How's that game coming along, user?
How's that game coming along, user?
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I'm still trying to draw sprites.
Doing good but I wish to ask you something Sup Forums.
Should I use draw events for my battle commands in my rpg or make them individuals objects?
I am doing a circular menu a la Paper Mario 2.
you got any examples of your work, sprites or otherwise?
What is better?
Just dive in into the engine and learn things as you go
Or
Learn to do every little piece and then learn how to use the engine at full potential and finally put all together?
I have a couple pixel things, but they look like shit.
I'm not trying to be humble.
Just do it.
Follow your dreams
Just dive in and make super simple things until you feel you've learned enough to move up another stage.
I've given up. shits too hard and nowhere near rewarding enough, I'd rather be a wageslave.
...
>Hugh Magnus
Learning how to animate my 3d models, and it's fun.
I'm not sure if I want to do pixel art or that cutout animation style.
there is no other way that not require a tons of hardworking and time
Here it FUCKING Is
like the style, honestly.
any blog/tumblr/site to follow development?
>Not putting "For no raisin"
If you are going memetastic, might as well use the classic.
I'm on a hard edge right now:
I want to make an adventure game, but should I do it 2D or 3D?
I'm slowly learning the bases, I don't know how long I'll be motivated so what would be the best choice?
I forgot to mention: I'm using Unity.
>Unity
3D.
Okay, thanks.
Is it too limited for 2D or just too badly optimized?
I'm hammering out the design documents for it. Mostly out of fear of trying to do it because I always end up getting stuck, even with simple shit like blueprints, and can never find the answer.
Stop posting this. This is horrendous
I thought you fixed the manly faces
It's not limited and it runs fast enough but unless you buy some third party tools, 2D in Unity is a pain to work with.
>any blog/tumblr/site to follow development?
no
Whole thing will be redrawn soon, pixelart was a mistake
I want to become an actual developer. Not a meme dev. Which language should I learn
I know a little java but one only taken one college course on it
then only java, no need other languages
Okay, thanks. I'll start working on 3D right now then.
You're all talentless hacks that will never amount to anything
C# or something like that wouldn't be better?
Depends what kind of game you want to make
C# is usually what's best for beginners because everyone does it but you can do any of them, you learn one you learn 80% of the others anyway.
Is it your first game? If so don't do 3D. It will take you long enough just to not produce shit models never mind building the game. Do 2D, keep it super simple. Change from Unity if necessary.
Yeah it's my first game, which is why I asked.
What would be the most simple thing to do on 2D?
> have some of my pixel art in that Nestalgia MMO
> haven't done much sprite work since
Ah, well game in working on is 3D anyway, unless I want to pull a Doom like aesthetic.
Zelda 1 clone.
Working on a basic AI.
Is paint.net good for sprites?
I'm pretty happy with it but I don't like how the fill brush alters the surroundings around the area.
How can I fix this?
The faces look like literal shit, please git gud
Drawing everything from the multiple angles required is actually kind of a bitch.
The very easiest is an old arcade style game like pong, breakout, etc. Something with very few mechanics and emergent gameplay. Shoot 'em ups also need only the simplest mechanics and graphics
Forever working on cutscene graphics.
Nice user.
You got any sprite skill progression timelines?
You could always cheat and do hotline miami topdown where you just have to rotate the sprites.
What's exactly furry about your game? I mean does it have "adult" gameplay?
Afraid not.
There was a lewd version of the demos, steam release will obviously be clean though.
Can't remember the exact name, but what you're looking for is the slider between 0-255 that determines the range of colors that the fill tool will recolor. You want that all the way to 0 or 1 (can't remember which) and that'll keep it stuck to changing one color at a time.
Pretty good! Just put up our monster of the week
wut is the title of your game, that looks neat
Thanks!
It's Crowns
going pretty swell desu
just added new summon type (floating magic skull), and some boring backend shit
That's true. True overhead perspective doesn't look much like Zelda, though, and it's a total bitch to make it look even as passable as Zelda 1. Cactus got away with it by being Cactus.
I mean, you can still tell what everything is in TLoZ, but the top of somebody's head and their shoulders usually tell you jack shit
...
Critique my programmer art waifu?
I guess I need to fix that highlight in her hair, maybe add another shade of color.
Better than I can do, that's for sure.
If I didn't have a pixel artist on the team I'd be screwed.
More than acceptable for programmer art IMO.
The mobile game I animate for has over 1 million downloads on Android and is the top game in the iOS Singapore store where we soft launched, and the WW2 game I'm animating for has actual industry professionals working on the team. So pretty great.
Something's off about that right eye (her right).
move that Right (her) eye closer to the middle, and match the shape of the left eye. I personally think the angle on the chin could be a little less steep, but that's all you.
Hair looks real good. Very nice work user
it isn't
Finally got around to rigging this piggy for animation.
Only doing tests for now, but everything seems to work as intended. Was really not sure my eye setup would work. He also has a special belly-bone which I can use to make his belly bounce, and that too seems to work properly.
Things like that never seem to work on the first try, so today was a good day!
cool
What do you mean by "draw events" ?
What do you guys do for music? Make it yourself? get unlicensed tracks? Hire someone?
Probably talking about Gamemaker Studio.
Hire people if I intend to make money from it.
otherwise buy it from a website like gamedevmarket
If they aren't always present (like HUD) I wouldn't stick them in Draw events.
It's a weird Game Maker thing
Working on a capstone project with my group. It's a basic racer with parkour elements. It's okay, but my current VR project is what I'm most excited about working on right now.
Assuming he's talking about GMS, he's basically asking if he should just tell the code to stamp an image onto the screen or if he should use actual game objects for those images.
Chronic Ideas Guy Syndrome.
Send help.
Dang, I'm really out of the loop. Thanks.
Sorry, I'm dumb. I forgot to mention that I'm using Gamemaker.
do you work on anubis mostly for money/career or passion?
only one enemy left before the BETA version is finished!
jlmg
Are you okay with constantly being talked down about your shameless ripoff mecha design?
how often do you have a boner while you're working on your game
not him but you sound like a nodev bitter about not being able to create content
help me out Sup Forums
Ive got no clue what should happen when you die, visually, right now the player flops back and bounces, then just kinda explodes and disappears, pic related, but i can't think of any better way to do it besides just not exploding and fading out.
I'm lookin for any ideas of what would be a clear and possibly charming way to show running out of HP.
>implying I made that
I just attached an image so that people would read my post
>bounce back into the air
>freeze frame
>explosion
That's how I would do it.
Im the original poster
Draw events in gamemaker are basically a way to draw things that won't interact with anything (like text, or HUD.) It's just drawn to the screen. Sometimes you need collision events for those drawings. Exemple: a sword slash in a zelda like game. You could do a drawing of the sword slash but for a collision to happen well you need to create a collision mask yourself which is more work than just creating a object for the slash which can already collide into stuff and make things happen.
Im still a noob at gamemaker but I tried to explain it the best I can.
I think that looks good, but maybe throw some particles out with smoke trails or something. Just some sort of debris.
If the game is difficult, don't waste the player's time every time they die.
Haven't been able to do much today. Played with particle systems mostly, and added FX to the punching. Also on Sunday I put together this video compilation of all my Webms.
youtube.com
Could have him burst apart into pieces that physics around.
I wish I had a game idea.
I desperately want to code something to get out of work's routine, but I have no idea what to do.
A sad state of affair.
This is a big issue, i don't think my game will be ball busting or anything, but i dont want to waste time, i want the gem to have momentum conserved, i want to avoid fading to black or having slow stuff, just SOMETHING happens and the camera swings back to where you'd respawn, but it just feels wrong right now
A game where you control gravity.
Take a look at this, it might help somehow
youtube.com
Is your game fast-paced? If so, then just have him sort of freeze and jitter then fly backwards and explode in the air.
This should all happen within 2 seconds depending on how fast-paced your game is.
>Those lips
A game where you have to cut 1000 equilateral triangles into 3000 isoceles triangles for a swanky Mexican restaurant.
grimrock-like dungeon crawler
I want to reproduce a bouncing motion like in pic related. Is there a math function for that? I suck at math.
Just add a gravity value to vertical velocity every frame until it hits 0.
x / 2
x / 1.5
That actually looks pretty good
Seems to be some clipping issues around the pants area
Read what, exactly?
That sounds awesome, how long have you been in game industry?