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/agdg/ - Amateur Game Development General

AGDG - The Board

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Winner of the 75nd Attention-Hungry Games
/caco/ - Azarath Metrion Zinthos

March 2019 - 8chan Transparency Report
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

YouTube embed. Click thumbnail to play.

a5dcf2  No.20066[Reply]

Ladies and Gentlemen, I present to you... Galactic Space Station 13! A remake of the classic SS13 I've been working on for the past few months, featuring a surprising twist: this one will actually be finished!

I've coded Atmosphere, which means rooms trade gas between each other, things are sucked if enough gas is traded, proper machinery exists to maintain atmosphere aboard the station (filters, scrubbers, vents and pumps).

I've coded Electricity, some dull engines that make power, wires that form networks for distribution, APCs to store it locally and power furniture, lamps and doors that consume power. (and even bugged SMES).

I've coded Construction, you can create rooms with a certain size like 3x3 or 1x5 and the like, place them in the world and then build the walls and floors of it. Combine rooms to make advanced shapes, like L rooms.

I've coded Networking. Yes, you heard me right. Player profiles per server, hosts starting to host automatically, you can reconnect and regain control of your character, multiple people on the same station, even chat and inventory, all work okay!

Everything is badly drawn with "programmer graphics" because I'm a coder, not an artist. However, all of those features are what I consider to be the foundations of SS13, the core concepts without which you don't have SS13 at all. Most remakes done so far have deviated from them, trying to make cool art or focusing on other things first. Eventually they gave up when they hit the hard part. Me instead, like the madman I am, took to make the hardest and harshest parts first since it would be pointless to do anything before this. And I did it! And it works!

It seriously needs some more work, namely with optimization. Lights are a bitch due to dynamic lights being spawned. There are also still some bugs because I'm just too excited to debug them all, I've been post-poning this post for a long time now.

I just want everyone to see what I've done so far and maybe give you all a little bit of hope that, yes we can have a remake of SS13.

I've decided to work in adding content by department so I'll start witPost too long. Click here to view the full text.

182 posts and 45 image replies omitted. Click reply to view.

a5dcf2  No.28339

>>28338

I agree. That's why people should stop trying to vomit the whole thing all at once and instead work in increments, doing the groundwork for the people that will come later.

That's how SS13 got 1000+ ways to grief other players anyway.


a5dcf2  No.28352

>>28323

he a good boy he just need mo freedomlessness fo his developmentment


a5dcf2  No.28357

>>28333

>And don't get me started with the faggots at SS14, trying to build the engine from the ground up when there's literaly no need to do so

So you're saying that those guys didn't just fork the source code of that SA-made SS13 remake (which was later canned to do work on fucking Starbound) and then build on top of that?

jesus christ


a5dcf2  No.28490

>>28286

Let this be a lesson for the next time you get a "I-I'm not FLOSSing it... I have it have it all to myself... the thought of other people working on it give me nightmares... w-wait don't leave me I promise I'll FLOSS it when I give up on it!" faggot coming by.


a5dcf2  No.28517

File: 6f451167269cf4e⋯.jpg (12.27 KB, 500x259, 500:259, 6f451167269cf4eb8526ec8c8e….jpg)

>read most of this thread and some of the one at /SS13/

>get excited about making models for the project

>don't look at any of the dates until I'm about 90% down the page

>Dev disappeared over a year ago

W E W L A D




File: c3ef0a6130ab498⋯.png (238.78 KB, 355x438, 355:438, 888.png)

ade984  No.28468[Reply]

I'm looking for a partner for an online game. I need a programmer who's experienced with HTML5/JS/SocketIO and hopefully phaser.io. I can invest $1000 of my own money into the game, we'd code it together and split the profit 50/50. We can discuss the details of the game together, or I'm open to your own game ideas and we'll collaborate together. Email: trap3z@hotmail.com if interested.

ade984  No.28469

>>28468

>programmer

>experienced with HTML5

>programmer

>JS/SocketIO and hopefully phaser.io

> Non-programmer

> Wants to dictate programming environment

> Nope

> Nope Nope Nope

> Nope


ade984  No.28470

>>28469

>nodev doesn't understand how the real world works

>doesn't understand that the Producer sets the standards for everything

>doesn't understand that when money is involved your personal preferences are out the window

>>28468

Good luck OP, if you're going to spend $1,000 I'd recommend contracting a programmer rather than any sort of partnership, there are tons of websites with for hire freelance programmers


ade984  No.28471

>>28470

>>28468

OP's post doesn't have enough detail to make any of these assumptions, not to mention it has nothing appealing to any potential hires

and $1000 won't buy a meaningful amount of work from a freelance progmrammer. I'd assume the money would be for stuff like art assets and business expenses.

If you looking for a partner you're better off finding someone local at a college or game jam or something. Keeping moral up is a major benefit to those relationships and it's a lot harder to let someone down when you know them in person. A Complementary skillset could also be more useful than two programmers, but I don't know what the game is.

I can keep blowing business advice out of my ass, but there isn't much to go on. A 1k budget could mean you're bootstrapping but this could also just be a hobby project, etc.




File: 930dde26333a5c5⋯.webm (2.15 MB, 854x480, 427:240, kinda annoyed tbh.webm)

b738fe  No.28418[Reply]

I'm too stupid to learn blueprints.

What other learning alternatives are there besides the UE4 playlist on you tube and the documentation

b738fe  No.28420

but blueprints was made specifically for retards like you


b738fe  No.28432

>to dumb for blueprint

wew


b738fe  No.28448

Look for Tesla Dev. His tutorials are idiotproof, although some techniques may be outdated, it's a good start.




File: 3f0293c2b17965b⋯.png (18.79 KB, 320x237, 320:237, SSB_Batdebug.png)

7e4657  No.28186[Reply]

Do any of you guys use debug modes in your games? Do they help in development or are they just a waste of time?

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

7e4657  No.28379

>>28186

Look, if you're the programmer and the scenario designer and most everybody, and your game is tightly coupled to its engine: no. There is no point in programming in a debugger if you are just going to debug issues by running the game in a program debugger. The debugger is important when you want a clean separation between your engine and your game content (which is something that you definitely want if other people are using the engine to produce content: they need a mode to determine if the problem is their content or the engine).


7e4657  No.28410

>>28311

>This is the fucking worst. Never do this. All you're doing is taking functionality out of your end product - you're not even doing something like locking it behind a paywall; you're just taking it out and never, ever letting anyone have it just to spite them.

The main reason I brought up disabling the console is because it's the norm with vidya today to completely disable the console when the game releases.


7e4657  No.28411

>>28410

But can't you re-enable it my editing some config file?


7e4657  No.28422

>>28410

Do you intend to follow every other horrible, brainless trend of modern 'AAA' videogame design as well?


7e4657  No.28428

>>28410

>other people do it so I will too

I will never understand why people think this way. Only do it if you personally believe it's a good idea, have reasons to back that idea up, and there isn't a better idea. This applies to everything.




File: 15f4ee463e82538⋯.jpg (20.57 KB, 400x400, 1:1, image.jpg)

735750  No.28212[Reply]

And no judging! We all have different wants in gaming

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

735750  No.28409

I'd like to work on algorithms/physics systems/AI for a cool game. The nitty-gritty of graphics can be fun, but it's a bit of a chore sometimes... making cool things happen in a framework, though? That, I like.

Too bad that's everyone's dream job, and the nitty-gritty graphics (or rather, corporate management software) is a better career choice.

Hence why I want to go into research, and program my own FOSS research-aiding programs to be a cool science dude.

The game would be an FPS with a heavy focus on movement and survival. The premise is: Big black/pretty colours void with Islands and bridges made of interlocking geometric shapes; graphics style is a bit low-res because lol A E S T H E T I C. The player is fighting a guerilla war against an army of robot drone enemies of different types, but the army is controlled by an AI and the enemies the player finds aren't just randomly spawned in; rather, the game tracks 'squads' the AI maneuvers on the 'strategic level' of the game map. When the player goes into render distance of a squad, the enemies listed in that squads' data are spawned in. If the player kills some enemies, and then goes out of render range, the squad's current state is stored and it keeps moving in the strategic view, as directed by the AI. It can also report back what it sees, ie where the player is, so more squads can find them. The AI is trying to kill the player and destroy things useful to them, so they move squads to that effect; the player takes control of AI-controlled structures like watch towers, but this actually has a use, as being able to know where the AI forces are and how they're moving is vital.

Basically, Dark Souls meets AI WAR meets TRON meets FPS.


735750  No.28412

The one I want to end up making after which I'd stop.

No clear idea on the mechanics beyond basic stealth gameplay, but the plot's sort of emerging.

So far it boils down to being tasked to infiltrate an underground research facility in Ukraine to rescue the president's wife, her sons, and a couple of diplomats. You're tasked by the Pentagon with rescuing the wife as a top priority, the diplomats as secondary.

The entire thing takes place within the backdrop of the Ukraine conflict and plays on factions internally divided and at war with each other, and a lot of the detail is left solely to shit like lore, so the player can play the game and not read a novel.

The end premise of the lore is that:

1) the research facility is being used to systematically kidnap men, women, and children for the purpose of lethal testing and military training respectively, both recent developments and due to the Ukraine conflict.

The facility is making ground on the basis of two to three decades of prior gene research in perfecting human samples for the purpose of selective traits. Post-conflict, the facility has gone into overdrive in order to meet vague demands for preparation from warring factions. Very bleak

2) The lowest level of the facility contains the real research; cybernetics. The research facility was set up following the fall of the Soviet Union as a UN security council private initiative. The scope of the research is the development of human technologies and artificial intelligence for the purpose of international peace.

The research conducted prior led to a recognition that human computing capacities exceed potential silicon developments by decades; everyone involved in funding it (every ruling class) then recognises that tethering humans up to an Ethernet is the new wheel. Originally this is fine as everyone wants to share the technology, until a populist revolt lurches nationalist state actors into power.

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

735750  No.28413

>>28412

*Not a secret police. The nationalists would use it to bolster its military industrial complex. The Internationalists just want this on a grander already pre-existing scale.


735750  No.28416

>>28264

Oh, so what Looking Glass were actually just about to start work on before they folded '3' rip ;_;


735750  No.28421

Pressure




File: cb0589c272fb5a4⋯.png (12.49 KB, 1081x497, 1081:497, kacheln.png)

4d64ea  No.28390[Reply]

I want to make something with tiles. I have no idea yet where it will lead me I just want to know how it turns out to look like. It is a bit painful to find out if it tiles well or not so well. Is there a tool which automates tiling bitmaps, even when it is pseudo-3d like pic related?

4d64ea  No.28399

> I want to make something with tiles.

I think you need to be a bit more specific in your desires.


4d64ea  No.28405

Graphics engines can use anything you provide as a tile in 2D and basically spray it onto the game map. 3D can usually use decals in some way to position it onto an already made model.

Previous anon is right, you're too vague.


4d64ea  No.28406

>>28405

>>28399

I am thinking about games like the classic rollercoaster tycoon worked. The OP image shows blocks for the terrain and for the game they need to be correctly arranged. For this I look for a program which arranges my "tiles" (maybe this is the wrong term) correctly.


4d64ea  No.28407

File: 2e4b3832e60d851⋯.jpeg (186.85 KB, 886x883, 886:883, voxel1.jpeg)

File: 3b504464f8e39b8⋯.png (3.2 MB, 1986x1022, 993:511, voxel2.png)

>>28406

You still fail to describe what exactly you want, for the sake of the thread I'll talk about both 3 and 2D and what I think youmight be talking about .

Here's 3D:

It depends if you mean like snapping segments of geometry (complex structures like rails) or simpler, more organic patterned materials like dirt or stone.

For the small stuff there is voxel technologies I'm not at all familiar with or aware of how much they're integrated into most of the popular middleware. It ranges from minecrap-tier all the way to stuff like this:

https://www.youtube.com/watch?v=mcpLSHU8M1c

For 3D objects snapping together you can either use a 3D grid to organize them, so they always align... OR you can script them in such a way they snap onto bones (the same one uses for rigging) of the previously placed objects. There are likely some kind of built in tools for this in most graphics engines. Think about a rifle snapping to an npc's hand. I'm sure some other anons can tell you all about it.

You can repurpose those to do what you want with larger, static objects.

2D: simple shit, you take a 3D model, slash it up into a vertical-facing grid. You render these portions of the structures you want to piece together in the game into 2D sprites, deploy as identically sized tiles on the map's grid.

With some basic bitch scripting you can add border tiles to be generated between different types of flat terrain tiles... I dunno if roller coaster tycoon had anything more to it than this.


4d64ea  No.28408

You could program your game with the aid of a 2D isometric tiling engine.




File: 9c0280c80ce065b⋯.png (7.27 KB, 206x245, 206:245, images.png)

5883fc  No.28219[Reply]

Some older anon can give me a hand here?

I had the dream of making games since I was a teenager, but now that I learned the basics and I'm basically archieving it, I dunno, something changed on me.

It's something that changes from wow, I'm going to be the best indie developer in the world, I'm gonna beat everyone, wow, everyone's going to suck my dick.

It simply changes to wow, it's another fucking shit job, with 8 daily hours of work, most of the time the work will be boring shit and it will suck balls.

It's something that simply came, It changed from wow, I'm going to be the next notch, I'm going to be rich and famous to wow, I just want to make enough money to be able to sustain a frugal life.

It's like something that humbles you.

The worse part is that I'm just 27, dunno if the 30 life crisis have something to do with it.

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

5883fc  No.28349

>>28220

> even if you have top tier talent the chances of making it big are slim.

Making it big is random chance. Toady One has more talent in his shit than Notch has in his entire body, but Notch is the millionaire.


5883fc  No.28364

>>28349

Because Notch made something that the masses happened to like. Toady knows his game will only ever be appreciated by a niche group and he's fine with it.

That is to say, don't pander to the masses or any groups because your creations will always suffer for it. But do be aware of your potential audience.


5883fc  No.28395

>>28242

What games have you made anon. Send links


5883fc  No.28404

>>28242

Its all in the design, m80. You need to figure out what experience you provide the player with before anything else and every change you make you iterate on that expirience and do a mental check if it still makes sense gameplay-wise. If you had many unsuccessful games you probably made genre cutouts/clones of previous games. Or, worst case, you made them too big and never quite fleshed them out.

ofc you could've been also just very unlucky or unmarketable (mspaint turds for assets, fart music etc.), in which case games themselves had fuckall to do with it.


5883fc  No.28661

Every dream is like that, anon. They say success is 10% inspiration and 90% perspiration, and people tend to forget about the latter part when they dream.

In my experience the real proportions are more like 0.2%/99.8% though.




YouTube embed. Click thumbnail to play.

b991b6  No.28393[Reply]

ss13 or space station 13 is a atmosphere simulation game set in space on a space station but it actually alot more then that since it's become alot more through lots of peoples efforts some good and some bad, it's become a space station simulation with some really in-depth game mechanics and some just solid enough to work for their intended goal.

we have servers up and people willing to host these servers, we also have spriters and mappers for our servers but the one thing we're always lacking in are coders.

there's a very good reason for this and it's because learning byond code is such a waste outside of space station 13 and also while being a headache, that said though the game its self is very good and has massive amounts of potential since it's more or less entirely open source with afew exceptions depending on serves since the code base is different on every server for the most part.

so I've come to gauge interest and seek coders to help out.

1 post omitted. Click reply to view.

b991b6  No.28396

>taking ss13 development seriously

HA

I've looked at the shitfest you guys call git repositories. It's unbelievable.


b991b6  No.28397

>>28396

you could fix that and form it into something that you desire with a player base that would enjoy your work

>>28394

fair dues


b991b6  No.28400

I would suck dick for this. Coders if interested in this shouldn't team up with anyone having to do with ss13 currently.


b991b6  No.28735

>>28393

>2-d game

>modern computing

>not porting logic to lua/python/yaml

why don't you just make a python api OP?


b991b6  No.28737

>>28735

>when you actually watch the video

Damn, fucked sprites, fucked controls, fucked source code, fucked text wall logfile necessary in a visual game, fucked ui interaction

better question, why has noone redone this from scratch, yet there has been all these "remakes" that use the same shitty system?




File: 1452384471737.webm (6.59 MB, 1440x900, 8:5, etheria offline.webm)

b9fa16  No.24758[Reply]

If you are interested in fun AI, then I hope that you're gonna like this game. I always wanted to have my own "offline" world to explore and NPCs to interact with, fight and chat with.

So in this game there are some monsters that don't just sit there, if they are surrounded (depending on their size) they dash, if you want to hit them they try to jump away, if you cast spells on them they try to run sometimes, they throw stuff, bite and all of that.

Parties aren't added in yet but it's there in the big list of features to be added. The NPCs are pretty fair meaning that they don't cheat to get stuff and they don't get massive bonuses or boosts, they do whatever you can do. Even when not in your area the NPCs still do their thing, buy items from shops depending on their needs, sell them, battle monster and get drops, travel, and I have a lot more to add.

They also chat depending on their gender and personality but the chat system is just at the beginning for now. I'll post progress here and make some demo if anyone cares about it.

To explain shortly, this is trying to be an offline mmorpg with AI instead of players, fun combat instead of boring grinding, and a lot of monsters that kinda do their own different attacks. I'm gonna post some webms now.

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

b9fa16  No.28275

>>28259

Noted. There's an easy fix for that which I'll do, the whole game has to be re-written from scratch anyway.


b9fa16  No.28388

File: 79a6280a0c7f498⋯.png (7.43 KB, 700x400, 7:4, 79a6280a0c7f498965c5693ea0….png)

So ? What's new ?


b9fa16  No.28389

>>28388

Nothing. I'm either dedicating all my day working on this like I did back when I started this, or I do almost nothing until I get my financial situation fixed... or half fixed, which will take me a long time since I'm broke. Until I get back to working on this I have no new updates on the game, sorry.


b9fa16  No.28391

>>28389

You should activate the donate button on your page and just post a little bit each day.


b9fa16  No.28392

>>28391

I tried that, couldn't get any donations though. I suppose the game is just not interesting enough at this stage. But yes, I should post more stuff.




File: 1454106182499.png (257.6 KB, 549x349, 549:349, unity.png)

bb6937  No.25082[Reply]

Can we get some kind of dumping ground for Unity packages for systems and code on the Asset Store? For those who aren't confident of spending dosh only to find out a promising package is either garbage or doesn't work for their projects like they intended.

Other engine packages/plugins welcome.

I used to have a torrent of packages, but they were for Unity4 and I can't find the link anymore. Will add if I can.

1 post omitted. Click reply to view.

bb6937  No.27871

Anyone have VHS Pro?


bb6937  No.27964

File: 9683d566b824f57⋯.jpg (125.71 KB, 1173x1171, 1173:1171, bojack thumbs up.jpg)

>>25082

Just found this board thanks to a link on /pol/. Never heard of Unity until now. Just downloaded the personal version and plan on doing a tutorial or two today. Thanks, OP.


bb6937  No.28370

>>25082

anybody got the Shader Forge thingerydoo?


bb6937  No.28373

>>27964

>Never heard of Unity until now.


bb6937  No.28374

>>28373

The guy is a red pilled /pol/itical conspirator. He's not a turbonerd like the rest of us.




File: d50962d216bdf86⋯.jpg (50.43 KB, 480x360, 4:3, sydney hunter.jpg)

b583cc  No.28361[Reply]

Anybody here work with any kind of homebrew development? I've been looking at some homebrew toolchains and poking at a few sample programs for the NES, GameBoy, and GameBoy Advance (I've done a little bit of DS and 3Ds in the past) and it's pretty fun. It would be pretty cool to do some collaborative work with somebody on an open source NES or GameBoy game. You'd need some ASM and C experience (art and music would be good too, but I'm primarily looking for other programmers to work with; programmer art is fine with me).

Also, general homebrew discussion.

3 posts omitted. Click reply to view.

b583cc  No.28677

A few years ago, I made a puzzle game for the NES (it was a version of Mastermind) in assembly. It was definitely a new experience for me, but it was a lot of fun and very rewarding. Maybe some time I'll go and make a new, more complicated game in C.


b583cc  No.28712

>>28676

Probably just a platformer to get into the swing of it. RPGs and puzzle games have way more balancing involved to make them fun. Platformers are far easier to make fun with less effort.


b583cc  No.28733

>>28712

I've been programming a side scrolling platformer in C for the sega mega drive/genesis, it has worked out pretty well so far but I've had a few issues so I'm sort of taking a break while I figure out what to do to fix the issues.


b583cc  No.28734

>>28361

Sounds interesting, can you post some links to the tools and documentation you're working with? I've wanted to learn to program the 6502 for a long time.


25c0d0  No.32323

404




File: 1462762636689.gif (5.3 MB, 320x240, 4:3, parallax.gif)

391b6f  No.26681[Reply]

I took the trouble to compile Aseprite 1.6 and thought you guys might get some use out of it. I was the guy that compiled 1.1.1 awhile back. Haven't been on here much because I drifted back to 420chan after 8ch became a shit, but it was fun while it lasted. This is still the best agdg around.

Re: aesprite, as you may know it's basically the best sprite editor in existence. $15 unless you compile it yourself from their git. They update it a LOT and it's just been getting better and better lately. Many people now use this instead of Photoshop for sprite work, even people who've used PS for like 10 years. For a graphical rundown of features check out their site: http://www.aseprite.org Their Twitter also has a ton of inspirational pixel art (pic related). https://twitter.com/aseprite

Anyway. http://www.filedropper.com/aseprite16

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

391b6f  No.28086

>>28058

Well, it works man, thanks. But it's not 1.2 beta 3. It's actually 1.1.6

Did you upload the wrong file? Can you upload it again? Thanks!


391b6f  No.28146

>420chan just better

Their css is nice, however I can't stand their fucking admin kirt. Bans anything he doesn't like. No thanks.


391b6f  No.28174

Thank me later, faggots.

http://www.filedropper.com/119_1

aseprite 1.1.9


391b6f  No.28224

>>28174

Forgot to thank you...

So thanks, negro!


391b6f  No.28234

>>26695

I respect you.




File: 1448677901972.png (312.45 KB, 506x662, 253:331, Jse3FMv.png)

473124  No.24103[Reply]

Is there a resource for learning DirectX? I am looking to write simulations. I use Windows because of excel, matlab, etc. So DirectX is what I will be using. Any help?

473124  No.24160

just use opengl and sfml

they work waaaaaaay better than directx, trust me


473124  No.24170

>>24103

for a hobbyist directx is very overkill. But if you insist rastertek is pretty good.

http://www.rastertek.com/tutindex.html


473124  No.28206

>>24103

>I use Wangblows bcaz raisins so DirectX is what I will be using.

Use OpenGL instead anon. Not only will it run fast on WangBlows but it will run [at all] on Linux and FagOS.

http://learnopengl.com




File: 1453394521631.png (219.57 KB, 507x513, 169:171, blender.2.76.png)

8c11ac  No.24909[Reply]

Last thread was bump-locked. Starting a new thread because I'm a narcissist, but also trying to salvage anything worthwhile from the last thread into copypasta. :)

After getting frustrated at MudBox and listening to some feedback here, I've decided to try and learn from the ground up using Blender.

ITT: Beginning 3D in Blender

Specifically, I think I'm going to stick to this playlist and try to get 100% through it before moving on:

https://www.youtube.com/playlist?list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS

Resources:

YouTube channels:

the d-dub show / ward7299

https://www.youtube.com/user/ward7299

Blender Guru

https://www.youtube.com/channel/UCOKHwx1VCdgnxwbjyb9Iu1g

BornCG

https://www.youtube.com/channel/UCdioEctcBLd2nw2aQkl8msw

Websites:

http://www.blender.org/support/tutorials/

http://www.blenderguru.com/

https://cgcookie.com/learn-blender/

http://www.blendernation.com/

Post too long. Click here to view the full text.
55 posts and 19 image replies omitted. Click reply to view.

8c11ac  No.27732

>>27724

I use this batch rename tool:

https://blenderartists.org/forum/showthread.php?272086-Addon-Item-Panel-amp-Batch-Naming

Pretty useful when you have a lot of things to rename, like objects, bones, vertex groups, etc. before porting the model to another software that uses different naming conventions, which normally would've taken you half an hour.


8c11ac  No.27736

>>27724

thanks for the great poster anon. any others?


8c11ac  No.27888

Bump.


8c11ac  No.27961

File: b7c49a28cf78f55⋯.gif (6.83 MB, 372x222, 62:37, mKO8klk.gif)

>>27321

>Not appreciating the essentiality of hotkeys

It's like you want to be unproductive and fail to meet all your deadlines or something.


8c11ac  No.28197

>>24914

This video isn't quite the holy grail I was hoping it would be. UV especially from Blender to Unreal has been quite tricky. In fact, Unreal as a whole has been a HUGE chunk to bite off, so much so that I'm considering just going back to Blender only, and maybe joining a team as an artist rather than a solo (no-game) dev.

I just saw that the BornCG series I was following is up to like video 72 now. I think I'm going to go back through them to catch myself back up.




File: 1456610565999.png (3.86 MB, 1920x1080, 16:9, witness.png)

cd5fd6  No.25697[Reply]

Lets talk about going full solo in game development. Why do you think it's good? Why do you think it's bad?

I think it's the best option if you don't make games to make money. If you do it because you want to, because you like doing it, then it should be your work, from top to bottom. If more people work on one game then it looses character, but that might not even be considered bad since different games provide a variety of gameplay styles.

Would you agree that games are the highest form of art? They combine all other arts and add something that neither one has: interaction.You can't experience a game without interacting with it. So, if you're making games as a form of art, then it should be YOUR art, it should capture and embody your own personality.

36 posts and 5 image replies omitted. Click reply to view.

cd5fd6  No.28210

Making a game solo is good because you don't need to coordinate anything with anyone, so you can apply changes immediately. The downside is that you have to split your attention between several different tasks and if you get vision-tunneled on one specific aspect of a game, then it might be hard to get back into the other parts of the game.

For anything more complicated than a webgame, however, I think you need more than one person. Hell, even some of the DOS mods that I've worked on have had four people contributing resources to them. It's just easier when you have a specialist doing his own thing.

It's also easier to lose motivation when you're a solo dev, especially if you're strapped for cash or no one cares about your stuff. Having another person to motivate you and to talk with is useful.

Anyway, transmission over.


cd5fd6  No.28235

>>25707

Fuken saved


cd5fd6  No.28268

File: 6dc3954c947c2fb⋯.png (1.62 KB, 140x66, 70:33, typical nodev.png)

I like it because I don't have anyone to get me to do actual work.


cd5fd6  No.28828

>>28268

>no space to separate () and {

Did you come here just to suffer?


cd5fd6  No.28829

solo devving is alright for me, except for just one thing

>MARKETING

holy fuck there is no amount of words and works to fully describe how much time and lifeforce must be sunk to put in more effective market connections. I already interned for social media marketing, and jumped between [complete boredom] to [just fuck my shit up] levels of time sinking. fuck marketing and fuck the lack of tools to help cover marketing.




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