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/agdg/ - Amateur Game Development General

AGDG - The Board

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Winner of the 83rd Attention-Hungry Games
/strek/ - Remove Hasperat

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

File: f59351b71d4931e⋯.webm (6.85 MB, 500x282, 250:141, bsragdgtrailer.webm)

2df1d4  No.29841[Reply]

This is the AGDG Demo Day Thread for this WIP, turns out I hadn't made a thread yet for this game.

Currently in pre-alpha stage. Mainly a weeb third person shooter with flight combat, tower defense, and RPG elements. There is lewd but depends on final release platform.

agdg demo day higher resolution trailer:

https://mega.nz/#!NJxFyYoQ!G0_cKd5qJGu-ElZCfNGOANqDhoxffvz3ehcJ5aAhIH0

agdg demo:

https://mega.nz/#!VcIXEQ5T!0dDMyM4M4aOX2UZ34LHzkef_HZmkIzlNcuxo37m_JIM

23 posts and 9 image replies omitted. Click reply to view.

c0f7f7  No.33063

>>29841

Can we get the camera going a bit higher so we can see over the character? I get that the point is looking at a cute animu girl, but it detracts from the rest of the game if she's occupying most of the camera space all the time. I did notice that the camera shifted when shooting, but that's really not enough.

Wouldn't it be a better option if you had an "inspect button", like some shitty shooters have to look at your guns, only here it'd be to look at the girl with a closer camera and even changing the controls to rotate the camera around her?

This way, you could appreciate the girl whenever you want but still get a decent camera for combat.

>>32665

Crab bucket mentality, cheering for the underdog, etc could easily explain it.

You also don't specify what your attitude is, it could just be that you're unlikable?

Or maybe, like other's suggest, your game was pretty but had bad gameplay?

Games with unique gameplay are rare, pretty games are not. If someone makes a game that plays specifically how a playerbase likes it, they won't give a fuck about how it looks. If someone makes a pretty game... Hope you like competing with AAA for an incredibly stale market that impresses nobody anymore.

Of course, we don't know what your game is so it's not fair to make these kinds of judgement, so why don't you link it here?


cb6e27  No.33158

>>29888

What engine did you say you made it with?


280602  No.33220

YouTube embed. Click thumbnail to play.

>>32328

New idea, use Japanese voice actors for the english dub


a6c7fe  No.33587

File: 7eb7b7c45fb4918⋯.jpg (84.26 KB, 744x800, 93:100, 7eb7b7c45fb4918ca82fc8796a….jpg)

Is it dead?


f171d3  No.33920

>>33063

>your game was pretty but had bad gameplay?

He has no game, notice he said "proposals". He is butthurt his "high quality" ideafagging was shot down, so he came to dump on an actual game.




File: e424d53b1cdf673⋯.png (1.1 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

File: bc47a7df2413ab8⋯.png (2.4 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

File: e29b706fdb78946⋯.png (2.54 MB, 1920x1200, 8:5, Beelzebuild Screenshot 201….png)

File: 56a105d094fe6ae⋯.png (900.15 KB, 1124x745, 1124:745, items.png)

File: 3c9aff2858e2d92⋯.png (1.35 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

be8d60  No.29865[Reply]

Alrighty, it's Demo Day time so perhaps it's a good time to start my first thread on the /agdg/ board.

Beelzebox is a Diablo-inspired action RPG. You play as a tic-tac kinda dude inspired by my old webcomic Konspiracja.

I plan to have a complex and varied loot system for maximum fun, with item looks, names, atributes being completely randomized. The monsters all have unique names, some of which I find quite humorous.

Main website of the project:

http://beelzebox.net/

I'll try to add more blog posts, especially now that so much has been added. All the usual social media links are there as well, if that's your thing.

Wiki (includes play tips):

http://8agdg.wikidot.com/beelzebox

itch.io link includes the early prototype demo, so you can compare how much progress has been done since this was just a gamejam project:

https://shodanon.itch.io/beelzebox

45 posts and 38 image replies omitted. Click reply to view.

f8045a  No.32432

File: f5ba500df547a8c⋯.mp4 (3.74 MB, 1280x720, 16:9, 2018-10-14 10-05-55.mp4)

File: e262e9d2fd8ffcb⋯.mp4 (2.13 MB, 1280x720, 16:9, 2018-10-13 19-28-32.mp4)

File: 57058c11cd640ee⋯.png (1.22 MB, 796x669, 796:669, ClipboardImage.png)

returned to the feature everyone was waiting for: the gore system. I'm gonna scrap the earlier implementation as boolean shaders are much faster than editing the texture alpha through code.


973e44  No.33221

>>32432

Dude holy shit you've come so far since you've started with this project. I remember when you were first starting out and posting videos of the character following mouseclicks.

Honestly amazing job man.


534632  No.33237

>>32432

Keep up the good work


f8045a  No.33278

File: 7a7780396f5754f⋯.jpg (194.55 KB, 1920x1200, 8:5, d71d33cadf27b77b9b6c340c6a….jpg)

File: 356356e05bae7de⋯.jpg (156.26 KB, 1920x1200, 8:5, bca1b3bdf1306f2f87860bc13a….jpg)

File: 25561a88d9e914e⋯.jpg (198.42 KB, 1920x1200, 8:5, a1808da2503ad8ac590d944a22….jpg)

File: 2cf1191590bb308⋯.jpg (98.42 KB, 1920x1200, 8:5, 07e34804338a591b98d16e8ae2….jpg)

File: 4599423044e9037⋯.webm (14.72 MB, 1280x800, 8:5, 4599423044e90373c543e5be0….webm)

>>33221

>>33237

thanks for the kind words, bros. I haven't posted the previous demo day version in this thread, so here are some (very late) updates. I've been working on Codename Waifus and haven't applied many criticisms and suggestions given in November, I hope to fix the problems in February.

So here's the latest demo:

https://shodanon.itch.io/beelzebox/download/hDRHxbb5C_CCa2ZkSe21Du3qcts_5m_kR1TpPmES

Controls:

Left click – attack/move

Right click – activate skill

C – skill level up screen (you choose skills from the menu to the bottom right)

I – inventory screen

Alt – highlight all items

Tab - switch automap opacity

Space - toggle first person mode

Shift + click - attack in direction of cursor

1,2,3,4,5 - use potion on belt

Esc - menu. duh.

in first person mode:

WASD - movement

Middle Mouse - toggle freelook

Left click - attack and pick up items


f8045a  No.33581

File: 111422aba1409e5⋯.png (2.93 MB, 1875x1065, 125:71, ClipboardImage.png)

File: b79067d53d32014⋯.png (2.12 MB, 1881x1053, 209:117, ClipboardImage.png)

>>33460

ok, gonna post the recent meagre progress. turned out some of the performance issues people had in town were caused by the water so I've re-done it.




File: c65406dbe0c6e48⋯.jpg (33.28 KB, 421x415, 421:415, Thread Crasher.jpg)

984b4a  No.33454[Reply]

I'm working on a small project but I suck at art. I got referred to an artist friend of my mate but she is moving at a glacial pace and frequently creates deadlines then misses them. I've still yet to get a proper concept art, or any concept art beyond one minor character that apparently caught her interest.

I'm worried that she won't be up for the entire project or if she is it will be produced too slow so I want to find a good alternative.

Emphasis on good, how do you find and attract good artists /agdg/?

3 posts omitted. Click reply to view.

c1b51a  No.33501

>>33454

>I'm worried that she won't be up for the entire project or if she is it will be produced too slow

I think she's having difficulty particularly on the drawing. Have you ever gave her some ideas or examples on specific details about the drawing. Sometimes brain storming can be a bitch even for an artist.


0baf72  No.33510

hi, bad nonexistent artist here, i can help!


57f9fb  No.33539

>>33510

At this point I just want some art! Got a list of your art and a way of contacting you?

>>33501

It is literally the concept art, the first draft for what the main model will look like and by consequence the general style the game will have. I've sent her several pictures with elements I'd appreciate noted down.


00b4c1  No.33563

>>>/blog/629

my trash exists in some of these images. as for contact: lawndeer@cock.li


eee34d  No.33565

I can do it for free as long as my name is included in credits.

In spite of work and summertime activities I have too much time on my hands, and may as well stretch my hans.

Email me at worldwander10101@gmail.com pls no bully




File: 1d0fccb3df0dd0f⋯.png (59.08 KB, 1030x793, 1030:793, ClipboardImage.png)

0803a3  No.29638[Reply]

Well, I've messed around with it for over two weeks and haven't abandoned it yet, guess I'll make a thread for it

>Comfy puzzle/platformer, inspired by games like Fire N Ice (NES), Jetpack or Loderunner

19 posts and 13 image replies omitted. Click reply to view.

000000  No.31806

This looks really cool. Keep it up!


78b2a3  No.32009

>>31806

Thanks. I'm still working on it, albeit very slowly. Hopefully I'll have something for next demo day.


78b2a3  No.32343

File: 5aff38dbbaa9839⋯.png (695 KB, 1280x720, 16:9, bkg01.png)

File: 4091fff974cd66d⋯.png (492.72 KB, 1280x720, 16:9, bkg08.png)

File: e9e712d5d4037d6⋯.png (514.74 KB, 1280x720, 16:9, bkg16.png)

File: c82359a0dea25d3⋯.png (353.96 KB, 1280x720, 16:9, bkg17.png)

Game is still under active development. Mostly been working on engine stuff some more, so nothing visual to show off.

I have most of the rendering loop done, so I can start to move onto actual game stuff, without having to rely on hacked-together draw calls, which was one of my main early goals. I really dig the art style in the OP post, so I might consider ways to incorporate that sort of visual stuff back into the game. I enjoy the look of low resolution palette'd photographs for backgrounds, pic related.

Hopefully I'll have something visually interesting in time for demo day, whether or not it's actually ready by then.


f46146  No.33562

File: cb74a67e90aad3f⋯.png (65.38 KB, 1040x534, 520:267, ClipboardImage.png)

Politely bumping my thread to the first page. It's been 6 months, and the holiday crunch is well over. I've started to work on this project again. I keep getting distracted by VIDEOGAMES and work. Hopefully I can post interesting updates at least once a month (and reminder that I shitpost occasionally on Twitter: https://twitter.com/jackalsoftgames )

As for what's new, I split the game into 3 assembly projects - one is a general purpose engine on top of SFML that has all my universal things like custom collections, draw helpers, etc etc. The second assembly is a self-contained gamestate package which acts as the main mechanical stuff for the levels themselves. Finally, the third assembly combines the two (and SFML) into the game itself. It creates gamestate objects to simulate maps and replays, etc.

At least that's the plan. A lot of stuff is still barebones, but I'm hoping to have a functional demo by August's demo day, May if I'm able to ship a proof-of-concept demo by then.

I worked on a wire/logic system as well (pic related). I'm still ironing out the exact mechanics, but the idea is that you can interact with the buttons (the one with the dot) and send signals along the wires into the gates. The signal translates into an "activation" instruction to whatever tile it terminates on - this would flip gates, open traps, activate cloners and so on.


ec9e6c  No.34046

I'll hopefully have something for demo day, but it depends how well it comes together.




File: a0b367d808013db⋯.jpg (28.29 KB, 336x348, 28:29, 1411494622040.jpg)

0ee888  No.31953[Reply]

How do you work with other people? I'd like to dev my game but the idea of working with someone else kinda causes me anxiety especially when you feel like you'd lose control over your game.

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

c9ae1d  No.32549

>>31953

I was lucky to have an autistic brother that likes to code, which i fucking hate despite working 6 years as a programmer

My game would end up as a shitty stardew valley ripoff without him


e4abd7  No.32663

>>32015

Holy shit I hate people like you.


df1cbc  No.32673

>>32663

I've worked for people like that. They exist in every industry and they are scum. They weasel themselves into managerial positions and feel the need to dictate and talk down to programmers. They feel superior because for not knowing anything about the company's product because they see making it as dirty work for goy cattle. They think they're superior for working in sales and marketing. They're parasites.


28c01b  No.32692

>>Save up money

>>Be solo dev / project manager on your game

>>Commission artists to make the assets / use existing assets

>>Use code bounty services if you need any code fleshed out


68acf3  No.33559

Well if you're games open source, people can send patches, which i know isn't the same, but it's near enough. If you want to use a chat client, use mumble.




File: 5a76279ed0bc253⋯.png (107.49 KB, 601x499, 601:499, npc7.png)

23d2cd  No.33094[Reply]

Say I want to make a top down text based rpg and fill it with a bunch of npcs who have thier own daily routine and "talk" to eachother like in es oblivion but to have them actually make coherant conversation, how would I do it?

Would I actually need to handcraft each dialog interaction or is there some way to make it automated but not seem robotic.

1 post omitted. Click reply to view.

000000  No.33125

both handcrafted and automated each to some extent

AIML?

I found a norrowind-like convo engine recently but its in JS


89ff74  No.33146

>>33095

Thanks anon this was really intresting!


1f7c99  No.33548

>>33095

cool talk, I'm a lazy unity dev, has anyone built a system like this I could just integrate and plug in my own context/rules/dialog?


610bf3  No.33549

>>33095

To expand on this idea, I suggest giving NPCs different "personality" types where they have different things they like to talk about. A motherly NPC, for example, would be interested in conversations about children. A /doomer/ type NPC might be more dismissive of conversations about children and instead, prefer depressing talk.

You could give each piece of dialogue different tags which would allow you to construct different responses, like for example, /pol/-tier talk about sending children off to join the totally-not-nazi army would have tags like "scary", "children", "military" and the motherly NPC would respond to both the "scary" and "children" tags and recoil, "Oh my! That sounds absolutely frightening! Not my kids!"

Just spitballing.


1f7c99  No.33550

>>33548

Answering my own question, looks like the "Dialogue System for Unity" asset can be used like this.

Reading over the docs, they have variables you can track (the query) and use as conditions (the rules), even barks that can be used as branching conversations too.

Probably not as performant as writing it from scratch though... plus they have so much other shit though with "quests", special "quest conditions", their own shitty UI elements, networking, scene transitions, save systems, and other nonsense that doesn't belong. and I swear every other asset has their own shit implementation of localization that I have to rip apart.

idk why asset devs dump in shit like that when they could just sell it as addons, it just bog down the core dialogue asset when they insert every little request noob devs ask for. It ends up taking way longer to figure out because you have to sift through all that trash.




File: b9a48181b9a43d2⋯.png (83.01 KB, 349x493, 349:493, 2jd3qdu.jpg.png)

f51d92  No.33513[Reply]

A fork of the Ace of Spades client Openspades for /v/, to recapture the 0.54 experience.

https://github.com/Bonerlord/8spades

Design suggestions and contributions to the client/server code welcome. We could use a logo too.

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

f51d92  No.33536

>>33535

7 Days to Die hit a nice balance of performance and accuracy with its structural integrity. The gist of it is that vertical pillar stability is at maximum, and every horizontal block away from a vertical pillar lowers stability by 1. When stability hits 0 for the material in question, that block collapses. It's consistent enough that a player can understand the math in their head, and learn that they should put down a vertical support every 'x' horizontal blocks when building bridges.

https://7daystodie.gamepedia.com/Structural_Integrity

Interestingly, the infinite vertical stability only counts if the pillar goes all the way to the very bottom of the map. This means you can undermine a structure by digging the dirt under it, which may cause a heavily-loaded pillar to begin shedding its outermost blocks as the stability value of the core pillar decreases.

Performance-wise, it seems reasonable. It should just require the server to keep track of a stability value for every block, and whenever blocks are added/removed, propagate the changes to any adjacent block with lower stability than the current one. Adding a depth limit to the recursive function should prevent a rogue calculation from spreading across the whole map, sacrificing a little accuracy for performance.

Not that i'd implement this anytime soon, gotta get the basics done first.


3c6085  No.33537

>>33536

This is almost exactly what I had in mind, though rather than the outermost unstable block collapsing, it would collapse at the point of the most stressed block. Good find.


f51d92  No.33540

Alright, i spent a lot of time fiddling with the server/client code trying to set up a new 0.8 protocol, but it looks like the build&shoot master server list might be discarding this server version as it can't recognize it.

The new approach is to change the client identifier from 'o' (Openspades) to '8' (8Spades). Then, we can just run a 0.75 protocol server with the detectclient plugin ( https://pastebin.com/22EWyayS ) and disconnect anyone not using the 8Spades client. This should make server hosting easier to set up.

I've been reading through the build&shoot and openspades forums some more, it looks like a lot of the requested server features may already exist as plugins.

Server-side fog control and persistent map damage are already built into pysnip. Weapon restrictions and damage balances are already available as plugins*. Spawn radius and grenade block damage are basically 1-line tweaks in the server python code. At this rate we should get exactly what we want running on a scripted 0.75 server, without the need for a new protocol.

* Weirdly the server defines the PVP weapon damage, but the client defines the block weapon damage.


f51d92  No.33543

Mini update, i've reimplemented the old enemy reveal on intel feature.

Now when your team captures the intel, enemies are shown on the map for 60 seconds.


72b4ad  No.33544




File: 67c103601a0eda4⋯.webm (546.52 KB, 1280x720, 16:9, grenade.webm)

e4cd52  No.33511[Reply]

I added a grenade. Does my game look good or no?

29ccd5  No.33512

>>33511

Back to 4chan




File: e454b565ae2014c⋯.jpg (46.76 KB, 360x360, 1:1, kenshin.jpg)

2130e5  No.31908[Reply]

So, i feel is time for me to pay homage to a manga that had the downfall of having a pedophile as a writer. I can see Kenshin fall down not because of absence of quality or relevance but solely because of agendas.

I wanna make a Rurouni Kenshin fighting game to keep the idea that the art is separate from the artist.

So, how do i make a fighting game?

I've got no notions on how to program but i feel like i'm destined to do it

3 posts omitted. Click reply to view.

e86358  No.32183

Shame about Kenshin, I love both the manga and anime. It sucks more people can't separate the artist from their work, we really live in an age where personal politics are treated as the most important issue.

The good news is fighting games aren't the hardest of things to make. I suggest picking up a good engine (my suggestion is Godot because of how smooth it codes and how easy it is to make collision shapes which you'll need for hitboxes) and start learning your asshole from your elbow in it. I just picked up Godot recently and I feel very confident I could set-up a 2D fighting game in it even with my little experience (though I've worked a lot in Unity before). Mind you, you'll still need to either git gud at art or find an artfag who shares your love of Kenshin.

tl;dr learn an engine and how to code in it, then just like make game.


9d27f6  No.33230

Learn2code is necessary, but you need to ask yourself: Why you need to learn to code? You need to learn code to make a video game? Great! One problem: Have you made plans yet? Pre-planning is half the work of designing the game. Coding is putting your designs to the test. You given us an idea but literally nothing else.

What are the rules? Can you break down the rules step-by-step that logically makes sense? If you base your game on another game then have you considered studying that game by reverse engineering it's logic and design? By pre-planning the logic design of your game as you study the coding language you will eventually get a better idea of how your game is going to play. Also sometimes your ideas don't go as planned as you code. Sometimes those ideas are used for another game. That's fine. If your fighter doesn't turn out to be mechanically possible but the mechanics are solid then you may want to switch to a brawler and see how that works.

Personally I think Kenshin would work just as well as a brawler if the focus is to master the character's moves. I can see switching stances altering how Kenshin swings. The direction of your swing determines whether or not you use the blunt edge to deal damage and KO/stun enemies or the cutting edge to destroy weapons and objects in the environment to disarm and trap your enemies respectively. Kenshin wouldn't just have health. He would have stamina, balance and momentum. If this is implemented into a fighting game then it will be a Power Stone like arena fighter rather than a 2D one. Let's break down.

-If you run out of stamina then you run out of breath and will have weaker swings. Some attacks won't be available and your senses could dull with the fatigue lowering your window of evading and just guarding.

-Balance determines what moves you can follow up with after a swing. If you attack with another stance that doesn't counter your balance, then you become off-balance. This not only stops your momentum; it leaves you will be open to attack and tripping as you re-balance yourself.

-Momentum is simply how fast, and sometimes hard, your attacks become. As simple as momentum is, it is the most complicated part the player has to manage. You want tPost too long. Click here to view the full text.


2d516e  No.33269

Isn't Samurai Showdown basically a kenshin fighting game?


67c0be  No.33271

>>33269

They share over the top feudal Japan settings and there's actual Kenshin fighting games already.


34395b  No.33506

>>31908

l2c etc. is obvious.

Besides wanting to make a Kenshin game I don't know how much you've considered. I've thought of making a fighting game in the past and here are some of the considerations I've made.

The important things to consider for a fighting game is what do you want, the 100 hit marvel combos, the space controlling "next hit kills" kind, or the mid range 10 hit combo with some level of space control. I know when I thought of the game I wanted to make, it's going to be closer to my favorite fighting game, so studying how that game does things is a good place to start, and thinking about how your game would diverge from those would be the next thing to consider.

When it comes to the game itself, even if Kenshin would obviously destroy a lot of the other characters, you have to be able to balance them out so if someone wants to play as the little kid they have a fair chance against the dude wrapped up like a mummy.

Movesets have to be unique and iconic. Movement can also be unique(dash vs run, giving a "speed" character an airdash or double jump.Making a huge guy walk slower). However it also has to be set clearly so people know how movement works. Mixing Samurai Showdown, KoF, GG, and SF movement together would be terrible.

As for the programming, it's pretty basic to begin with, but gets harder as you get closer to completion, and it's not about programming at that point it's about fine tuning.

left and right are horizontal movement. That's pretty simple. Up jumps. once you have your jump feel set also very easy. Most jumps are parabolic. easy math. setting up bottons for however many attack buttons you want. lmhs? lmh lmh? whatever. getting those to work is easy. programming in frames, invuln, cancelability, hitboxes, knockback etc it all pretty easy and you gotta match that to your animations, and the control of the frames, knockback and cancelability is what allows for combos.

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




File: 49acf8313317252⋯.png (179.8 KB, 1080x1920, 9:16, Screenshot_20190306-172210….png)

692ab3  No.33381[Reply]

Hope you enjoy being hated and millions boycotting your gams

7 posts omitted. Click reply to view.

000000  No.33490

>best know for credible accusations of hosting child pornography

Because if they said "best know for hosting child pornography" it would be slander.


5e2ae8  No.33505

>>33490

Wasn't it proven when there was an issue with it, it was leftists posting it then reporting it trying to get it taken down?

I mean come on. Which group is better known for pedophilia? Traditionalists who want to go back to the way things were in the 50s and earlier, or the free love, Hollywood worshiping, kike followers who have been unsuccessfully pushing the normalization of pedophilia for decades.

Yeah we have a fair amount of jew-brainwashed weeb lolicons here, but the true pedophiles are almost exclusively lefties.


4603ee  No.33605

>>33436

And by the time it became a hit sensation 4chan was already drowning in normalfags who chase greentext screencaps.


1c62ac  No.33735

>>33381

I get the joke but the first thing I thought of when reading "fascist CP website" was facebook


1225df  No.33746

>>33402

In their minds of course.




File: 5e1de70cf26576e⋯.png (465.87 KB, 655x675, 131:135, 1550606991686.png)

15f14d  No.33348[Reply]

What the fuck is wrong with me? I start with unity to make a 3D game, and then I want to make a 2D platformer, so I switch to GMS 2 because I dislike unity's 2D tools and now I want to make a 3D game again.

On one hand I like gamemaker for it's workflow and all the built in tools, but it has no 3D, Unity has both but is bloated as all FUCK. And I can't do shit with Godot because it uses an autistic node setup.

Am I autistic, whats wrong with me? Why can't I settle on a fucking engine and start making games?! WHY IS IT SO HARD TO STICK TO IT?!?!

1 post omitted. Click reply to view.

1a8fa6  No.33352

>>33348

Your biggest autism is your refusal to use the best tool for the job instead of insisting to use one tool for everything.


e8f756  No.33397

I don't know if it's autism, or just that you're not serious. You seem overly worried about tools being good, so much so that you reject them all. You're the common thread here.


000000  No.33401

JUST


36d586  No.33418

File: a43ffedb1413afa⋯.jpg (30.01 KB, 720x540, 4:3, 301cb13a-e9fa-4610-b744-d1….jpg)

Just use Unity. The 2D tools are great and you can make some amazing stuff, needless to say that the 3D tools are freaking amazing. It sounds like you've no attention span, spend 1-3+ weeks designing a game and really asking yourself what you want to make (within a realistic scope). Figure out a basic gameplay loop and have the elevator pitch summary memorized. If you're committed at this point make the game, otherwise you'll probably just keep starting and stopping a new project each week.


408b96  No.33458

You either need to commit or need to come up with a better idea. Because that's what is going on. You either lack the will to see a project through(fix this immediately if so) or you're hopping between projects rapidly because you're not in love with the ideas you come up with and need to make better ones.




File: eef3cc42ef602ee⋯.jpg (23.5 KB, 399x399, 1:1, 1515771394482.jpg)

e6ae28  No.30453[Reply]

I had a small panic attack yesterday trying to figure out Unity. This crap isnt accessible. I've got an idea for what I expect to be one of the next hottest games and I can't make it, no matter how fuckin hard I try.

2 posts omitted. Click reply to view.

a5df9f  No.30465

>>30453

Brainlet.


8f4efe  No.30494

>Engine that opened the floodgates for half-assed shit to flood steam

>Not accessible


2aa863  No.33379

>>30453

If you can't figure out Unity after watching some tutorials, you might not be cut out for gamedev.


749e2e  No.33389

File: 46bacae8bcdffaa⋯.png (167.78 KB, 833x1200, 833:1200, NHK_v1p090.png)

>>30453

Clearly you should tell us the game idea so we can make it for you


c01d53  No.33419

>>30453

I did it at age 14 with no previous coding experience, toughen up. You have to actually put effort in to learning. Just follow a bunch of tutorials until your competent enough to make changing to the complicated code, then try make your own basic prototypes and simple games.

I spent well over 150+ hours on my first personal project trying to figure everything out and using what the tutorials taught me. Coding requires patience and a willingness to learn.




File: 1449868912767.png (2.36 MB, 1920x1080, 16:9, cuphead-flower1[1].png)

899978  No.24379[Reply]

I want to make a game that looks like a 2D animated cartoon. Something like Cuphead. How did the devs make those Fleischer art? I'm not aiming for something overly ambitious. Just imagine those sprite games with smooth animations like the Marvel vs Capcom games and replace them with 2D art.

21 posts and 8 image replies omitted. Click reply to view.

a298c1  No.31911

File: 32119056ba9ee54⋯.jpg (44.7 KB, 720x405, 16:9, 1447985716378.jpg)

>>31906

>>31909

>If I had any talent at all

Practice, nigger.


36b2e3  No.31937

YouTube embed. Click thumbnail to play.

>>31907

>>31907

>it could be dope

It WAS dope, on the Wii.


21dcfa  No.33377

>>31909

I remember playing some games on Newgrounds with this kind of art. they exist.


000000  No.33403

>>24379

Learn to Code


000000  No.33404

>>33377

c-checked.




File: 9327178766c7eee⋯.jpg (38.13 KB, 673x456, 673:456, 2b.jpg)

8d4f54  No.33318[Reply]

NSFW Loli for us

VN/ RPG about a dude in a place where adult women are loli.

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

8d4f54  No.33323

File: 4c6f11d31b52822⋯.png (651.5 KB, 845x1476, 845:1476, 3.png)


99cd52  No.33342

File: 4c5c98c1aa7a6f2⋯.jpg (99.55 KB, 1280x720, 16:9, black-bullet-1006.jpg)

>>33323

Is that your art?

Looks good

Also I like the idea, like Planet of the Apes, but instead you somehow end up on a loli planet.

I would never leave


9604f6  No.33345

The probability of this being actually made is -120%


3cd194  No.33363

there's a version on git and a download in itch.io

you don't want to see the placeholder art so just give me some time to draw pictures


8d4f54  No.33396

Its still being worked on.




File: b5758d1befeafee⋯.png (514.36 KB, 640x479, 640:479, ClipboardImage.png)

4bb9c0  No.33356[Reply]

How is the process of finding out how to modify a game?

How do you find out the format of the files, the scripts, etc?

And in programming do you have to add some logic to make the game "modifiable"?

31a54e  No.33373

File: 5fe52f0487279f2⋯.jpg (21.7 KB, 352x300, 88:75, rTr5OP2.jpg)

That is a very broad question. In some games all you can do is change textures or models. Some games have some kind of scripting system which you can use to add your own content (like Elder Scrolls Construction Set). Some games have a community of absolute madmen who reverse-engineer the game code and add all kinds of crazy shit, like Super Mario Maker 64, various Pokemon romhacks, Zelda randomisers etc. Technically you can reverse-engineer any game and add what you want, but realistically you will be dependent on whatever tools the community has.


73ce94  No.33390




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