How's that game coming user?
How's that game coming user?
Other urls found in this thread:
youtube.com
epicgamejam.com
behance.net
twitter.com
...
I'll never make anything.
I finally finished the keybinding menu.
Now all that I need is to finish the last menu section before I finish UI hopefully for good.
I'm finally done with my job so I'll actually start making it tomorrow.
Have a shitty animation
...
...
one million hours after
>user
It's suppose to be Sup Forums.
I'm making the skeleton of a monster collect / breedathon RPG in RPG Maker, which is probably suicide, but I just want a mechanically satisfying monster collection game.
nobody cares about Sup Forums
but user, I care about user
Anyone up to this?
epicgamejam.com
It is not. I Tried to learn Unity but the official tutorials are fuckign awful and take way too long. they are not even updated into the lates version.
Anyone recommends a easy engine to make some simple 2d or 3d games?
Don't use the official tutorials, literally just look up some others on youtube. This applies to any engine.
I'm more of an ideas guy.
Do you need any ideas? I'm an ideas guy.
give me an idea for an action RPG
I'm making a chip8 emulator in Rust-lang if that counts. I have about half of the opcodes left to implement, and need to get the display buffer to render in SDL (I already have SDL rendering itself working, just need to link it). Then I need to get input working. Should be able to do all of that this weekend.
Game Maker, Love2D, or develop from scratch using a media layer library (LibGDX, SDL, etc)
Unity or RPG maker.
If you had enough difficulty with unity to quit it in search of something easier to use then game development probably isn't for you, sorry man.
jesus christ I am about to hang myself. I've been trying to wrangle Unity's 2d stuff for months and I still get fucked up errors.
My algorithm works like this:
On Update
>Add forces to single vector
>Calculate where object will be moved to
>Use a raycast to determine the object that would be collided with
>If a collison will occur, trim the amount to move the object so that it doesn't pass through the border of the other object
>Move the object
>Check between the current position and the previous position to determine if any walkable colliders are between the two points (meaning a collison was missed in the previous step)
>If yes, then push the object back to the bounds of the thing it should not have passed through
yet I still consistently miss collisions at higher speeds.
Ideas guys are useful the first 15 minutes of a jam (when they release the theme), then you need to make yourself useful somehow.
Okay so imagine like one of the Skyrim games but with some stuff from Fallout like Deathclaws and you play as an assassin that gets sent to kill someone but he thinks its wrong so he fights against the assassins with a trained deathclaw and there's an entire thing where you tame deathclaws and make them fight for you against the thalmor (goblins that live under ground in the skyrim games)
Unity physics don't work well with high speeds.
Also for physics stuff use LateUpdate
nevermind, sorry I asked
seconding love 2d, its great for prototyping simple stuff too.
>hows that game coming along user?
too many ideas, not enough hardware, to cut a long story short. I won't bore you with details til I have something.
>13th Years Old: The Post
Got Unity installed and I've gone through the API. Will be using Blender and some free textures from the right sites.
I have an idea and now I need to design how to implement the idea into Unity.
As long as I don't become a nodev, then all is good.
Didn't get to work on it this week. Story-focused RPG, done in RMXP, just love the feel of the standard resources.
>How's that game coming user?
Only thing holding me back is spriting.
I'm decent enough to avoid being called pixelshit I think, it just takes so long.
Dont I have lots of good ideas like maybe I can be a sort of mercenary iddas guy that gets contracted to do game ideas for people and i go between comoanies giving them good game ideas like maybe i can give bethesda and rockstar game ideas and then they make them that would be cool huh?
My progress:
Contemplating if I should make my game into reality.
>2D top down
>RPG
>in space
>you move around the galaxy sorta like in Mount&Blade overworld map
>battles are simulated and player has small control over them (so that skills and stats actually have any prevalence to the gameplay)
>economy like it was in A.I.M 2: Clan Wars
>some sort of quests
>main quest line
Does this seem interesting?
...
I'm stuck because I'm too stubborn and OCD to just use Game Maker/Unity and am failing at making my own engine
focus on good animation instead of good art
95% of people who use the word "pixelshit" can't differentiate animation from art
No i came up with the idea a year ago not 13 years ago because its better then my old ideas becuse I practiced having good ideas
I didn't plan on having animation, it's an rpg.
I check for the missed collisions in late update.
I'm not using Unity's physics stuff like forces; I'm just using box colliders for checking raycasts, then translating transforms.
>work on gaem
>motherfucking custom engine
>get pretty far
>make a back up
>realize it's shit
>switch to unity
>salvage anything useful from the original project
>game looks and runs better than ever
>great progress
>HDD dies
>asdlfgkajdsfglk
>only back up I have is from before I switched to Unity
>ok it shouldn't be too hard to recreate it
>zero Motivation
Is there anything worse than this?
>just want to sleep
no attack animations?
Don't use transforms for movement. Use rigidbody.velocity or something.
Transforms jump to the next position while rigidbodies move smoothly. It works for me, at least.
Well, it's pokemon style, so the sprites just wobble around and projectiles fly out.
What kind of engine are you trying to build?
Also, don't bother with the memes that Game Maker and Unity are bad. You can use them for pretty neat stuff.
its an idea for a new game also not a old game but theirs nothing wrong with old games like Minecraft but some say the graphic are bad but actually graphic dont matter except for games like asassins creed
yes, if you make space battles intresting and not dog fighting in space or boats in space. Think drone swams, nuclear missle spam, long range encounters etc.
oh alright sorry about that
do focus on art then, or just ignore stupid buzzwords Sup Forums is insignificant
I'm looking for a "neon-retro 80's" style font, know of any?
Learn to use version control the next time.
Stop shitposting.
Why use Unity user? If you're going for a 2D game use a more appropriate engine. Unity sounds a bit overkill and will cause more problems than it solves.
Try to describe a game without any references to other games unless you want to make a clone or something.
Arena (team) deathmatch shooter?
I always keep at least 5 copies of my game in 5 different devices while also keeping all old versions. It has saved me quite a few times.
Honestly man that could really easily have been prevented, why didn't you think to create a backup of the Unity version?
I mean so long as you learn from your mistakes then no harm no foul.
may as well post this minigame I am working on - currently working on making the background less one-dimensional. Looking for feedback on the pixel style.
>want to make a horror game
>actually want to try to make it not shit and cliche
>don't know what idea hasn't been done yet
>never made a game before
>no experience in programming or design
So, this is what it feels like to be a kid again
>Thisactuallylooksfun.webm
I like it, very retro.
I presume it's draughts?
>Use Git
>Problem solved
My retarded artist broke his computer. My lead programmer is too busy being a lazy beaner to do anything.
Shits not going so well.
looks good, cards are easily distinguishable from one another
however, I recommend you lose the tiny symbols below the numbers, they don't translate well into pixel and don't add anything to the visibility of the card
Is unity a meme guys?
Can you make a decent game in it without it looking like a free mobile 3D game?
Should I just learn Unreal or gamemaker instead?
What kind of project are you working on, user?
Making your own engine isn't as hard as you think just pick a bunch of libraries that already exist. All you need is an api, library for sound, input, window size, physics if you want, and c/++
Rigidbodies and forces give you jank-ass movements that feel awful for platforming.
Plus you're thinking of moving the transform with Transform.position. Transform.translate slides the object to the next position rather than teleporting it.
Mostly because it let me use C# and has a robust animation system, but jesus christ this engine is a nightmare to try and get to work the way you want it to.
>Can you make a decent game in it without it looking like a free mobile 3D game?
always ask the flowchart
>Is [engine] a meme?
>Is there a good game made in [engine]?
>No.
>It's a meme.
>Yes.
>It is not a meme.
Something like this?
I started studying vidya last year. We had tons of people like you. They all dropped out, because desu senpai they are absolutely worthless.
No-one in the industry gives a shit about idea-guys, and there is no chance in hell you will ever get even a single contract to be one.
Unity is a great engine user, anyone that says otherwise probably hasn't even used it. How good your stuff looks is entirely down to you and your capacity to make good art. If you are a beginner then it's a great place to start and learn the basics. Unreal is a massive engine that requires so much framework around it have anything work properly that it is very intimidating to a new developer.
yea. The focus is on variety, speed, and simplicity. So far the weapons and maps are allowing the game to stand out from other arena FPS such as Unreal Tournament and Quake . It's a lot less serious
It's easy to use. It has some neat tools for making 3D games. You can make more than just phone games. What's important is that you feel that the engine can do what you want to do.
No my idea is a good idea so to make a good idea you hade to learn from the best instead of making a idea that is made up and not very good like nobody likes cod because the games do not have ideas from good games like the skyrim games and gta v but there is in skyrim games a first person mode and in fallout there are guns but in skyrim games and fallout 4 and gta v you go wherever you want like in minecraft but in cod they are no good ideas so it is an bad game that nobody likes because just look at the infinite warfare video it has most dislikes or anything ever becouse people know that battlefield 1 is good because it happens in the past like the skyrim games or fallout so it takes good ideas from them and you kill nazis which are bad like the thalmor from skyrim so it has good ideas
I use unity with my own assets and it looks pretty good (if not a bit placehold-y).
It all depends of how commited you are for making a game. Even if you use a good engine but can't make good assets/gameplay, your game will be shit.
>No-one in the industry gives a shit about idea-guys, and there is no chance in hell you will ever get even a single contract to be one.
this is actually false. If you go to one of the expensive-ass game schools you are 100% assured a job, and they legitimately hire for ideas guys.
Making a simple, single-level shmup. Mostly just an exercise to familiarize myself with GameMaker and devving in general.
Bullshit both unreal and cryengine have sandbox editors and cryengine is 3rd ceapedt
fuck you dumb bitch i bet you play kid games like mario you dumb casual bitch and cod because you are a shitfuck and you wish you had good ideas for games but you would just make cod you cod bitch
Almost certain I'm just being a dumbfuck about this, but I need to know.
My 2D sidescrolling camera in Unity is kept within boundaries by Mathf.Clamp, which as far as I understand it is essentially just an internal if statement with two value limits.
The camera works fine, but if I use an actual if statement to keep the camera position locked between two values rather than MathF.Clamp the camera will pop slightly out of the boundaries on contact before snapping back to the limit I've given it.
Why?
Looks absolutely fucking sick desu. Would play the shit out of that.
Interested in knowing what the player models would look like that fits the arstyle.
Nah user don't kid yourself that's not true. Idea guys have no place in a proper dev team as they will contribute fuck all. If you're gonna be the idea guy you need other skills too, like level design, systems design, writing documentation etc.
Yeah, that'll work. Thanks!
I plan on space battles being not the main focus of the game. They will be more like the Total War quick resolve. But modified so that it can take days to for a battle to play out.
You see the focus of the game is not the battles but rather economy and faction interactions.
The if only acts if the camera is beyond the boundaries, while clamp is acting on the movement itself
>Is unity a meme guys?
When will this meme end?
Try that sentence again user, it didn't make any fucking sense.
They hire game designers and not ideas guys.
I've seen 2d platformers made in unity my dude. You're obviously doing something wrong because 2d platforming isn't hard.
hey thanks - it's a set of rules I made up a day ago
I figure the symbols need to be included as every deck I've seen has had them, but you make a good point - thanks
RPG permadeath, yay or nay
I need to design the start of the game at least but babby enemies are just boring to make. I want to have interesting enemies but it's hard to do that at the start without them kicking the player's ass since they start with one guy.
Yeah that's the biggest, problem, that everything will look like it was bought on the unity store, like that anime murder girl simulator.
But you've convinced me to give it a try, maybe I can post some progress in one of the future game making threads.
>Get bored of playing vidya, majority of games just feel to shallow
>Want to make game instead
>Realize that even if I did make one, it would be every bit as shallow if not more so
>It would just end up becoming a huge time sink and waste of effort
>Don't feel like making a game anymore
>don't know what idea hasn't been done yet
all of them have been done
take some some horror idea that had a shitty implementation and make a better version of it
thanks. still have a ton of work to do in that department, as well as animation
>Nah user don't kid yourself that's not true.
I didn't want to believe it either, yet I've literally seen it happen.
I procrastinate by 3D modeling.
just use Gamemaker
Yep, very big difference.
Better than usual.
I got spooked of 3D dev temporarily. There's so much new stuff to learn, picking a place to start is daunting.. But I don't want to lose my creative momentum.
That only makes it better
Yay.
Try not to make it too repetitive though.
Had it set up so the if statement limited the camera to the exact position of the boundary at a speed that I thought was low enough to work, but that might be it.
So, battles are like in Crusader Kings 2?
Also, what do you mean by economy and faction interactions, desu?
But it seems like a niche game you are making.
Like shit
I'm tired of art