how is your game going?
are you working on a game, aren't you?
old thread
how is your game going?
are you working on a game, aren't you?
old thread
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asking again
to maximize profit... should I include waifus in my racing game?
When should you build your own engine, and when should you just use GM/RPGM/Unity/Unreal?
In spite of what people may tell you: sex does not sell. Well, unless you're actually selling "sex".
At that point do you ask yourself: do you want to make waifus for your game? If yes go for it. If no, focus on making the best racing game ever.
I don't want to make waifus because I am shit for organics, but after playing battleborn and overwatch I'm totally convinced the later sold like cakes because waifus
Do you care about graphics engineering, or gameplay design?
Graphics nerds build engines, gameplay nerds use off the rack engines.
Always include waifus.
I'm interested more in gameplay, and my graphics will be more along the 2d/pixelart type deal.
Good marketing sold Overwatch, as well as Blizzard giving people a taste of a game that's otherwise actually enjoyable to play.
It had the design sensibilities of TF2: easy to identify characters that support the gameplay. Winston for instance is a big hulking gorilla, so obviously he's a tank that's meant to soak up damage, but he can also jump good.
Their game is effectively a brand new IP also: so you don't have the baggage of "oh this is a dumbed down version of the last game." That's why a lot of game reboots/remakes and even sequels that decide to "streamline" their controls to court a casual audience, end up losing said casual audience.
If Overwatch has a casual appeal: fine, but casuals don't choose what to play most of the time. They're simply told what to play. By advertisements, by E3 hype trains, by game reviews, but more importantly: by their peers. If their friends say a game's shit, then guess what they're not going to play.
Build your own engine if you have either an excess of Time or Money.
You're never going to need to squeeze that last custom bit of efficiency out for indie projects, so instead make your pick on what's easiest, what has the best tools, and what will help your DEVELOPMENT TIME.
that's the unlockable car?
Ok.
Its a isometric game in cryengine 5
...
...
>Go to make model
>Model corrupts, unrecoverable
>Go to code
>Lose motivation, OR
>Other contributors fuck up everything, killing everyones previous projects because conflicts, killing motivation
>Go to sprite
>Make sprite
>Nobody points out problems when asked
>Later when it's implemented 'IT'S SHIIIIT'
At this point I just wanna make a mecha game, a space-fighter game, or a horror game
I despise waifufags but from a business point of view yes, I'll totally include them
is there a racing game where the pilot's body literally fly through the windshield when crashing?
good
you just described game development
flatout 2
I guess today is the day I start learning this shit.
From what I acknowledged, C is a good language to get into, read a book or few and practice on different pages.
Anything else?
Also, If I want to make my own models (eg. human, or something like that), do i need to learn how those different modeling applications work? What about animations? Thanks in advance familia
clayrenders =//= game
Shiiiit. That looks pretty neat. Especially like the He-man in the screen.
start with 3ds max or maya IGNORE BLENDERFAGS
Most of the programs/languages share the same base.
If you learn one learning the others won't be too complicated
what is wrong with blender?
With lewd kobolds nowhere yet on the horizon, I'm taking the time to start to abuse my engine and add in ridiculous features.
Sprite Layering gives a pretty sorts of pop if used right, alongside the animations.
I guess I need to clean up the bounds some, and fix Dialogue screens / UI.
C is great for theory. I'd be sure to include C# for its use in practical small-apps development, LISP for an easy-to-pickup side project in studying collections which is a vital skill if you want to start using LINQ of abuse functional-styled shit.
If you're looking for a good middleground after you're comfortable, D will let you practice your pointer abuse alongside having modern enough features to not have to write for loops ever again,
Don't bit off too much at once. Pick one:
>Programming basics
>Modelling software basics
>2D software basics
Don't flip around from one to the other. Each one is a very deep rabbit hole. Either learn programming and use premade assets or use an engine like Unity/GameMaker/Unreal and import assets that you make in.
its just a building model in blender lmao calm down love
>are you working on a game, aren't you?
Jesus, just fuck off you utter failure
It sold like cakes because of vastly superior character design and marketing.
You don't need engines to do 2d games. There's a case for using 3d engines because they tend to be harder to code especially if you want some advanced functionality and if you don't have the manpower to make it then it's better to use already existing one. Custom made engines are made for specific games and they run better but they take a lot to make, that's the reason a company like Blizzard or something doesn't use off the shelf engines.
For 2d, code the game yourself, it gives you more flexibility than any engine. It's really not hard. Learn some C and SDL2 with lazyfoo's tutorial and you are set. Even 3D can be pretty easy if your game isn't too complex. If you want to make an RPG maker game then sure use RPG maker but that thing is pretty restrictive and that's why all RPG maker games are alike.
Yeah, you'll need to learn how to use some modelling software. I'd recommend Unity 3D, as it's free and has a wealth of tutorial resources, so it's great for beginners, yet holds on it's own in more advanced levels. I use Blender for modelling and animations, as it's free, but be warned it's also known for having a cryptic interface.
At this point in time I would like to specify that I was in NO way paid by Unity 3D for this recommendation, and any allegations of such will be dealth with in court.
Nothing, anti-blenderfags are the problem.
Nah, Im just asking in theory. In practice I start with programming, after Ill be sure about what Im doing (probably will take some time) I guess ill take a look into the rest. Thanks for the advice though
>buying assets
Is everything in there actually yours? If so, good job
> if you want to make an RPG maker game then sure use RPG maker but that thing is pretty restrictive
Most of my programming experience is in high level stuff like Javascript, but I was planning on using Game Maker, is that any good?
Otherwise, I could just start refreshing my C knowledge.
Bored, will make 3D models for experience
Any intermediate / experienced game developer here?
I do science for a living, so I'm somewhat competent when it comes to coding in various languages, and always thought about writing a game and ticking off that item on the bucket list.
Thing is, I really can't get myself motivated to do a game that isn't properly innovative or distinguishing enough. Do you think it's still worth the experience to just try to make a basic and unoriginal game, but make that to the best of my skills - just to get me that gamedev experience, such that later on I can make a properly original game?
Syntax won't change much but the innerworkings change greatly.
Make something simple and iterate over that.
I've developed skeletons for the games in terms of ideas and what I would love to see when it goes into development. I'm a beginner in absolutey every aspect of it though so as I get some of the very bareboned aspects of it out the way, i'm looking to teach myself a lot. The farthest I've gotten was creating the story, and the cast so that I can attempt to create some assets for it.
Originality isn't the point, simplicity is. You can invent one original idea, and then built your simple game around that. So you won't get bored with making a too generic game, yet it's easy enough for a beginner.
I have zero interest in making any game, even a basic 2D one. Every time I think of giving it a shot I just don't see the point. Fuck ton of effort for no real gain.
Want to make a cute loli in snow gear?
Hey m8, modeling is pretty hard in and of itself. Maybe learn programming first and then modeling.
Learn C first, don't listen to shitters that tell you to learn Java or C#. After you learn C/C++ you will have good basics and you can go nuts with any language ever, but the basics need to come first otherwise you're crippling yourself.
For modeling, I learned by following youtube tutorials on Blender and then doing my own stuff with what I learned. I'm not that great tho, I prefer to draw pixel art, it's easier for me.
Yes.
Cute girls make every game better.
Sound idea, cheers dudes.
Learn basic algorithms and concept of structured programming, make shure that you understand how memory managment works (static & dynamic memory\working with pointers, arrays, etc). At that point C will give you insight how all this shit works internally and in the future you won't do some retarded unlogic shit while working with dynamic languages that allow you to write any shit as they are easy at surface for any beginner.
Then move to OOP, because that's what you will be using on daily basis if you want to build decent managable architecture that you can broke into layers and easily add features to you game without making it clusterfuck. For language i recommend C#
Reminder, doing string comparisons during gameplay is fucking retarded. Since last thread people had troubled understanding why
Why didn't he just use an enum?
Would it be better to use defines in this case then?
Could you explain why for an amateur? Like, is it bad in general? What other way should shit be done instead?
>c is great for theory
And for practice. If you don't know this then you have no idea what you're talking about.
reposting, i guess he might do just something like that
//...
enum ColorName
{
None,
White,
Black,
Red,
Yellow,
Green,
Cyan
}
//...
var colorMap = new Dictionary();
colorMap.Add(ColorName.White, new Color(1,1,1));
//and so on...
colorMap.Add(ColorName.Red, new Color(1,0,0));
//...
RightEyeRenderer.material.color = colorMap[eyeColor];
Are Dungeon Crawlers hard to make?
sex does sell you dingus, i've seen commercials of girls barely wearing anything for a fucking restaurant commercial
C easily gives you the understanding of how programming works due to it's 'archaic' structure, but you aren't clouded by black boxes of provided libraries. 10/10 best first language to get into.
Everything model related, you use Maya.
You should be sticking to one thing, it's hard to learn multiple things at once. Though Maya is 'easy' in my opinion. It's just extremely time consuming, but thats because I'm bad+slow at it.
but overwatch is shit
>OOP
>decent manageable architecture
OOP was a mistake. C programs are much more manageable than anything I have seen made with OOP.
Apart from RPGM, pretty much never. RPGM is fine too though if you want your RPG game to get Greenlit and sell for like 99 cents max on Steam.
It's slow. String comparisons are slow.
It's brittle. If you suddenly want to spell "Gray" "Grey", you have to grep your code for every instance of "Gray" and hope you don't get any false matches or miss anything. You then probably need to recompile everything.
For a string the processor has to check if each character is the same one by one, while for ints and other variables it is faster
I think
I'd reckon as hard or easy as any other game. Involves a lot of artwork, obviously.
Sex gets people's attention yes. But subconsciously, it distracts the viewer from the actual thing being sold.
A lot of people disagree with you.
Don't feel bad. I say DotA and League are the distilled essence of liquified garbage but there are tons of people who would swear up and down they're not bad games.
Alright, thanks for the explanation, I understand now. So basically, fuck strings whenever possible.
The answer is always YES
Even if they are very tiny part of the game at least you will have fanbase full of autists ready to shill your game everywhere. It's a free advertisement
>So basically, fuck strings whenever possible.
NAh, you can get away with it. In the shit I play with I use strings all the time and can still crunk about 180fps.
Which is good for my eight year old computer, I guess
The main thing to keep in mind is that you just make sure that anything crazy like a string comparison isn't called 60 times a second.
>C programs are much more manageable than anything I have seen made with OOP
Oh yes, especially when c-jerkers try to implement polymorphism
struct inode_operations {
int (*create) (struct inode *,struct dentry *,int, struct nameidata *);
struct dentry * (*lookup) (struct inode *,struct dentry *,
struct nameidata *);
...
};
//.....
struct inode_operations *i_op;
i_op -> create(...);
I can only imagine how it will be wonderful if there will be need for reflection
As long as you only use strings when really needed, there are no problems in using them.
Try to look up an ID system or enums before considering using them for stuff.
here, is it a good page to start? learn-c.org
I also think overwatch lol/dota csgo/cod are utterly garbage but the public thinks otherwise
If my game is crap like the ones I mentioned, I'm totally in for it, I'm in a point where I want to make a living of it, and if that idea includes waifus, well, welcome then, is not the end of the world
>making a living modelling waifus
living the dream.
Working on a Metroid fangame, which is basically a remake of the first one on the NES.
Sure it has already been remade, but I want to keep the general layout the same (as in, Brinstar-Norfair-Kraid-Ridley-Tourian) but with a 3rd area with its own boss (Basicaly frozen Crateria where some areas require the Varia Suit).
I don't expect this to be as widespread as AM2R (which is good because this means it likely won't be taken down), but the main purpose of developping it is to gain game dev experience so I can make the games I want with proper training.
An example do you know what's the difference between the following?
Assume there's a dozen elements and assume we're still using a bunch of elseif. Realistically you should start using a binary search ie switch statement since 10 checks to get to "Brown" is absurd. log(10) checks being the worst is much better. I apologize if C++ isn't something you know, but it should be readable either way.
The difference between the three is the number of comparisons the CPU has to do. The int is a single check of "is num equal to other num?" the string is "is character the same as character?" The last one is just another "is num equal to other num?"
Come determine what it'll be like by the end strawpoll.me
Keep in mind the shirt emotes and reacts to nearly everything that happens to you
And that the bane mask is temporary so pretend it isn't there
No, Strings exist for a reason. If you're loading in some kind of flat file that you need to parse a butt load of eye colors, sure, Strings make sense.
Don't do something silly like have a special condition in your main loop that checks to see if a GameEntity's name is "Bob" and if so, do something neat. That's wasteful.
yes, always include waifus
I wonder who the absolute lunatic was who invented programming.
R8 artstyle
What are some good programming tutorials for Unity? I already have very basic programming knowledge, as well as being fairly familiar with using Blueprint, but I want to get into programming properly and I feel the most motivational way to do this would be to make a game. Any good ones?
>What are some good programming tutorials for Unity?
Go to the website. Do stealth project.
Do the other ones if you still don't understand.
Browse the manual.
Congrats, you're good to go.
Where are the plant waifus
I don't believe you user
That might actually be pretty awesome. I like it.
They're on their way
newgrounds/10
So where does the actual game come into this museum showcase?
Fantasy knight themed power armor
CINEMATIC EXPERIENCE
>That's nonsense but i believe you
wait wait wait
how about....
A RACING GAME WITH WAIFU DRIVERS!
no need to thank me user, just mention me in the credits when you make it
A racing game
Where you carry waifus on your back
double dash with waifus
someone do a concept sketch
...
that's called Outrun
I've stopped working on video games.
Now I just make video game art and sell it to people that will actually use it. (Most likely in a way that will make me roll in my grave.) I thought I had good ideas, good planning, and enough experience in the industry to make my own games now, but like clockwork, every programmer I hire quits with sudden radio silence.
At the end of the day, I'm a bad team leader, I guess. I can't get other people excited about my ideas, and my passion isn't outward enough to carry a team through months of development.
Sometimes I really wish I had learned to play an instrument instead, at least I could play a whole song by myself.