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How's your game going, /v/?
>>
I don't possess the skills nor the will to create a game of my own. My ideas alone would require an AAAA budget so I don't see why bother.
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>>446380450
Try downscaling your idea
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>>446380561
That'd make the whole thing completely unworthy.
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My game is going just fine, thank you!
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>>446380270
Haven't touched it in over a month.
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>>446380620
Care to share this grand idea?
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Why are video games so hard to make
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>>446380270
Rehauled a bunch of seed code by culling most of it. That somehow made it frighteningly more consistent.
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working on enemies, still can't get this background to look nice while also reading as falling out of the sky/being in a tornado
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>>446380270
I don't do games anymore. I try to sell shit on Unity's asset store tho.

I wanted to have a character that can do autistic shit like Sonic-running on loopings, walking on mini-planets like in Mario Galaxy, or doing a bit of parkour like in Mirror Edge.
>Got it reasonably working after months of trying maths at random
>Happily submitted the package.
>Package declined because it use Unity's Standard Assets (for the character's mesh & animation), even tho their old FAQ said it was OK.

Now I'm kinda bummed because I'm not an animator, so I have to found a CC0 pack of animations compatible with parkour gameplay.
Already searched for weeks and found nothing near what I need - really depressing to be stuck on something that isn't even my actual work.
Video here, the cool(-ish) stuff start at 2:12
https://www.youtube.com/watch?v=Gj9YJ6LWeRI

Next package (if I can finally finish that parkour character one day ffs!) will be pic related : a shader package making everything invisible except around defined position. Might be a use to someone for an horror or puzzle game, or just for having a fancy effect. Saw something like it in Odyssey, I think.
>>
I wish people would notice me on twitter already. I always see other devs go from 200 to 10000 followers overnight because some big youtuber noticed them
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>>446380270
>My idea's great but i don't know how
>I lack motivation
>Everyone else is more talented than me
>If I can't make the engine why bother
>My game is so special and unique I can't show it off
With all that out of the way maybe people can post progress instead of not really contributing
>>
i spent all day getting a single standing idle animation out of stolen sprite resources. i don't know how the fuck people actually make games.
>>
just built the first prototype for android devices. Basically just a stacking game with the use of the accelerometer.
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>>446381026
Ideas aren't free Anon..
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>>446386128
t. Nodev
>>
I want to learn drawing but my skills aren't above a kindergarten level. Do I have any future
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>>446382790
Layer your background, reduce the contrast to at least darken of the absolute white highlights on the clouds. Make the right moving background dark and the closer clouds lighter but still not as light as the foreground.
You've been told this before but you ignored it because my mockup didn't get the levels just right. It was still better than what you've got. It'll never get better unless you're willing to accept advice and tweak until you get things right.
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>>446380270
>How's your game going, /v/?
I finished up my dynamite-throwing miner skellies, think I'm gonna do some UI polish next
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haven't even begun to bother with texturing, but the desert looks nice regardless i think
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>>446387049
I did see your previous edit and you are right it was definitely better, but I plan on making a different set of sprites for the bg anyway cus the clouds aren't cutting it for me. Just haven't done so yet which is why the colors are the same there. I'm very much willing to change stuff I'm just struggling to get the right direction to start. Sorry if it seemed rude, my man.
>>
>have this neat idea to make a small game based on the original black & white but without the temple/worship mechanic, just villager management and maybe creature
>decide to put time and effort into it in Unity
>can't decide on what camera control I should get for the game
>rage and give up

I wish I had autism.
>>
>>446387384
Ach, I'm sorry too dude. Just to see it not having changed and the same issue raised when posting gave me vibes of those devs who get into a rut from not listening. I assumed too quickly.
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>>446387582
So basically Banished then? Personally I thought the village management was the most boring part of Black & White
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>>446387731
I liked the scaffolding building mechanic. It was tedious and fulfilling at the same time.
>>
as long as you're not todd, it might just work properly.
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>>446387835
In contrast, I thought the scaffold system was simplistic to a fault, and the fact that the building was constantly spinning was annoying.
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>>446387674
No worries, there really are so many devs like that I wouldn't blame you in the slightest.
It's just a look I can't seem to find any other games that have done. The closest was a DKC tropical freeze level but they just have giant see through layers of dust and obviously 3d stuff, so not easy to translate to 2d. Posting a second time mostly in hopes someone will be like "just do what X game does and do this" and make my problem seem trivial lol.
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>>446388214
Not gonna lie, I probably nostalgiagoggled the fuck out of that part of the game.
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>>446384473
Forgot to add screenshot. This was an earlier version where the game would go on after losing all lives.
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>>446388337
Fair enough. I replayed it pretty recently and it was annoying that it took several tries to orient the building how I wanted to when placing buildings. I got bored of village management real fast once I realized they would never be satisfied (if you satisfy one need, it increases the desire for another need) so I ended up ignoring their needs beyond the necessary food, and just focusing on capturing enemy villages. The best part of the game was the open endedness of the gameplay, the humor, the music, and the general feel of the game.
>>
Very well, and I made my own engine because that's the only way to make a performant videogame, the first requirement in order to innovate.
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>>446386128
You seriously think that your idea is so good that someone here will steal it... Talk about condescending.

>Inb4 it's another JMMORPG in Unreal Engine
>>
>>446388881
Well obviously the village mechanics were flawed and I would have improved them (like, manually rotate the building using the q and e keys) and done better satisfaction management.

So yeah, basically Banished type villages on a big map and miracles happening / creatures walking around.
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>>446389145
What's the best idea that's ever been posted in these threads?
I usually only ever see people post ideas like "okay it's kinda like this one game except it has this feature from this other game and..." etc.
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>>446383361
Don't give up, anon
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>>446383807
Easy, get money to order commissions off of people who went to college for game design and development.
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>>446389326
Thank you friend
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>>446389145
>Inb4 it's another JMMORPG in Unreal Engine
Yeah that idea's just stupid. He should create a WMMORPG in OGRE, that's a much better idea
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I made ledges you can jump and shoot through and all that. Feels good. Also spiders and girders I guess
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>>446389297
That's the thing there was never a best idea posted in these threads because people thought too much about them and became overcomplicated and unfeasible. It's most likely the same case with that "Donut Steel" anon.
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>>446389609
I'm not into platformers, but that gameplay looks pretty fluid and polished so far, well done.
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>>446389446
>Not making an RUMMORPG in Godot
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unity started out shitty but got a lot better. there is always room for improvement though. unreal has issues now with screen resolutions when games are not widescreen (they simply cut off the edges in menus, a lot of the latest unreal titles have this bug) and keybinding. very sloppy. also unreal documentation is non-existant plus it's too expensive. unity will take the lead in 2019 when their console hardware support catched up. gamemaker is shovelware rpgmaker tier bs and construct i don't even kno.
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my pokemon mmo is coming along great
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Making a small tech demo for a hack and slash/character action game, the gimmick is that you can weaken enemies and then take over their body and gain control of them and their moveset, hoping to have it ready for the dmc5 launch
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>>446389958
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>>446389609
Looks good, but is there any chance you can ease into ball mode? The single frame switch between them is jarring, would be neat to have just one or two frames of curling into the ball. By all means keep it a ting as a ball immediately so there's no perceived delay, just purely visual.
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Don't have mental capacity and patience(not severe enough to warrant medication in my country) to learn engine coding
Trouble getting started at all when I'm at home
Unity went google shill
UE4 is far too heavy for my working laptop.
Other solutions are paid and considerably harder to get other people to work on it.
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>>446383003
Do you lift the rigidbody with an AddForce when it climb stairs?
I'm doing a character controller with rigidbody and get the physics right it's hard
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>>446389921
unity cpu demand is still too high. it also needs to improve the basics like smooth screen scrolling, vsync, and enhance their entire render pipeline to become future proof. unreal is a mess ans they came from a 3dfx 3d game maker background in the unreal days and always had a mixed bag of ideas as a company, unity has their philosophy laid out proper, them, not so much. the new store is just another mess in my book, need to make sure your foundation (the engine) is solid first and it is far less solid than it was pre-ut 2004. they also pander to thw whole sjw kike shlick so they are not to be taken serious.
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>>446390237
>Don't have mental capacity and patience(not severe enough to warrant medication in my country) to learn engine coding
Then you definetly wont have the patience to make a game in any off the shelf engine either.

I dont get why people think they can make games without first learning to code. Even with Unity/ UE4 your only going to get so far before you need to start customising shit and writing your own code.
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I've stopped devving a game and now I just do 3D art because I fell in love with Blender.
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>>446390635
you could probably say the same about valve but they became so big thanks to steam so i can see why epic is trying that formula, they want a piece of that pie but wont get it the way they do it as they don't offer all the amenities (yet).
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>>446390868
post cute 3D art
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>>446382790
why are the clouds going both left and right?
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Bretty gud, got Steam Workshop uploads working and will take a jab at Downloads/ Subscriptions tomorrow. Really want to get in-game browsing working since I hate alt-tabbing.
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>>446391031
this thread is about engine comparison. stop shitting up the thread.
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>>446380270
The content creation grind is diving me insane. Hours and hours of dev work and it feels like il never finish this game. Still have tons of boss work to do to when I finally finish polishing these levels. I'm going insane hahhahahha
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>>446386504
No. Not because of your skills. Your mindset is all wrong. Stop asking if you can and say you can instead.

Start reading Loomis and watching Proko on Youtube. The more you understand drawing you'll become more confident.
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>>446391149
And here’s the menu that lets you upload directly from the in-game level editor!
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>>446387582
When in doubt vopy other games. Does B&W have good controls? How about some RTS games. Just do what they do.
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>>446391115
placeholder tornado effect. One layer should be in the foreground but way too distracting with the current sprites
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there is also a lot happening on the open source front now in terms of 3d engine creation but these are all spread out too thin and will likely stay in their old habitats for not consolidating. and since unity is free as long as you do not make major shekels literally all game companies will sooner or later do the math. you can code your own add ons if the engine has not what you need so it is the most modular of them plus they have their asset store getting a good stock.
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>>446391598
unreal still has the best look thanks to their gamer-background and long lasting battle to lead the pack though, that and their marriage with microsoft make consoles use it the most.
>>
Can't complain. Though I've been stuck in computer hell for the past three days so there's been no work for a while, but before that it went fine, was on a script rewriting/cleanup spree.
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>>446380270
I gave up on my game making career. I've just accepted the truth. I'm a brainlet. I can't even speak english properly. Sorry about the little rant, sometimes I need it.
>>
Is Godot worth using yet?
>>
and they are working hard to defend their crown, unity really needs to step up to be able to compete here but competition is always good so we get better and better looking stuff. the real challenge is how engines scale across all cpu and gpu power levels - the one which can serve the most hardware "adequately" likely wins the race but there are always exceptions when a company wants the better look and accepts shitty fps in terms. bethesda is the most notorious candidate here, their stuff runs like shit and falls apart at the seams. totally shitty company philosophy or none other than greed.
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>>446380270
I've almost got something playable.
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Mostly starting to work on actual content: giant wrecked space swords, weird nightmare entities that chase you down, and this gate.
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>>446387213

That looks really cool anon
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>tfw too retarded for Algebra
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I'm just working on pixel shit.
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>>446389750
Thanks. I know there's hundreds of run n' guns out there but a lot of them don't play very well so I'm hoping I can fill a niche.

>>446390114
I'll put it on my to do list. It might be a while since I can't draw and the animation code is a bit overgrown due to crap like this.
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>>446392293
And also of course, tentacles.
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>>446392293
>>446392696
Pls remove bloom
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>get into programming because making games would be cool
>realise the most time consuming part is the art
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>>446392321
Thanks!
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>>446392293
Is there planet landing?
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>>446392696
Looks cool. How far are you going to go with the nightmare entities? I like when enemies have distinct but subtle clues that they are nearby, like graphics or audio changes.
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it going well, though I have been bashing my head against the wall for a few days now trying to find the motivation to do some extremely tedious UI work
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I wanna make an peg but I don't know if I can. What do?
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>>446393341
In nebulas at least, lightning lights up distant objects. And some more organic ones make distant rumbles and noises.

>>446393175
You can land and walk around on planets and stations, but it's not like ED or SC where you can explore an entire procedurally generated empty planet.
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It's going great, i think it's physically impossible for me to make a rig that won't have some problems i won't notice until it's almost done.

https://twitter.com/spellfist_3d
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Pretty good
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>>446390702
It's not like there have been engine where you don't have to know code. Also engine coding is on a whole other level than what you'd call scripting.

>Even with Unity/ UE4 your only going to get so far before you need to start customising shit and writing your own code.
Examples?
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>>446393872
With Unity, you hit that wall the moment you need the ability to rebind your keys at runtime.
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>>446393961
I could've sworn I've seen unity games where binding keys is possible.
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>>446394028
>>446393961
https://answers.unity.com/questions/374620/setting-up-key-binding-options.html

Has it changed from this?
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>>446393961
I have a key rebinding system already, it's not hard.
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>>446394028
Games do have it, Unity just doesn't support it out of the box. You have to code your own solution from scratch or buy a third party asset.
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>>446393598
Pitch black system reminds me of that old /v/ freelancer mod.
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>>446394237
Still doesn't fall into "engine dev" category.
>>
Discipline > Motivation
All it takes is a little bit of motivation. Discipline is literally the rest.
>>
What language do I learn to create a video game in these engines? I'm planning on getting a $10mil investment or loan to create a company sometime in like 10 years.
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>>446394550
start with C++
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On hold, I've been hired by a nearby municipality to make a game around their Roman history in order to attract younger people.
My own stuff doesn't get food in my belly yet so I'm finishing this first.
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>>446394329
That's because I made /v/lancer.
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alright, thhanks
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>>446394926
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>>446395226
It gonne be a longa 6 months
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>>446395673
How so?
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>>446394926
I really like this
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>>446390560
Nope, I'm using MovePosition.
Stairs make you pay very hard if you undershot/overshot the height, so I decided to cheat a bit on this one and use MovePosition directly.
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i genuinely feel bad for the people who can't program
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>>446387213
You really need to learn lighting principles, rendering and general color theory, man. That looks like a lot of decent assets, piled together in a pukey mess.
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It'd go really well, of only I could draw, write, or make music. Actually, I can't code either, but I could learn that, unlike the former three.
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>>446393689
>Maya
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>>446389297
But all games are another but slightly different. Only Katamari Damacy is indescribable
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>>446399361
What would you suggest changing specifically? I kinda get that it looks ugly, but in a way I can't put my finger on because I've been staring at it for countless hours and I've lost the ability to judge it objectively

I'm thinking it's partly all the UI elements, which are bright red and green primary colours that don't gel well with the darker aesthetic of the rest of the level? But then the UI wouldn't fit brighter levels like pic related if I changed them to be less saturated and darker
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>>446398550
Poor souls.
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>>446400179
>path is mirrored along the path
What the fuck are you doing?
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>>446400520
It's auto-generated. I can just fix it later with more variations
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Not so good, I need to get around to just modeling more shit.
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>>446400000
checked
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>>446391149
>>446391398
I've seen you posting a lot round here, anon. Really liking your work. Have you launched on Steam yet? And how's everything goes sales wise?
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Going on a half price sale on Monday

https://www.youtube.com/watch?v=RgUQ8IZVX28
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>>446380270
How is Construct 2? I know it's purely for platformers. Is it well optimized and better than working in Game Maker?

Also I heard of some API/SDK engine for easily creating android games, but forgot the name. Can someone post a list?
>>
It's going forward and upward.
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>>446383361
Are you using the tags?
Are you promoting yourself on other platforms?
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>>446380270
Still at the planning phase.
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>>446380270
I'm lazy
If i had the willpower i'd rather make a webcomic
>>
I made game that absorbs the motivation to finish a game developing project. Its running in this thread right now.
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>>446402534
Construct 2 is vastly inferior to Gamemaker due to the fact that it doesn't have a scripting language. It's intended for simpler and smaller scale games, while Gamemaker is more of a "complete" package, that can do pretty much everything, as long as it's 2D. Personally I don't see why anyone would pick Construct over Gamemaker or Unity.
>>
>>446382253
Because they are complicated computer programs that require a lot of high performant code, a huge amount of artwork, and music/sound effects if you want people to buy it.
>>
I bought fallout 76 and it sucks
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>>446398294
As far as I know MovePosition cause clipping even with static gameobjects like walls, I guess you do a collision check without physics
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>>446392452
You can still make games, work on textures, models, etc, just wont be making your own engine any time soon
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>>446404149
It's too bad game design and code design are two extremely different things. I'm having issues designing my game even in an easy to understand game editor with quick scripting and unit placement.
Still, I guess that way we keep the bar up. Better than shit musicians getting popular for no reason.
>>
I want to create a basic fighting game completely from scratch, no engine to build on or anything like that, but I don't have the artistic talent to create any sprites for stages or characters
>>
>>446404304
I rely on "OnCollisionEnter/Stay" to detect the stair, then use MovePosition to "avoid" the collision and also restore the previous frame's speed.
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>>446383361
>go from 200
lmao, where do i even get 200?
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>>446398550
>failing introductory programming class
how is that even possible? It's like failing an elementary school math class at the age of 18.
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Check it out lads. A flash game i was working on last year. finished the combo system and stopped. should i carry on?
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>>446391318
whats happening here anon?
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>>446393540
keep it simple for now, i assume so far nothing is final graphics so it's going to change as you go.
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>>446393121
It baffles me how there are people that genuinely believe the other way around until they actually start developing their games and see the truth
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>>446404807
no one is sure
it's completely unprecedented
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>>446400000
I know Autodesk owns both and they look similar, but that's 3dsmax.
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>>446405268
It's because most of these people don't actually draw so they have no idea how much it takes to not make things look like shit
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>>446400179
It's too dark and it lacks contrast. I really can't tell what's happening for the most time. Brighten this up, increase contrast and tone down UI elements. Don't pick colours yourself, try to find good palette online: look for Pantone colors.

Here in this bright scene it looks much better.

>also remove all HS inspired UI elements, they're horrible.
>>
>>446400179
>>446406483

also, floor looks like it's made out of venta-black. Walls reflect much more light. With such dark floor everything will be unintelligible.
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I'm never gonna make a game
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>>446404715
Why would you even want to have followers?
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>>446406749
Guinea pigs to test your game for you
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>>446406483
>>446406609
Ok, thanks for the advice. I was going for a spooky dark aesthetic for this one zone but I guess it's too much, I can brighten it up to be more like some other zones (pic related)

I'll definitely check out pantone for the UI polish I'm doing right now

As for HS elements I assume you mean the card designs? Yeah it doesn't really match the art style that much, but I'm kinda limited there because I can't into art. It's actually the 5th variation I've gone through so far and I'm resigned to just waiting until I can pay an artist to create a better card design at this point
>>
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>>446390114
How's this?

>>446392645
I meant to type "crap like webm related", not the transition frame
>>
Brainstorming.

> 5 hour RPG-ish adventure game
> Set in a small, but fully explorable town.
> Many Secrets and interactions are hidden in the town, but not everything can be collected in one run.
> There are some NPCs, but all of them are named and work based off of a schedule within the 5 hour period
> Situations and characters change according to your choices. You can be locked out of certain routes by your choices.
>>
>>446408669
Can not-Metroid crawl?
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>>446408672
Started off generic, then turned into something that sounds pretty cool
>>
>>446408308
This screenshot is better, but I'd do this:
> use less brown
> add more stoney patterns
> Set ambient light to 0 temporarily
> now add light sources -> torches, fires to really bring out the depth of this area
> also, it will give you nice shadows
> When you're mostly happy, start increasing ambient light until it's legible

As to the cards, just redesign them. Even swapping order of: picture, title, description.. Right now they look like HS knockoffs.

Try to show this stuff to other people often. It's easy to get used to your designs so much that you can't judge them yourself. This stuff has merit.
>>
>>446408672
Sounds pretty cool, kinda like Majora's Mask.
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>>446408308
>>446409367

Also, it reminds me of first Dungeon Siege.
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>>446408308
>>446409367
>>446409489

>but that is good.
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>>446408669
not that guy but it looks better
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>>446408669
It's got a Turrican vibe to it.
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>>446389609
How is it even possible to lose in your game if your character beats enemies up close and far away? Can you really shoot while jumping/rolling?
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>>446380270
Been working on the save system for a week. I didn't plan ahead and had a lot of distributed state all over the scene. Now I've centralized everything making this much easier. Saving and loading is one of those things that you wouldn't expect to be tricky, but damn can it become a headache if you want to so it properly. I finally understand why so many games just let you save at pre-defined points.
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>>446408816
No.

>>446409570
Cool. I hope it sticks because he's a pain to animate since he's separated into two halves for 8 directional aiming while running.

>>446410423
I have vague memories of Super Turrican decades ago but I never really got into the series. What's the best version? Amiga?
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>>446408669
Really cool man, the little transition makes all the difference!
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>>446412376
your game looks so great and smooth anon I love seeing new videos of it
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>>446390960
They just have a shit load of money with Fornite right now so they are looking into other future-proof ways to make money in case the Fortnite crave dries up, they are literally throwing a shit load of money at studios to get exclusive publishing rights for their titles.
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Trying to make a space game, you will never leave the ship but you can get some crew and assign them to areas of the ship kinda like FTL but you can talk to them and stuff.
Currently thinking you fly through space with randomly generated stuff and can get materials/fuel and do stuff or something, not yet sure what the game will go for, only trying to get the gameplay flow right now.
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>>446412376
>Amiga?
U know it
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>>446402681
Souseiseki was also my favourite doll
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Rust to replace c++ for game programming when?
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>>446409367
I've actually tried moving the card elements around but it still looks like a HS card, I think because it has a similar cartoonish style and the same basic colour. It gives it the same silhouette

I can try stuff like pic related but I feel like I'm swapping the design from being shit because it's derivative to just being plain shit

>Try to show this stuff to other people often. It's easy to get used to your designs so much that you can't judge them yourself
Yeah, this is a real problem. That's why I post my stuff here, but 4chan is too nice most of the time

Thanks for the advice though, you've been a big help! I have a bunch of stuff to iterate over now to try and improve
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>>446380862
sad that this cat is dead by now
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>>446413109
>looks like a HS card
>I'm swapping the design from being shit because it's derivative
Don't.
Card's UI is one of the few things HS nailed way better than other card game (looking at you, YuGiOh).
Killing the Spire is also a good for this.
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>>446413408
What the fuck? Why bring that up, asshole? Delete your post.
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>>446413109
The text is really small, unless the picture for every card shows exactly what the attack does, the bottom text should be bigger and legible.
And same as always with card design: The more icons you can use to replace words the better and if you can't don't use %s or division.
Plus is the easiest to quickly work out. Then i guess a tie between - and multiply.
25% weapon damage for each oxygen means you need to know your weapon damage, quater it and then multiply by the amount of oxygen you have. Why can't it just show that on the card?
And probably keep the quote bit for clicking on it or on the back. it just muddies up your info
>>
How do I make a linear game without making the player feel I am artificially gating their progression
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>>446413109
And just to add, been playing Slay the Spire, those cards have fuck all on but I know EXACTLY what each one does and what it costs to play and theyre easy to read
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>>446413014
fuck off sjwzilla shill
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>>446410847
Yeah, I made the player really strong but I like it that way. The plan is to make most of the game like Contra where shit is constantly coming at you. It's probably hard to tell from the lukewarm spiders and turrets before, but here's a slightly more hectic area to give you a glimpse. I'll put the weaker mooks in areas with tricky obstacles and/or overwhelm the player with numbers.

Oh, and you can't jump (conserving momentum) or shoot when you're rolling at mach speed like the start of that webm. That would be too much, even for me.

>>446412427
>>446412524
Thanks. I gotta reconfigure/replace webm for retards one of these days, then these'll look smoother.

>>446412785
Alright. I'll get on that.
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I think it's the icons in the middle. They're too cartoon-ish. I'll try redrawing them

>>446413571
Yeah, I don't like HS much but their cards look really good. I wanted the cards in my game to look like they fell out of a wizard's tome, and I can kinda picture in my head what that looks like, but I can't draw it

>>446413669
>The text is really small
Yeah you're right, I just wanted flavour text to be a thing but it's not worth making the cards illegible

>Why can't it just show that on the card?
Because weapon damage is mitigated by the defenses of whoever you're attacking. The damage an attack does is shown on each enemies healthbar when you drag the card out of your hand, so players don't have to work it out themselves
>>
>>446415412
Couldn't the card already have their weapon damage on the card as a number and then X and an icon for oxygen?
>Hit all enemies for
>(25% as a number)x(oxygen symbol)
for example. Declutters a lot of the card and removes text which is good for translating and quick recognition
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>>446413742
What genre is it? If it's something like Mario, then it's easy because there's already a clear progression in the levels.
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good, just finished another enemy animation
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>>446415795
There was something like that on an older design, with the oxygen symbol, but I thought it wasn't very clear what it meant

Also there isn't much point putting the actual damage on the card. An enemy might have armour that reduces the damage by 32%, and then dodge that reduces it by a further 19%, but you're backstabbing with a crit of 40% and 25% of your weapon damage is fire that ignores 50% of armour etc etc
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>>446416118
That's a cute wolf anon
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>>446402681
>>
To all these anons actually making games here, do you actually have jobs in the gaming industry?
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>>446417784
>have jobs
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>>446416629
I'd say if it's not very clear what it meant then your icons aren't strong/recognisable enough. I'd say that haste description makes sense, it's pretty clear.
I'm not saying you need to have all the multipliers written on the card, just whatever 25% of their weapon damage is so they know upfront what number theyre working with.
You'd want the player to spend their brains on which card to use and their strategy and not on a line of sums to work out the attack damage. Some people just aren't good at working out 25%. Even worse if your weapon damage is 23 or 77 or something, it leaves ambiguity.
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>>446401827
>selling a pong clone in 2019
>so uninspired that he calls it "video game"
>All those single-time reviewers, probably steam friends you begged to give a positive review otherwise no one would give a shit
>shilling on /v/
How does it feel knowing that you will be creatively bankrupt for the rest of your life and can never come up with anything better than any 1970s atari game?
>>
So now that UNITY is getting thrashed by everyone should i switch to UE4
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>>446412376
>because he's a pain to animate since he's separated into two halves for 8 directional aiming while running

That's actually the preferred andcmuch easier method. What's your game on anyways? Are you merely replicating the NES look or are you one of those mad men making an action NES game?
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>>446417784
What makes you think anyone here is some old industrious gaming veteran who's looking to settle down and become an indie developer?
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>>446382790
Dude your game always looks very promising. I hope you keep working on it anon
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I have an incredible ability to stall. I can't go straight from A to B. I planned to have a prototype ready for next week but here I am adding stylish animations for my menus.
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>>446408672
> Situations and characters change according to your choices. You can be locked out of certain routes by your choices.

I like how people always think in things like that and after seeing how time consuming it is and how artificial and limited it looks they give up
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>>446419146
If you give that much of a fuck about engines you are never going to make an actual game
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>>446386128
If your idea is any good you will need to shove it down people's throats. Don't worry.
>>
>>446380270
Where can I find a 2D Artist/ Animator and Programmer for Godot who are willing to work on a labour of love.
And by labour of love I mean work for free as am I. I can write scripts and not bad at 2d art work I just need someone more proficient at it than me.
I have one friend whos writing the story.
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>>446380270
Going great!

Got my room Generator done and working, got the formula for Starting rooms, Loot rooms, and Exit rooms set up as well.

My next goal is to hook up my Main Menus with saves tied to the Rogue-like elements like how binding of Issac does it.

Also my game idea for all of you who are laughing by my shitty engineering assets, a rogue like FPS with a more complex system tied to movement instead of generic "Upgrade Health/Ammo/Armor"
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>>446421717
What's the story about?
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Made an animation rig for a mantis
which im not gonna use
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>>446422179
It's a sci fi about a man in search of home.
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>>446421878
Nice.
Make sure to have a wide variety of "entrance" instead of just "door in the middle".
Two doors / half-height jumpable wall / no wall at all / small pit with a bridge / etc ...
It help a *lot* making the level feel less like a grid of rooms.
Spelunky does that, it's technically a grid of rooms but it fore connection of various size between them so it feel more natural and blur the pattern.
>>
Like shit because I have a million exams this month
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>>446414282
>>446389609
>>446412376
Graphics look a bit basic but serviceable. This on real hardware?
>>
>>446380270
Finally settled on an idea for my JRPG so working on sorting out the early levels of the first few party members so I can make a demo with them.
Still not entirely sure how I want character/class levelling to work, so gonna try out a few different ideas and see which I feel more comfortable with.
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>>446408308
wanted to fix the lighting to compare with my own project, but just ended up making it yellow in the process. Ignore the yellow, i guess.
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>>446422729
Yep! I plan to, just doing all the basic engineering stuff first, and plus I'm no artist, so I'm going to get a Tech demo up and running and then see if any artists want to team up.
>>
Right now I’m just doing tutorials for GM, trying to learn the programming logic and shit. I don’t fully grasp it but I’m sure I’ll get the hang of it eventually
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>>446380270
I am still writing the story.
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>>446413742
The big problem with linearity is when said line is stupid winding bullshit. If I have to travel through the Brambleass Shithole and Burning Hellmoors in order to get to Evildick Tower, cool. Fine. It's linear because you're beating a straight fucking line to that asshole's door.

It also works if your objectives are straightforward, even if your route isn't. In order to defeat Cheeky Firebutt, you have to sail the Giant Fucking Ocean and recruit the High Watermost Bitch because no lesser watery bitch will do. It's okay because what you're doing is an important, inevitable step that would never get solved without you, and you really want to obtain the legendary Cool Shit from beyond the River of Fire.

What absolutely, positively sucks is when that breaks down. When there's a small log in the road, so go do Shitty Sidequest #7 until it's moved. When your crack murdercenary can't get past the Picket Fence until it falls over 5 hours of gameplay later. When the route is blocked by some jackass saying "HMM, I DON'T THINK YOU'RE READY YET, COME BACK ARBITRARILY LATER".

tl;dr If you've ever seen it in a JRPG, don't fucking do it.
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>>446414282
Did you use Bionic Commando as inspiration for this? the same team worked behind Shadow of the Ninja. Both games were lagging at certain levels due to how heavy loaded they were compared to what the poor NES could handle at the time.

https://www.youtube.com/watch?v=0DdCulJ5uc4
https://www.youtube.com/watch?v=l31VrLfhkCo
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>>446423317
>those rocks
>those skeletons
>those stalagmites
>that armor
>that table with coffee mugs on it
Is this Runescape's successful Chad cousin?
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>>446422431
Noice
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>>446419165
>6502 assembly
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bump
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I want to make a card game buy can't draw at all. Like, I draw like a 2 year old.
So I don't pursue the idea because art makes and breaks card games.
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>>446428550
Just make the cards and the effects, and have it work like a game. Then you can pay/beg someone to fill in the blanks.
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>>446429450
I.e. The card objects without the graphics. Text and mechanics.
>>
I don't want to make Earthbound-inspired RPG number 435738 but I have no other ideas
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>>446422431
I love this style of graphics, a very dark flat colour (usually black) with few important details in a strong vivid colour.

However, you have some z issues. The legs are in front of the light while the body is behind it (so the former are not lit by it while the latter is). I understand that you maybe wanted to give it some depth, but doing it this way only makes for a very jarring disconnect between body parts that looks bad. I would suggest using a depth map or simply having the light affect all bodyparts (latter is easier but former looks much better).
>>
>>446419165
Oh, the two halves have been great for moving and attacking. It's that adding further animations sucks since I have to do it twice and piece them together. Though a lot of that has to do with me mismanaging the player code and spritesheet. I didn't make it as flexible as I should have.

>>446423231
I'm afraid it's not a real NES game. Working with the NES is kind of a bitch. I've done 6502 assembly before, specifically enough to know not to make a game in it. I'm not making enough progress as it is, and that's with an incredibly comfortable Lua setup. If I were making an NES homebrew I don't think I'd get anything done.

While some people use NES graphics just to mask their lack of artistic ability, what I'm actually doing is using NES graphics to mask my lack of artistic ability. I've tried to add more colors to my spritework and in addition to taking longer, it actually looks worse. It's fucking embarrassing. But I like having graphical options available to me, and if I started working on legit homebrew I wouldn't. I try to keep sprites on screen reasonably low, but I don't want to be stuck counting each one so they don't start disappearing and lagging the game to hell.

I was thinking of taking advantage of it later. Maybe there'd be a little tunnel with Game Boy palette and resolution. I considered making bosses that jump to 4th and 5th gen graphics the angrier and more powerful they get. That way I'd have to put in the extra work so everything looks good, but only for one screen. As long as everything on screen has stylistic consistency, does it matter if different parts of the game don't?

>>446424709
It was. The Bionic Commando grappling hook feels so fucking good. I always preferred it to more realistic grappling physics like Umihara Kawase because I always know where it's going to send me.
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>>446431094
>While some people use NES graphics just to mask their lack of artistic ability, what I'm actually doing is using NES graphics to mask my lack of artistic ability.
My sides flickered out because of sprite overload.
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Haven't bothered updating in a while.
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>>446429557
Ye, might try.
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>>446391318
huh, i have an idea similar to this but instead of platforming its an rpg, think fez meets sherlock holmes. good job anon.
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>>446394926
very stylized anon. wish you luck.
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>>446431912
Please do. I love card games, and don't mind if the graphics suck or are missing.
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>>446429632
there aren't THAT many
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>>446432373
Don't expect anything in like 3 years, anon.
I'm working on my PhD which takes tons of time + am a coding amateur
>>
I want to make at least one game in my life but I have no ideas and I'm creatively bankrupt
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>>446432885
Make a fangame then. Don't need your own ideas if you're just trying to make more of something that's already been done.
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>>446432651
These are just the good ones.
Mediocre clones are plentiful and oversaturated.
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>>446432885
Make a simple puzzle game or break out game.
My first 2 games were a doodle jump clone and a break out game with some added features. Released them for iOS/Android and even made a little bit of money. Do something you can finish in like 1 month or 1 week and do not be afraid to learn new stuff.



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