How's that game coming along, Sup Forums?
How's that game coming along, Sup Forums?
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Do mods count?
i just finished my first unity tutorial
I want to start.
I want to use Unity
I want to make an ebin RPG
But I literally have a job and can't just do this shit whenever I want. Plus there are games I want to play instead of making my own.
WHAT DO?!
Making things is more gratifying than playing them, user.
yes, that's essentially what anything built on a game making application is.
how do I meme game???
congrats, you now know how to click buttons in a proprietary engine
thank you
And it only took you 200MB to do it, too
Are you retarded?
Unless you are doing a complete overhaul of a games mechanics it is not the same.
>Score: 3
fucking plebs i swear.
Stop being your boss' bitch and cut down on the unpaid overtime so you can do it after work. If your excuse is "I'm too tired after work" then you might as well kill yourself now because you'll never advance past this stage of life.
if you are working by yourself and this is your first game, go ahead and abandon that idea and make a more simple, old school legend of zelda nes style rpg on gamemaker. you might actually complete it and creating tiles and sprites will be easier than models. plus tons of tutorials for gamemaker rpg games.
Which one would be easier to make an FPS in? Unreal Engine or Unity? Also does UE support JavaScript or should I already start practicing C/C#/C++?
>unironically wants to make an FPS in javascript
High-level languages were a mistake.
Still working on the introductory level. I want it to be as good as I can possibly make it.
youtube.com
I can't tell you which would be easier, but I can tell you that the easier it is the more of a copy-paste your game will feel like regardless of the engine you choose. You're better off just choosing something that feels do-able and getting started. Although you may not care about this, most of the shitting people do on either engine involves how they make games "feel" like a game made on that engine. This is because people do minimal programming of their own and rely on the very high-level pre-built mechanics the engines come with which allow slapping something functional together within a day. This isn't to say there aren't differences obviously, but like with any platform/lagnuage/technology, YOU are the quality bottleneck 95% of the time, 100% if you're a beginner.
this track is fucking lit.
this yours?
sort of. I paid a composer to create the songs, and we basically share the rights to it.
fair enough. i really dig it. how many songs for the ost do you have so far?
there are many songs in the OST right now. I dont know the exact number. The song in the video is the first one he's made for the game, but he's currently writing more right now.
How do I begin an indie career in game sound design/foley? Does being a composer broaden my skill set and make me a more valuable asset as well? How do you guys even make your sounds? In a DAW with VST's? Do I need to get a field microphone and record real sounds to use? Audio interfaces? PREAMPS? MICROPHONES? ACOUSTIC TREATMENT? HELP
I literally have made all my game music with a four-track casette tape mixer, Audacity, and OpenMPT.
Is that midi based? What about actual sounds and sound effects?
I use an AT2020 for foley and acoustic stuff, works great.
OpenMPT isn't MIDI, but it's somewhat similar. If you listen to the music for Unreal Tournament 99, it was made in that format (mod/tracker music).
Essentially, you get to specify the samples, and then it plays them like MIDI.
But most of my music is actually just done by recording real instruments over top each other - either on the tape mixer or in Audacity.
Testing toon shader for future uses.
Not too good. Art is hard, I can't even make a decent fucking walk cycle
Just work on arcadey games. All you need there is a DAW/VST and you can get really creative with the sounds so it's fun as hell.
As for sounds and sound effects, it varies. Sometimes I use SFXR for chiptune-like stuff. Sometimes I simply record sound effects and mess with them in Audacity. Like a metal banging sound can be made by banging on a pot, and messing around with it.
I'll ask again
What makes a good 2D zelda, aside from keeping all items useful throughout the game?
Do you use an audio interface? How would you otherwise monitor the already existing tracks and manage to play them in sync with each other
too general of a question
Hey I'm making one of those. let me just save this thread from page 9 and I'll type up some things I've learned
We just announced our game publisher yesterday and we are looking to finally finish this 30 month monstrosity. Moving to kickstarter alpha testing now.
>i am setsuna SNES retro edition
Let people explore and reward secrets with something meaningful besides just heart pieces/money
Since last time i posted we've redone the UI like 4 times and i've integrated a third party sound engine which makes everything sound delicious.
overworld. dungeon puzzles. deep lore. easter eggs.
I dig this song. Blanko is cute.
The gif is a bit faster than it should be but its fine.
Looks like it controls super smoothly! I dont know if you've seen it yet, but i found this talk pretty baller for that kind of game: youtube.com
What engine/API/Framework are you using, anons? Monogame for me
What can I do to make my 2D zelda clone fun and interesting, not dull and bland?
Thanks!
Such as? Equipment? Shortcuts?
Those are a given
Did the battleship use to look more like the Yamato?
Audacity.
When I use the tape mixer, I just hear when the other instrument needs to start playing. By nature, the four tracks are all in sync with each other.
The main thing I screwed up was considering the overworld as just a path between dungeons. Give the player a lot of places to poke around in between dungeons, reward the player for exploring, and while there's always going to be a shitload of backtracking try to make it palatable (items opening shortcuts etc)
Bosses are the final test of the dungeon, and are really just a puzzle in disguise. If a boss doesn't use the item or things the player's learned from the dungeon, you should take a second look at it.
While multiple paths through a dungeon is appealing to give the player choice, it's really hard to design without breaking the flow. You don't want to end up in a situation where a player can accidentally permanently break a dungeon.
Giving enemies multiple weaknesses, or unique interacts with the different weapons is good. Like Stalfos in Ocarina being weak to deku seed etc. Encouraging experimentation comes hand in hand with encouraging exploration
You're going to need to playtest a shitload
Its pretty much exactly the yamato, but probably not a flattering angle.
reminder this was made with GM what is your excuse?
Thanks user. I haven't seen the talk but I'm not a fan of that kinda excessive screen shake and hit stop, at least from what I've seen of Luftrausers. Gonna watch it anyway since I'll still probably gonna end up adding it since getting good game feel down is extremely hard without that stuff, and listening to game dev talks is always enjoyable.
I dug up the old gif to see how different it looked, and Ive started to realize my errors, let me throw together a comparison.
lazy
Equipment and shortcuts are both really good, especially if those shortcuts are genuinely useful for world navigation and/or can be used for sequence breaking. Unique, multipurpose tools are amazing too but obviously require a lot of work. For example some kind of grappling hook that can be used for quicker world navigation and taking away enemy shields would be very rewarding to find.
I use a cardioid condensor through a mixer.
AT2035 through a Q1202USB if you care.
Foley is fun.
I just remember having my mind blown over all the little effects he adds and how much it takes to polish even a simple game like that.
I think i know the one, if you caught it straight the iconic yamato shape comes forward a little more
Post maps and plans faggots
In doing this I have only further confused myself but It seems it is indeed the Yamato?
Why doesn't your game have jiggle physics Sup Forums?
Here's the gif I mentioned and somehow forgot.
Looks like a mix of contra and metroid
I like it
Can confirm. Source: I rigged/animated the fucking thing, crab included.
This one is a little cleaner without the dynamic scene cluttering the shit out of it.
ask me in 4 years when I'm done learning c++ and reinventing the wheel
These are all great tips, thanks user
I've been considering this style of item-enemy interaction, things like using magic powder on a fireball enemy would make it explode, or using the hammer on a knight enemy would knock the shield off.
Should I add the hookshot to the game? I don't have it currently, but it feels sort of limiting
N-nathan?
I'm taking a parametric modeling class this semester. I'm doing it for a side degree, so its fine if it's a waste. But it would be nice if I could use this class to learn modeling for animation/gaming.
Anyone know if it's practical for that? Or is it only useful for engineering?
>robot
>boob physics
That's nice but the design is still shit
Thanks user, that's what I was going for
I would love to know more parameteric modelling. If you build a game style around it you could get a huge amount of assets out in a short amount of time.
I know Houdini is investing a lot into procedural modelling for Unity, there might be some crossover there.
Is this like FTL?
Yeah the neck spike sucks. They really should have made it more like the promo art
>>robot
>boob physics
I don't see a problem
>Should I add the hookshot to the game? I don't have it currently, but it feels sort of limiting
You can try but in my experience things like that create too many problems because they require a lot of balancing. Limiting the player's movement is nice because it allows you to design simple enemies around those limitations, but once you allow the player a lot of freedom the enemies have to be way more complex to compensate
not really, the crew management should happen before combat, as time does not stop while you are in side view.
How does one go about getting a programmer involved when you have no money?
Neat. I've only just started looking into Unity/Blender, hope this class is beneficial.
You don't.
"Hi, I'm an idea guy who can't do anything, but I will give you 20% profits of this idea if you make the whole thing for me."
Never works.
I once had a guy offer me 20%. His "marketing manager" was his wife. Together they made 80%. I never talked to an idea guy again.
If you're an artist or musician then you should be able to find people easily online as everyone needs an artist and musician.
my skype is: unknownplayzmc
my skype is: unknownplayzmc
my skype is: unknownplayzmc
my skype is: unknownplayzmc
my skype is: unknownplayzmc
my skype is: unknownplayzmc
Anyone know how uv mapping works when you're using things like the mirror and solidify modifier in Blender? Google is surprisingly sparse on this.
College students
I just want to make an srpg and srpg studio will never be translated.
Which engine do i use?
I am currently an amateur artist. Before I attempt to work on anything I would be hoping to remove the prefix of that title.
>as everyone needs an artist and musician.
I was mainly talking in the aspect of making my own game.
Make a prototype of your game, try to get some poor sod invested enough in your idea to waste his time on it.
Everyone needs an artist. What do you do?
You can only get help if you're the programmer. Otherwise you're essentially asking someone to do all the work.
I'm currently working on a second playable character. Her gameplay is all about collecting trash, and she can run alongside walls. Just testing basic stuff.
The first (and main) character can change the direction of gravity on the fly, kind of like a 3D VVVVVV. You'd be playing as that one most of the time.
Drawing.
I'm no fan of pixel art at all, and have 0 knowledge in modelling.
>Otherwise you're essentially asking someone to do all the work.
That is only because, currently, many games skip out on the visual aspect, or are 3-D.
I've always found it odd how many indie games have underpar pixel art. Drawing is so much more simple.
Can you draw waifus?
I'm not drawing your waifu user.
My art is too bad to be worth sharing currently anyway
I want to make games but all the games I want to make are to big in scope. ;_;
I was narrowing down what you could do.
I had you at visual novels, but wasn't sure if you could do the smut for a proper gal game.
I understand that limiting movement options forces me to come up with creative level/enemy design, thank you user
One more question, how important is a map? Should it be required?
unity or unreal?
im inclined to learn unreal because i hate java, but my professor this semester only teaches on java
I've only ever had teachers who taught Java. But I use C# in Unity. Evaluate what kind of game you want to make, and make your decision based on that. is cel-shaded, so UE4 wasn't really necessary.
Both are free to download, so see which one you're more comfortable with. Both are relevant engines to use.
How hard is it to do netcode on gamemaker? is it viable at all? Can i possibly do a little MMO with it?
I wasnt planning on making a visual novel or a smut game.
I kinda want to do my own thing, but I'm guessing that's a problem if I'm only an artist.
People will bitch if you don't make a map especially since it's a 2D game. Honestly I'd just say fuck it and not include it though, would force me to make the areas more unique while potentially appealing to people who want to put thought into how they move in the world instead of relying on a map. Alternatively you could compromise and put in imperfect/vague maps
Vague maps sound good. Thanks again user
It's been awhile since I updated, but here's my game:
another dev on Sup Forums gave me feedback earlier today; thank you - if you're here, it was noted
>not making a porn text game in ren'py
why do people think art porn is good when it's high effort and has none of the depth that text porn has
Just write the code yourself, you aren't retarded are you?
Since you specifically said "career".
Find free or paid work and do it. Likely you'll have to start out free unless you already have a portfolio. Prefer projects that are likely to ship even if you aren't as passionate.
Use whatever tools produce the best results for you, it's likely the developers you'll work for initially won't know the difference/care.
After every job write/publish a case study about how your contribution elevated the product.
I've tried getting into that, and find it not enjoyable.
I'd much rather not make the game then have to program it, mainly since the quality would likely suffer due to such.
Yeah, don't want these filthy modders get in the way of ideaguys and people shitposting about how they are making no game.