How's your game coming along, Sup Forums?
You ARE working on a game, right?
How's your game coming along, Sup Forums?
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I never learned how to program, so it's really not coming along at all.
I can still map though, so there's that.
I'm working on textures for the ground. I'm using sfml ;)
I'm trying to make a turn based RPG in Gamemaker and failing miserably
Should I just switch to RPGMaker and shit my game out
Things are going well.
Is gml a good language or should I learn C++?
Both.
Learn something easy like GML first and it'll make other stuff like C++ easy to get into.
>TFW I'm too stupid and can't into logic
I can't figure out how to do a simple swipe control
GML is shit because Game Maker is shit, but if you just want to make games it'll do what you want.
If you try to learn C++ just for game design you're going to hate it. It's an all purpose programming language which means it's filled with all sorts of shit you won't need, but if you're planning on pursuing Programming later, it's worth tackling as soon as possible.
Are you using dnd or code? Maybe I can help you.
i love this meme it's so random and epic xd
>TFW your code looks exactly like the example code and still doesn't work
>know how to code
>have an idea
>friends agreed to do 3D and music
>can't do shit because too lazy
This laziness will get me killed some day.
Recently finished the kitchen for my Tavern management game.
here, are there any game making programs that are actually good for people that are retarded when it comes to actually programming? I can sort of into boolean, and took some very basic C++ so I'm somewhat familiar with coding structure, but I never actually learned how to make a program.
gamemaker studio 2
Try Construct 2. HTML based, GUI coding, and lightweight. Without plugins and jumping through hoops you can't make anything too spectacular, but it'll help you get off your feet.
Gamemaker. Unreal has blieprints, but they ane not a panacea.
Clickteam Fusion
kill yourself
Thanks for the tips guys. Could any of these say, make a text based procedurally generated oregon trail style adventure game?
I put another hour or two in and made some animations and face keys.
Keeping focus is super hard for me. Certain kinds of music helps.
What do you guys listen to while coding and spriting?
They all can. It's not about what the program is capable of. It's about what you are capable of.
That being said, that's easy shit. Any of them can do that fairly easily. Games like that just get complicated with all of the variables you have to hold onto.
Neat, I'll look into it for sure. I really only say text based because I cannot into art. It's an "idea" I've had for a loooooong time, I just kind of gave up hope of ever actually achieving it.
This look pretty cool, like an SMT game. I was hoping to get into 3d modeling, what are you using and where did you start learning?
>I cannot into art.
Neither could the first Oregon Trail.
It's fine if everything is blobs and stick figures while prototyping
Still doing a bunch of minor things before demo day. Fixed up wall jumping and made it so when you hit your head on the ceiling you don't instantly fall down.
A lot of silly things like this
clyp.it
Though it usually depends on what I'm working on. Boss music when I'm working on bosses for instance.
Good luck, user, and have fun. Don't forget to use google a lot.
I'm using blender cause it's free, for tutorials I generally just look around on youtube, but there's this which is a good start.
youtube.com
I was putting together shader materials for gems for my Spyro-clone, when I accidentally managed to create a nice slime material and felt obligated to try making a simple slime girl.
Here's how the gems and stuff ended up
That song is amazing. Sounds like some mix of a Persona song, PSO, and some anime OP. What is that from?
PSO2. It has a really good soundtrack. Probably my favorite overall game OST along with FFXIV and Ys 7. I ripped the songs myself. I don't recommend doing that unless you hate yourself.
Anyone use construct 2?
I'm having difficulty saving variables and then reloading them properly.
Working on music for this little intro cinematic thing.
>I can't figure out how to do a simple swipe control
1. When the pointer is pressed down, save the position
2. The amount to slide is the difference from the saved position to the current position
I've actually taken like 4 coding classes in college and I still find game programming so hard to get into. Tutorials for Unity and GM Studio treat me like an idiot and don't teach me anything about good patterns and tutorials for frameworks like XNA seem to assume I know way more about standard practices than I do.
I've been really tempted to start working on 2D engines in Java lately. I use java for apps and various stuff at work so I'm sure I have the technical abilities, it's just a matter of where to start.
*I build apps using java
Not just use it for apps. That sounds remedial.
MonoGame (basically a cross-platform port of XNA) and C# might be worth considering. If you know Java you'll have no trouble getting into C#.
>rbwhitaker.wikidot.com
Sounds interesting, thanks mate.
My main goal is to make a beat-em-up style game but with more fighting game like controls and combos, but nothing too complicated. The main obstacle is finding time outside of work to get the project started.
things are happening.
see you in DD12. (edit: rip webm fsr)
We're aiming for an early 2018 release.Come to pixelheavenfest in Warsaw on may 26th, look for the Actium booth.
who
Failing as usual. I just can't wrap my head around programming. So I just bolt random shit together until it is bug ridden and unusable. I then get frustrated and quit the project. I can't tell if I'm getting any better or not. Send help.
I need a tutorial that explains to me how to make a basic game loop, handle input and such in C#. Every tutorial I read for Monogame and the like just tells me about how to handle graphics and then assumes I know the rest.
I'm an idiot and need like a step-by-step walkthrough of how to make Pong or Breakout in a given engine before I can understand it.
>from 7 years ago
Is it still even followable?
>I need a tutorial that explains to me how to make a basic game loop, handle input and such in C#.
The most basic game loop would be something like:
while (gameIsRunning)
{
ReadInputs();
UpdateGameLogic();
Render();
}
But if you're using MonoGame you don't even have to worry about implementing your own game loop, because the Game.Update method basically IS the loop.
Also, in case you don't know, the MonoGame API is pretty much identical to XNA so you could also try looking through some XNA tutorials, for example rbwhitaker.wikidot.com
You clearly have no idea what the fuck it is you're talking about so unless your retarded stop fucking replying to me.
lots of Eurobeat.
Dave Rodgers is best.
I made a prototype for something along those lines a while ago when taking a short break from my main project; It didn't get much further than webm related and the code was all over the place.
Hasn't changed all that much over time.
If you run into something that isn't the same, you just google it instead.
It's mostly good because it teaches you an overall process to use when you're creating characters for games, not for specific tips and tricks.
Nujabes or Stendeck. Whatever mood I'm in.
Working on textures for my 3D game
Is there any place I can download a bunch of game animations I can use in blender/unity like idle animations, running, picking things up etc.
I can find mocap bvh files but they're all kind of terrible.
Writing pointless dialog.
>Not a panacea
What did he mean by this?
>Tavern management
I sure hope this goes on steam you Frick.
Yeah, that's the plan.
I should be putting the hours into blender so I can just get things done without having to look stuff up all the time but I just hate modelling and don't want to do it.
kys plz
I don't mind modelling, just UV mapping.
show feet
>Pirate GM
>Make billions of prototypes and proof of concepts over the years with it, but never had enough motivation to commit to making an entire game
>Buy GM
>Literally never touch it ever again
What separates successful game devs from amateurs is successful ones finish the last 20%.
This is more a case of what separates 1 man team game devs from programmers and/or creative directors being a lack of artistic skills. I have the vision and the programming skills to make the game do just about anything I want. I don't have the artistic ability to make it look like something you'd want to play and definitely can't make it sound like I wish it did.
I'm also too much of a perfectionist to release a mess of pixels and beeps and boops like some indie devs do.
I work in the industry. Working right now on a game that's being discussed on another thread here on the board. The best advice I can give is stop being a perfectionist. Specially if you're a 1 man team. It'll only lead to frustration and nothing being done.
hair on furries is retarded
The closer they are to humans the less degenerate it is.
anything inside the spectrum is degenerate and that's all that matters.
There's one game called Epic Tavern being made rn, try to release before them if it's similar
Whats the most basic, optimal engine if you want to create an overworld similiar to FF VII?
Unity or UE4
Yeah I know. It's very depressing seeing similar games being made but you gotta just focus on your thing. I have lots of things that they don't have so I think, hopefully, that it's alright. It drains you of energy though seeing similar games pop up after you began yours.
Like this?
What he said.
Thanks, m8.
Posting on mobile, webm doesn't work, sadly. So, can't verify the example even if I wanted to.
Got a youtube link?
Nope, sorry bro.
Now I want a corndog.
Almost done modelling my character, no screenshots yet because bad internet.
...
>that light slime making up the head suggesting some form of dress
>that figure
ARA ARA~
Those seem way too high quality, shouldn't they be completely solid and non see through?
aww man, i'm using the exact same asset pack and we're releasing in like two months. hope i don't hurt your sales with my VR tavernkeeping game.
>asset pack
And this is why I will never use an asset pack for anything other than prototyping. Course I'll probably never release anything either but hey.
I gave up again
too bad the visuals are literally perfect for a medieval-ish tavernkeeping simulator. all i have to do is crank up the texture atlas a bit bigger to make it more detailed and ship the thing for 8 buckaroos on steam for all the 10 htc vive owners out there.
here, have some ES.
>tfw have no ideas and just want to program something to help me get a job
>Keep starting new things then dropping them
>Really hate Unity's physics engine
Finished writing the story of my RPG. Now I'm making the quests that will develop the story.
The next step would be writing the dialogues and start making the graphics.
I'm using RPG Maker VX Ace.
Can you tell me what's the hate for RPG Maker?
>Click on object
>Dialogue
>Click on Talk
>Dialogue further relating to object dialogue
Could you walk me through this? That seems like something that's more complex than it seems.
Step 1: Build a generic statemachine for conversations.
give me more info about your game, qt user
>250ml
RPG Maker itself is pretty good, it's games made in RPG Maker that tend to be garbage.
That's literally the best amount of sugary crap.
True. I'm really impressed of what the program is able to do with (really to use) scripts from users.
Such a waste of potential, really
This is all I have so far. Just ran through the guys tutorial series, taught me a hell of a lot. Figure I'll use this as my dummy while I dink around in Unity getting my basic sidescrolling camera and attacks/collisons setup.
Sadly I basically only dev on weekends between work and the gym. Lately I just sit down and play Slime Rancher and than go to bed after I finally get home.
really easy to use*
Looks nice. But why not starting with something easier if you don't have so much time?
It's just going to be a sidescroller beat em up. I've got lots of ideas to complicate it, but that's what I'm starting with. I just wanted to learn 3d after messing with gamemaker for years. Modeling everything is going to be a bitch since I'm learning that too, but it's pretty satisfying seeing something you've made in a game environment.
Anyone know a good voxel editor with wedges? MagicaVoxel is pretty good but can't do wedges. Halfway tempted to make a ton of my assets as ships in Starmade and export their models for true easymode.