How's that game of yours going?

How's that game of yours going?

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Where to learn to code for gaems?

moving blocks are working pretty well.

It's going fucking nowhere.
I'm stuck trying to improve on a piece of code that won't even matter for the end result.
I'm unwilling to let go of the code in the current state but I can't find any way to do what I want with it.

Try google.

computer died. hopefully the hdd survived.

...

My game is coming along smoothly.
Why exactly is Cryengine 3 on that list? Do people still actually use that?

Fucking disgusting art.
Does it play like arcomage?

are you left handed?

>Does it play like arcomage?
simplified

Do you need to buy GMS to export? I thought I'd at least be able to export an .exe file to a folder with the free version.

Pretty sure you need to buy it.
They make installation files now too and not direct .exe's anymore I'm pretty sure too.
Not 100% sure though.

Since the image file says minigame i assume there is a game attached to it?
Is it a M&M clone if so i am interested even if it looks vomit inducing.

So the only reason to use GMS Free is to practice?

Is it the same with Unity?

Unity has a stupid watermark they use if you are on the free version. It only plays for like 5 seconds before the game loads and not over the game itself but you can export with unity free.

I'm not sure if unity free has any other limits but there is probably a lot.

GMS free is just to practice as well as demonstrate the engine to make you want to buy it. The real purpose of GMS free is to be a "free demo."

working on ledge grabbing and other things.

>I don't know how a watermark works or what a watermark is
>Also I never used unity, so I just talk shit

All features in the software are free as well, up to a certain amount of yearly incom.
Unity forces you to have a 2 second logo of them at the very beginning, but with the newest 5.5 version you can actually let their logo be acompanied by your teams/companies logo. This way it looks less cringy and more like a solid piece.
Nothing however is watermarked.
You are free to use it for commercial stuff as you like, in fact you can finde a lot of devs using Unity Free for indie games on steam.

You should have the camera move up with him while climbing because otherwise it jumps after the animation is done.

...

.exe is still an option, can confirm this

yeah I'm working on it, was hoping nobody would notice.

Now i have to try to imagine the shitstorm M&M6
would cause if it would be released to today.
I like the spirit but you really have to to something about your visuals.

I think everything is fine except the people. I would just hire somebody if you want. Or learn how to draw faces better.

post it

I'm going to start my first commercial project on Godot (it's a 2D game). No intentions of porting to consoles, so just Windows/Linux/OSX are enough.

So, is Godot a good idea? I'm between Godot, LÖVE and GameMaker. Which one currently outputs the best results? Any other alternatives I should check?

Just use Gamemaker. Undertale, Risk of Rain, Hotline Miami, etc. were all made using it. It also has a massive userbase, making troubleshooting much easier.

The people who shit on it are mostly just memesters and elitists. Don't take the bait.

>action script
Should look more like pic related. By that I mean fucking mentally disabled.

Thanks, I never really made anything with GM so I have no experience with it, but I'll give it a try.

So whats the scope on this?
Is there magic? Are there different classes etc?
After that abomomination that was M&M6 i am really starved for some good FP Dungeon Crawler.

The best results are WAY more dependent on you than which popular tools you use to build it

I've got this Skill class:
public class Skill {
public string Name { get; protected set; }
protected Func _ValidTarget { get; set; }
protected Func _Range { get; set; }
protected Func _GetAreaOfEffect { get; set; }
protected Action _Effect { get; set; }

public virtual bool Do(SkillUser doer, Tile target) {
if(ValidTarget(doer, target) && Range(doer).Any(t => t == target)){
foreach (Tile t in AoE(doer, target))
Effect(doer, t);
return true;
}
else return false;
}
}

Allowing me to create new skills like this:
Skill Bleed = new Skill("Bleed",
Validation.AnyAliveBeingInArea,
Range.GetFromMods,
AoE.TargetOnly,
Effect.AddStatusEffect((target, statset) => new TimedStatusEffect(target, new DamageOverTime(statset, 50, StatType.PhysicalDamage|StatType.DamageOverTime), statset, 100)),
new Mod[]{
new AdditionMod(StatType.Range, 6)
});

Problem is that this creates a new StatusEffect for every new target when applying over an area, which gets awful when I don't want to snapshot the strength of a snapshot but instead update the values based on changes in the caster.
A StatSet may automatically update it's values as a parent StatSet is updated, but this is rather costly and each StatusEffect and DamageOverTime instance has its own StatSet which will each do its own costly recalculation.

Oh right, no fucking tabs allowed.
I'll get it in a pic instead.

how can you make a VN engaging and fun?

what elements would you add?

What's the best coding language for making indie games?

...

I'm a braindead artfag so I use Fusion 2.5.

In a perfect World, I'd probably use C or C++ but I don't even know the difference between the two.

The one that you use

C++ is just C 2.

It was the sequel.

Thanks.

I like the art style.
It reminds me of the self-published games of the nineties.

Self-published is the only thing that defines an indie game.

What does that make C#? Some kind of spin-off?

It's only called C# because it is in the C programming family.

It is just one of many languages that is similar to C.

Others are

C shell
Objective-C
C*
Perl
C--
Ch
OpenCL
Split-C
Lite-C
Not Quite C
X#
(etc.)

There is a crap-ton of programming languages that were inspired by C and C++.

...

What happened to that improved art you had? This has a charm to it, but not in a way that would ever let spend any sort of cash on this.

Nigga you had two of those people fixed. What happened.

those portraits are fucking terrifying.
Please get an artist

you faggot, what did you do with the new faces they had

Everyone knows REAL PROGRAMMERS write their programs directly in the disk using a magnetic needle.

True. How could I forget about the best way to program?

Made this last summer as an exercise in java using lwjgl. Now that I look at it, maybe there's potential? I can easily add textures, water, caves, overhangs, canyons, rocky areas, snowy mountains, floating islands, and change how smooth or eroded a place is. A neat thing I could also do in the long run, is have hand drawn maps converted into 3D terrain. I have no idea how to import meshes yet though, but it seems possible. I'm more of a programmer than an artist. What game could I make with procedurally generated 3D terrain, while adding only a simple amount of features?
Hardmode: no minecraft but not blocky.
Dante must die mode: It has to be fun

>not using punchcards

Use whatever you feel produtive and secure on.

>not using chisel and hammer

>Now that I look at it, maybe there's potential?
you've been posting this shit for days motherfucker, don't act like you just casually happened on it and decided to pop in. you want minecraft money. say it. "i want minecraft money"

Starting to texture my maps.

>not using quantum vacuum states

This looks good. Nice lighting.

>Not getting infinite cats to walk over infinite keyboards

Fucking plebs, I'll tell ya

Alright, you topped me

How do you guys feel about my game?

youtube.com/watch?v=j5lnZuqpAO4

Lain is just a placeholder image until I draw my own.

I started coding this game... today... so there isn't much to it yet. I did write the ambiance too.

Oh fuck yeah I want that minecraft money, but I also don't want to sell my soul and make fun gaem. Yeah I've been posting it for the last couple of days, so there's no truth in using the "Now that I look at it" line anymore. But really all that I've done so far is look into what I can do with it, and improved the code under the hood so it' doesn't run like shit. As an aside, Notch actually picked some really damn low hanging fruit to make minecraft (at least in it's early phases). Webm related was like step 1 to make what I have now.

My autism won't allow me to leave the player death stuff looking like shit, so i've basically done nothing for a week. I still can't think of what to do.
Someone just kill me in the face or something.

Alright, cool.

You could make a neat undersea or space exploration game with that shit. Is terrain destructable?

Personally I fucking love combat so a couple of randomly spawned enemy types on those walls would already make the game look enticing to me. Like a barnacle that spawns stationary on walls and fires on you, gigantic electric jellyfish shit that floats around aimlessly, an energy dude that bounces off walls, shit that hunts you down, burrowing mole people, a good old giant floating landmine, etc.

Throw some ores and shit in the walls and I'm already interested. It's a tired formula but devs use it because it's so good. If you fix what Minecraft broke by only spawning the good rewards next to legitimately threatening enemies instead of randomly anywhere it could be really fun.

But if you don't love action, don't go the combat route. You can't halfass fighting and expect the end result to be good, you have to love it.

making a necromancer/lich game
just added more spell functionality, visual cooldowns, and other stuff

Animating the opening cinematic stuff.

is this a love engine game?

3D scorched earth

gms

Fuck off

I was making a game that when has where you play as a character that then should have a dual guns and you fight against aliens. Before you get to the aliens you have to make build rocket appliences?

Does this sound good?

Gave this enemy a punching animation. It hits twice

Meh. Still on Sprite art section... I kinda was hoping to have gotten more done by this time, but at least, I've already planned out the lore and everything.

thanks doc

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>Cryengine
>no Godot
Get out faggot

> Is terrain destructable?
No, but there's no reason it can't be technically speaking. It would actually be easy. I was close to doing this earlier, but I deiced terrain first.
> Under the sea
Might be a cool setting yeah. Those are some nifty ideas. Pic related is the best I can do in blender so far. Would blocky ish mobs in a high LOD terrain be passable visually?
>Space
I wanna emphasize more on screwing around in pretty landscapes, so maybe an asteroid field rather than a big chunk of space would work better for me. No reason I can't pull of a no man's sky though, earlier I decided to omit that I can actually also make spherical planet-like terrain easily, it just seems like a big scope for me.
Either setting, making vehicles would be a pain in the ass, so I would rather avoid it. I like the idea of good ores next to tough mobs, would have made the same mistake as minecraft.
>Combat
You're damn right combat is important. I'm feeling more of a shooter if there were to be combat. I don't wanna do all the animation for melee combat. I wouldn't do it well and I can't make balanced hitboxes and hurtboxes for shit, so melee combat would suck.
Lately I've been liking games where I can screw around in and explore at my pace more than ones with railroading dialogue and cut scenes, so that's where I wanna go ideally. I also wanna keep it simple, but I need it to be fun on a screwing around level.

Holy fuck that sounds pretty simple and fun actually. Not what I had in mind at all, but it would be pretty easy to do and is a good starting project. Is there already such a thing? Would people play it? I wouldn't really play it because reasons, but I can see some people liking it.

Maybe once the Steam release is ready.

Just learning programing (C#), which studio would be best? I have a guy that would make the sound and music for me, but the art is my roadblock I feel like. Don't want pixel shit but it might be the only option.

I agree

Nigga what exactly are you implying.

very cool idea
interesting how it switches to third person for combat, instead of always being one or the other

dumb jojoposter

You're a good doctor

I just started learning c++ and here's my question.
Will i be able to write games just by using c++ and let's say OpenGL libraries, or c++ knowlede helps with using engines/editors which i cannot avoid to use if i'm planning of developing game alone?

I have been out of these threads for too long my friend. It's good to see youre still making this. How goes the progress?

Bad

You bet

Thanks senpai. I made it only using my mouse. It took a long-ass time, but I managed to make a character design that was handcraft pixel by pixel.

>Will i be able to write games just by using c++ and let's say OpenGL libraries
you can but it's a terrible idea and you'll likely never get anywhere near making a game without using an engine

Pretty good there sempai!

How so?

Ah ya know

Drop C++ and OpenGL right now and just pick up Unity or UE4 if you want to make a game.

The C++/OpenGL model for making games from scratch is archaic and outdated and will only cause you pain. The only way to realize any benefits from such a development model is to have a large team of veteran developers, but the solitary developer gains nothing.

Hard times?

You mean that i would have to write my own ngine otherwise?
And another question. Is it good that i picked c++ for my first language? I'm having fun so far but i'm afraid that there are more noob-friendly languages and i fell for programmer's first language should be c++ "meme"? It's said that with c++ i have more controll over my program but do i actualy need this controll to get my first shitty game done? Or is it just good because c++ develops good habits in me? I'm quite torn apart.

Shit man, sorry to hear that. Best of luck ;_;

Thanks for answering my question before i asked it.