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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: babc03915a19294⋯.jpg (27.78 KB, 635x425, 127:85, TBTdO.jpg)

ff19a0  No.28812[Reply]

Does anyone make games in pure c anymore? I know both SDL and SDL2 can work with pure c but I never see any tutorials on it and I never hear about any new games (AAA, indie, or amateur) written in pure C code.

31 posts and 3 image replies omitted. Click reply to view.

1669f9  No.29030

>>29025

To start with:

> Brian Will - Object-Oriented Programming is Bad: https://youtu.be/QM1iUe6IofM

> Brian Will - Object-Oriented Programming is Embarrassing: 4 Short Examples: https://youtu.be/IRTfhkiAqPw

> Brian Will - Object-Oriented Programming is Garbage: 3800 SLOC Example: https://youtu.be/V6VP-2aIcSc

You can find more videos and articles anywhere. Just search for "oop is <synonym of 'bad'>". Or let me do it for you: https://www.google.com/search?q=oop+is+bad

If you're a fan of "shitposters" you can read some stuff here (http://harmful.cat-v.org/software/OO_programming/) but I wouldn't call these articles very informative.

In short, Object-Oriented Programming is a needless obfuscation of how computers work and so far it has done nothing but harm. I wouldn't be surprised if it turnes out that OOP is one of the resons Fizz Buzz is still a thing.

Next time, spend some time reading before spewing nonsense.


cd3712  No.29042

>>29030

I wouldn't say OOP is bad. There are problems which naturally lend themself to OOP. Their are problems which can be done efficiently in OOP. Then, there are problems which are either FORTRAN programs in C++ or end up implementing half of Common LISP.

Really, the problem is that some people are given a hammer and so everything looks like a nail. This isn't a tool problem, it's a human problem. I argue that OOP is considered bad due to shitty programmers who would be shitty no matter what language they were using.


6f5fab  No.29051

>>29030

>this video is distinctly a minority position on programmers

>In short, Object-Oriented Programming is a needless obfuscation of how computers work and so far it has done nothing but harm.

If this is what you understand about OOP, then you are obviously confused. OOP is not necessary to obfuscate anything. Straightforward procedural programming does not imply non-obfuscated system.


1669f9  No.29067

>>29051

>If this is what you understand about OOP, then you are obviously confused.

It's just my experience with it so far.


cd3712  No.29078

>>29030

>Object-Oriented Programming is a needless obfuscation of how computers work

>>29067

>It's just my experience with it so far.

So, anon, what do you think of functional programming. If anything obfuscates "how computers work", it's that theoretical crap. And as C++ comes from C, it does OOP in a very close-to-the-metal way. Most of the "magic" comes in standard libraries, which are themselves written in C++.

My problem with OOP (and I've said in this thread that OOP isn't bad) is following the chain of logic. This is your average debugging experience with OOP:

> go into method call

> method calls superclass method

> superclass method calls superclass method

> which in turn calls a superclass method

> finally, an attribute is incremented

> return

> return

> return

> return

So, when you want a deep understanding of what the hell is going on, there are a lot of layers. It's frustrating. Note that this layering can be done in procedural code: I work on a bastard codebase of legacy C that does (it also implements ad-hoc OOP). Generally, though, if the code is well programmed (granted, it rarely is), you don't need to know or care what goes on in that invocation. The name of the method should clearly indicate all externally visible side effects of the call. The purpose of OOP is to hide the complexity, so that ever more complex programs can be written. Think like a bash script: you don't need to know about opendir(), readdir(), DIR*, or struct dirent when writing a bash script; that complexity is hidden from you so that you can achieve the task at hand. OOP is supposed to do that. When it is done right, it's awesome. When it is done poorly, it's hePost too long. Click here to view the full text.




File: f3b583af80fec72⋯.jpg (23.47 KB, 282x325, 282:325, 6230086 _e076032d9a9b36f95….jpg)

519c0f  No.29072[Reply]

I posted in the thread on /v/ but it's kinda dead.

What is a good engine to use for a project in 2D? I've tried using Godot but it's a pain.

I've tried using LOVE but its too lightweight.

Project head refuses to use Unity.

Only option I see at the moment is Game Maker, which is not exactly ideal.

085eff  No.29073

>>29072

Gamemaker is not THAT bad

Depending on what you guys are doing you probably doesn't need an engine


519c0f  No.29074

>>29073

Well, in order to make the best of it we'd need to buy it, something we dont have the money for yet.




File: f197731745c07b0⋯.png (12.62 KB, 400x400, 1:1, AGDG.png)

2b560c  No.28914[Reply]

CONTENT MOVED TO >>29079 AND >>29080

Post last edited at

4a59b6  No.29028

File: 5224fb0c268766e⋯.png (44.98 KB, 476x726, 238:363, unknown.png)

File: 2f85e67fd381465⋯.png (80.25 KB, 476x726, 238:363, 1.png)

File: 4a25101f80cf96b⋯.png (60.54 KB, 451x359, 451:359, feets.png)

File: a7f8ec3d14a4e8f⋯.jpg (27.84 KB, 342x545, 342:545, 3.JPG)

File: 904f547b81041b6⋯.jpg (45.74 KB, 488x782, 244:391, 4.JPG)

Thanks to the dudes who showed me about shrink wrap and avoiding decimate. I also learned to avoid using boolean mesh functions unless the geomtry is relatively simple. This is my first Blender model and I've finished all but facial rigging.

When you are rigging joints, you can add more vertices to smooth out the joint right? Like the elbow only had 1 ring and it looked like a sword when bent so I added 2 rings around it and it looked much better.


3027bd  No.29048

What's the easiest engine/scripting language to learn


27bbd4  No.29049

>>29048

Probably Lua with Löve

Gamemaker is probably better though.

Unity is next on the line, but uses C# which is slightly more difficult.




File: 001d43cd26e5832⋯.jpg (12.93 KB, 220x299, 220:299, Source_SDK_Launcher.jpg)

7878d7  No.28608[Reply]

Why do people hate source so much?

Not for development, but as an end user. It seems as though any time you show someone a Source engine screenshot, or say "I'm using Source for a project", they lose their mind.

What's the deal?

34 posts and 2 image replies omitted. Click reply to view.

01d16e  No.29034

>>29019

You are literally lying and literally a tranny. Stop posting.


4fe690  No.29035

YouTube embed. Click thumbnail to play.

>>29034

Please tell me this is not an example of multi-level geometry in the source engine.


01d16e  No.29045

>>29035

>youtube poops are game dev

>youtube poops are multi-level geometry

Still shitposting from the tranny club, sourcefam? They haven't yet arrested you yet? lol.


1ddd1a  No.29195

>>29045

Did you even fucking watch the video? Stop shitposting you gross nigger. Niggers can't into gamedev so get out.


2435ef  No.31258

KYS OP




File: c81316f0f1969b4⋯.png (208.7 KB, 1280x800, 8:5, ClipboardImage.png)

File: a744b3c6cbe73ff⋯.png (387.42 KB, 1280x800, 8:5, ClipboardImage.png)

File: abe330d4582acf6⋯.png (72.26 KB, 1280x800, 8:5, ClipboardImage.png)

File: a137767bd35542c⋯.png (170.07 KB, 1280x800, 8:5, ClipboardImage.png)

d473d9  No.28961[Reply]

>VoxelWar consists of a client and a modification for PySnip. It plays differently than openspades. For example, the scoping system is a bit different: it's harder to aim, so it's more difficult to hit somebody at fog range or to headshot someone. This results in less headshot spam, which makes the game much more fun. For graphics I use an improved version of Voxlap, whose main advantage is that it runs pretty smooth.

Because the original developers on this dropped it cold turkey, we at /v/ would be grateful if you could help us compile and revive this shit. This is the closest we can get to remaking the original AoS, and the source code is still there, so if anyone wants to continue it's development and clean it up, here's the files:

Links:

https://github.com/LeComm/vxw-client

https://www.dropbox.com/sh/09wl9q2e74dhv23/AABoarUJt6ZHFoSYCFx5nmFfa?dl=0

Also, the threads it's supposed to be on are also dead as dick, and wayback machine can only return so much.

d473d9  No.28962

Found some more links from the archived thread;

>Server download: https://www.dropbox.com/s/thft2j2c2l0p2 ... r.zip?dl=1

>Repositories:

>client: https://github.com/LeComm/aof-client , voxlap renderer: https://github.com/LeComm/aofclient-voxlap-renderer , server: https://github.com/LeComm/aof-server


66850c  No.28963

>it's written in D and S-Lang

I'm curious whether there are any anons who actually use these languages.


ca9749  No.28979

File: 209575150f5389e⋯.jpg (33.26 KB, 300x300, 1:1, happy finger.jpg)

All i can do is wish good luck to you guys


d473d9  No.29032




File: 1456446069579-0.jpg (110.56 KB, 633x319, 633:319, devilsdaggers.jpg)

File: 1456446069733-1.png (728.67 KB, 1000x533, 1000:533, Minecraft_Win10_Beta_-10.png)

8d0757  No.25646[Reply]

I really like low poly graphics when done right like devil daggers, but I think it looks like trash in games like minecraft I'd like to start making some for my game so what are some guidelines to follow to make it look good? What is the best program to create low poly graphics in?

58 posts and 25 image replies omitted. Click reply to view.

8d0757  No.28528

>>28521

>>28527

Oh, and PvE is still shit because enemies do contact damage or spam arrows when you get close. Skeletons have just as much DPS at two blocks out as a zombie has to start (granted, zombies get a damage boost as they take hits...which is also annoyingly un-telegraphed, because they do contact damage and there's no attack animation to convey to the player that they're gonna hit).


8d0757  No.28531

>>28487

>Minecraft isn't actually Voxel

imo that just makes the whole indeh "voxel revival" even worse when voxel-based games now have to fend against any visuals that would call to mind Minecraft (unless they're shitheads intentionally banking on Minecraft's still-remaining popularity)


6d3bf5  No.28955

File: d67a7a82892dbc6⋯.jpg (53.89 KB, 689x693, 689:693, john lennon doing a funny ….jpg)


804574  No.28993

File: a5f4f18356cd948⋯.jpg (93.67 KB, 520x390, 4:3, 1490673169377.jpg)

>>25666

>Tfw you will never sperg out so hard you make 2.5 billion dollars


4c2626  No.28994

>>28993

>quit making game because they added dragons

>make own game

>don't know how to finish it

>add dragons to game

>sell for billions




File: aa1524efb2f8fb7⋯.gif (164.45 KB, 800x600, 4:3, 2017-03-19_21-15-26.gif)

97a096  No.28803[Reply]

I didn't quite get it as far as I'd hoped it would go, but it's a 'finished' game in that it has a menu, gameplay, and even a credits screen. Gameplay's pretty simple; you have a weapon that shoots flamey blasts of fiery death, but so do the bad guys. Most of them will try to kill you with their fiery death blasts, but you can dodge them, and when your blasts collide with theirs both blasts disappear. Instructions on the itch.io page. Made with Python3, Pygame, the Pymunk physics library, some Open Game Art assets, and a bit of spritework of my own. No .exe yet, maybe not ever because python's a bitch

dawnbreez.itch.io/bigfroggr



File: 1f1461f0ba1cf78⋯.png (8.38 KB, 630x500, 63:50, btf.png)

File: 49c514149a22c4b⋯.png (119.84 KB, 1280x720, 16:9, BTF1.png)

File: 1dc2d3a997fda19⋯.png (114.03 KB, 1280x720, 16:9, BTF2.png)

File: 66f4b6bfefcc106⋯.png (118.02 KB, 1280x720, 16:9, BTF3.png)

File: cb465d4aec925b9⋯.png (98.94 KB, 1280x720, 16:9, BTF4.png)

18f355  No.28757[Reply]

making an anti fascism game in which you storm the white house and remove the fascists from power and restore the white house to the people

https://destroyfascism.itch.io/bash-the-fash

20 posts and 14 image replies omitted. Click reply to view.

18f355  No.28795

File: 8c713881a2f65a3⋯.png (161.27 KB, 1024x597, 1024:597, 1462553079487.png)

>>28785

Agreed, this is the best timeline.


18f355  No.28796

>/pol/acks gettring this triggered over a tiny jam game nobody will remember 3 months later and spam their thought terminating cliches

lmao


18f355  No.28798

>>28796

>spending all of your time on making a game to trigger a small subsection of people on an anonymous image board instead of doing something productive, interesting, and intellectually engaging.

wew lad


18f355  No.28801

>>28798

>productive

>interesting

>engaging

>8chan

Excuse me?


18f355  No.28802

File: 97d3932adc13f49⋯.jpg (112.65 KB, 610x813, 610:813, fb263a8a9362fadde6927aac6d….jpg)

>>28796

>>28798

>>28801

>Assuming life has some inherent meaning beyond shitposting

Super triggered over here, gentlemen.




File: 18f8d3144f9716d⋯.jpg (231.41 KB, 600x600, 1:1, 1482338336774.jpg)

c2c000  No.28668[Reply]

HELLO /agdg/

As a total complete noob, where should I start if I want to make my own video game?

What languages do I need to learn, or would be most beneficial, or are the most common for 2D, side-scrolling and or over-head view games like Hotline Miami and La Mulana? I have no programming experience besides a little Javascript, so take that into account.

There's an engine I want to use. Its a popular one but I can't think of the name. I read that it allows anyone to use it for free even commercially unless they make $100,000 in a single year. Then they'd have to pay like a monthly fee or something.

3 posts and 1 image reply omitted. Click reply to view.

c2c000  No.28679

>>28668

>learn C++

>open your mind on how the memory works with pointer

>make a bunch of of data structure in c++ such has linked list

>implement your own popular algorithm such has quicksort, radixsort, quickselect,...

>implement first binary tree

>learn a multimedia library(SDL, SFML,...)

>make fun stuff and shit

>realise you require linear algebra

>do your linear algebra

>start writting shitty 2D game

>realise you can't write proper software

>grab a book on design pattern

>start writting your shitty game

>learn other higher level language to boost devlopment

>realise you have absolute no skill in drawing

>learn to draw with pen/paper

>start with perspective(put a box, fruit, stuff in front of you and start to draw them)

>get good

>learn to draw basic human anatomy

>16h a day later for 6 month drawing

>grab a tablet

>slowly get good with it

>1 month later

>finally start doing the 2D game

>realise you forgot the sound

>cry

...

also godot is a pretty nice engine


c2c000  No.28693

File: df8f1ccaa175f29⋯.jpg (58.29 KB, 500x888, 125:222, 1482619602226.jpg)

bumpy bump...


c2c000  No.28740

>>28674

I thought GameMaker was hated for some reason? Or is it just the licencing fee?

In the same boat as OP, looking into/using Godot. Totally free. Big update made it "viable". But their showreel is some real shit (basic early internet Flash Games on iPhone tier).


c2c000  No.28746

>>28740

Nodev memesters hate anything and everything.

The people who own Gamemaker are supposedly some kikes, but the engine itself is very good.

Godot is a pretty precarious engine. It appears to be capable but we lack proof in the form of good games made with it, and the next update is going to break compatibility with old versions because of some of coming overhauls, but those overhauls supposedly improve it significantly.

I'm personally pretty excited about Godot, but it's complicated to recommend at the moment for the reasons mentioned above.


c2c000  No.28778

>>28668

My child, no one other than other devs will know or even understand what your game is made in or what technologies it uses, as long as your game works as intended.

Find a language/library/whateverthefuck, and see if something LIKE what you want to create has already been made in it. This will let you know how feasible whatever the fuck you chose is for your needs.

Then go through the tutorial pages of that technology. Bonus points if you can find a tutorial that makes something similar to what you want to create as the end-product.

If you hate using the technology/language/library as you go through the tutorial, decide if you want to tough it out, or try something else. Rinse and repeat until you find something you enjoy working with.

Pro Tip: Don't write your own engine.




File: a001f8149a12e72⋯.png (6.42 KB, 211x246, 211:246, 1487004693320.png)

b91bfc  No.28741[Reply]

Explain something to me.

why do games need years upon years of hundred of people working on them?

What makes the average game to take so much time and effort?

The coding?

The art?

Is the amount of content it has (hundreds of hours)?

b91bfc  No.28743

File: c88a3a9ed2a05d0⋯.jpg (33.53 KB, 350x350, 1:1, 1485960075976.jpg)

>average game takes years upon years with hundreds of people

No it doesn't.

AAA games take a long time despite the large amount of people because the games are relatively much more massive in terms of content and graphic assets and much finer in world design.

Smaller games take a long time because it takes a long time to make something good. You can make a rolling ball in unity easily because you have no plan, you're just doing some random thing. But to design a good game and build all the stories and assets and code and shit for it and make sure everything is good in practice takes time, especially if your team is small.


b91bfc  No.28747

>>28741

The main timesink depends on genre of the game and scope of the project.

Sometimes it can be level design (including dialogues etc.), code optimisation or anything else really (engines used to be troublesome in the past as well, as many upstarts had to make their own or rework some old ones).

Its usually 3D assets tho. I still remember the conversion from prerendered 2D to 3D boning rpg's for some 6 years, putting an extra pressure on the budgets, rapidly reshaping dev teams and dropping the quality of the gameplay and storytelling into the toilet as publishers rallied to divert all resources and attention to graphics. I'm still waiting for my real Fallout 3.




File: 981641ee1deb5d9⋯.png (219.44 KB, 1275x721, 1275:721, ProjectRed0001.png)

File: bac280876e435b4⋯.jpg (317.82 KB, 1920x1080, 16:9, ProjectRed002.jpg)

File: d597c6e803d9f9b⋯.jpg (560.11 KB, 1919x1080, 1919:1080, ProjectRed0003.jpg)

5c4c85  No.28722[Reply]

Hello everyone

I am posting the latest build of my team's project

https://drive.google.com/open?id=0B9jBPUDOawPPNTFFMVA1VlpXcnM

We're making neat little Zelda Hydlide Dragon Slayer clone action adventure game starring a robot boy who's lost his memories.

Post comments, suggestions, etc. either ITT or on our blog (read the readme)

4 posts omitted. Click reply to view.

5c4c85  No.28728

>>28722

don't ever call your game a X or Y clone

its really bad

Also a list of features (both planned or implemented) or description of gameplay would be appreciated


5c4c85  No.28730

>>28726

All I see is a generic sprite with generic attacks that can't move until it finishes whatever animation it started.

much as I hate to get defensive, it's a 3d model actually and making it stop until it's done and then actually restarting has proven a bitch and a half

but yeah, he is pretty fucking generic. Haven't fleshed him out beyond being a base model for building characters off of.

>>28727

actual points here

yes, it's a school project. A great deal of the last few weeks has been checking my game logic, with making sure that the player character cycles animations correctly, walks and idles on command, can't walk when doing something else, etc. Everyone starts learning this shit somewhere somewhere, I'm starting here

I suppose calling it a prototype is inaccurate if you're expecting a brand new mechanic (although the drone is a generally uncommon thing in vidya, even if I don't have anything built for it to interact with yet). It is, however, a learning experience for me and my team

>>28728

>don't ever call your game a X or Y clone

>its really bad

in what sense for a what is essentially a learning project? La-Mulana freely admitted to starting life as a Maze of Galious clone

>Also a list of features (both planned or implemented) or description of gameplay would be appreciated

fair enough:

it's a top-down action adventure game

gameplay features include: a melee attack with enemy knockback as well as player knockback when damaged (which proved difficult as you can't do that by just applying physics in Unity if the model is using a character controller instead of a rigidbody)

Post too long. Click here to view the full text.

5c4c85  No.28731

>>28730

>Everyone starts learning this shit somewhere

That's no fun, falling back on "this isn't real" takes half of the actual learning out of the experience. Figure out how to deal with the flak without passing the buck. Isn't that why you're testing the waters on some obscure forum as the 'Social Media Director'?

>much as I hate to get defensive, it's a 3d model actually and making it stop until it's done and then actually restarting has proven a bitch and a half

get used to not making excuses, no one wants to hear them; just owning up to the problem leaves a much better impression. If you have to say something it should be how you plan to fix the problem or why I should be exited about the results or whatever. It's not like actual game companies don't fuck up all the time.

>if you're expecting a brand new mechanic

You don't need a new mechanic for prototypes to be useful, a unique implementation of existing ones are tricky enough. Most action games probably go through dozens of iterations before finding the right game feel.

>don't ever call your game a X or Y clone

The term clone isn't bad in itself, you're trying to create a memorable image in the potential customer's head, so unless you'll filling it with something else they'll just walk away thinking of that other game. Sometimes just saying you're going to revive a beloved, old franchise is enough to get people exited, but most of the time that's backed up by copying the art and theme of those games as well.

>how does the game play feel?

Shouldn't be asking this until the game works as intended, not limited to the sprite not moving during animations. Fix the obvious stuff first, before burning through fresh impressions.

>Does the character walk too fast or too slow for your tastes?

Too early to ask this question, and it's probably not going to give any useful answers anywPost too long. Click here to view the full text.


5c4c85  No.28732

>>28731

Incidentally, what is your objection to stopping during weapon use? If I'm replicating the controls in top down zeldas, that's practically a requirement.


5c4c85  No.28736

>>28732

I was mainly commenting on how unpolished it felt, if it actually played like a Zelda game I wouldn't have said anything about it.




File: 127a9a2c3c09778⋯.webm (4.31 MB, 1280x720, 16:9, standardized xml.webm)

77393a  No.28593[Reply]

>hours of suffering through XML parsing

>figuring out the thousand little rules like non-deformation bones not allowed, root bone must have weight > 0 and so on by trial and error

>finally no null pointer exceptions

>webm related

End my life violently

4 posts and 4 image replies omitted. Click reply to view.

77393a  No.28618

Check all ur formulas, matrix/quatertnion multiplication orders. Start by animating a mesh with a single bone. Child bones have to inherit from parent bones in a hierarchy. Took me a week to do it all the first time.


77393a  No.28621

File: 83ff0da790dfb83⋯.webm (8.62 MB, 1280x720, 16:9, this kills the frametime.webm)

>>28618

It does work with a few other .dae files. It has to be a matter of exporting from Blender. When i create simple rigs myself it works without issues. In webm related, i got the cowboy figure from a tutorial series and created the red things.

It has to be something that happens when you do "advanced" rigs. For the animations in the OP and my first post i created the rigs myself. Possibly when flipping extremities or parenting to non-deformation bones. I suppose i could figure it out exactly with A/B-tests but instead i'll use AssImp instead, a well established library for all of the file parsing and loading.

However to do that i have to migrate from LWJGL 2 to 3 which is a huge pain because they decided to rip out all of the useful bits and replace it with fuck all so i'll have to do that part on my own. >inb4 java


77393a  No.28669

>>28598

>2nd webm

this should be in /agdg/ banner


77393a  No.28680

Just use MonoGame and Protogame's animation class. It has no anim blending but it just works. Just use binary FBX which you can cross check in Noesis for sanity.


77393a  No.28713

>>28621

>java

unless you're that thinmatrix dude that does lwjgl tutorials on youtube you should prolly kys my man




File: daf70c757ec7f26⋯.png (211.53 KB, 1023x335, 1023:335, Consent game design challe….png)

ced2b2  No.28698[Reply]

Consent is an important issue in today's world so this year's Life.Love Game Design Challenge will feature it as the core subject matter for this year's game design challenge.

Make a game design concept based around the idea of consent and the importance of it for a chance to win some great prices.

You can win cash prices for up to $10k for your game idea.

For more information please visit

https://jagga.me/contest

ced2b2  No.28700

eat shit you faggot


ced2b2  No.28703

File: 3306eb23373bf28⋯.jpg (874.41 KB, 1000x667, 1000:667, 81.jpg)

>>28698

So make a rape game, highlighting how the women being raped are a part of the FetLife scene and consent to everything going on? You could even program in safe words for when the throat fucking gets a little too real.

Alternative idea: a game where you are a straight white male unwilling but forced to consent to the matriarchy (forcing of personal pronouns, mixed sex bathrooms, genderfluid SJW BS) and unable to live a normal, traditional life with a wife that stays home and raises the kids.


ced2b2  No.28707

>>28700

THIS!




File: 4d2041843019744⋯.jpg (10.25 KB, 170x356, 85:178, 170px-Yeti-USB-Microphone.jpg)

e39085  No.28568[Reply]

What do you guys think about adding voice acting on your games? Would you do little quips and sounds like Banjo Kazooie or actual lines? Discuss.

e39085  No.28572

Bad voice acting is a bad idea. Unless you can get good voice acting in, it will probably hurt your game more than it helps it.


e39085  No.28573

>>28572

How about so bad it's good voice acting?


e39085  No.28576

>>28573

Only if your game is an ebin meme game, i.e. a joke.


e39085  No.28579

>>28568

Of course professionally made assets are better than the generic royalty free stuff, but whether it's worth the time/money is too situational to provide a meaningful answer. Without specifics you may as well be asking what kind outfit the player should be wearing.


fce70a  No.33223

This thread 404'd, bringing it back.




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File: bba4aa5f0d3fe32⋯.jpg (142.75 KB, 900x1600, 9:16, a69f0aae-01ce-4aa0-867c-ad….jpg)

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14a7f8  No.28536[Reply]

This is my and my friend first project. i'm the idea guy and i'm working on learning how to code i study italian literature but want to focalise on informatics editory, he is a programmer.

The game is about Margutte, an half-giant that wandering around found an empty tavern where he ate and sleeped only to find himself trapped and strapped of his most important belonging: his belly.

The game is a boss rush 2D platformer inspired by touhou shoot the bullet and touhou double spoiler. the bosses don't have an healthbar but a countdown and when it reach 0 they die.

almost all the bosses have helpers who throws healing attacks at them gicing them more time. the way to stop them are by incapacitating the healers but in most cases the effective way is by intercepting the healing attack and having it heal you instead of the boss.

Margutte has an healthbar but when it reaches 0 instead of killing him just revive him and gives a time to the boss.

Marguttes moveset consist of:

>Jumping (we have yet to decide exactly how)

>Changing his own gravity metal storm style this has to be slow enough to allow for multiple gravity shift without touching the borders and allowing for strifing left and right

>Hiding in his boots to become temporarly invincible

>Attack with his laugh who have not much of a radius and drain bosses time

As seen that is important for a platformer to have a pen and paper made map i decided that for planning in the material world for our game to make a pretty ugly stage with tokens who represents various phases of the figths and possible movesets.

pics related are those

14a7f8  No.28537

File: be5f9ab15d5de27⋯.jpg (134.04 KB, 900x1600, 9:16, cd51f944-3e0f-4b1b-bdc9-76….jpg)

File: be03e8bc0680dfb⋯.jpg (174.79 KB, 900x1600, 9:16, 725e1e4e-ea79-42f3-bd59-ee….jpg)

File: 2813099138a6c77⋯.jpg (136.67 KB, 900x1600, 9:16, 7f15a4aa-c51e-40f5-9cc7-91….jpg)

File: 1ac6f8143b0c231⋯.jpg (124.57 KB, 900x1600, 9:16, 261f000b-94b2-42f7-9558-45….jpg)

the red star where his belly used to be is his hitbox

Also here is the first boss Trevigante, the black shadow with his healer Luna

The second Boss is Faith the money looking vitruvian man thing with his healer Candle.

Trevigante: pretty simple, shoots at you slow projectile or undodgeable ones (so you get to use the boots) while he gets slowly healed by luna who circumnavigate the stage. Trevigante is the only boss that tecnically gets killed just by waiting him out

Faith is the wheel boss that function as any other wheel boss function in any other vidya, candle walks in the map and leaves one to three flames that are stationary who heals Faith but can be collected by Margutte instead


14a7f8  No.28538

The game is being written in unity. we are using basic sprites for it but i found out a friend of mine could make us the art and i know a lot of classic composers who are willing to write OSTs for us


14a7f8  No.28539

File: 68e8172009ba158⋯.jpg (7.36 KB, 200x283, 200:283, carl.jpg)


14a7f8  No.28541

File: 48116e5ed16cbc5⋯.jpg (822.11 KB, 2500x3084, 625:771, 0ba92c072840e9e8d417b229c8….jpg)




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