Where do I start?

My trash

C++ doesn't really have any practical disadvantaged compared to C it's just got more shit strapped onto it

Anyone have some texture guides? Looking for some simple stuff.

In terms of size, portability and certain functions that require much more optimization compared to C, it's got a few nuances that make it valuable enough for most server creators.

But yeah, in the modern age most of those three things aren't that special or sacred, and I'd assume by now C++ has it pinned down in other areas.

Here you go my nia

That's not texturing though. That's modeling with a texture.

Anybody out there a composer that can make filthy modulating music like this?

youtube.com/watch?v=RqdI-3f3w0s
youtube.com/watch?v=wcfRii43y7c
youtube.com/watch?v=A7wLkrgJEP0
youtube.com/watch?v=yzab4jxTrOE

I want to die

Try this on for size

Turning this into a sprite is harder than it looks

I don't know why the image size there got bloated so fucking hard

Okay, but what is the initial texture?

What?

We're all gonna make it.