Game dev thread

何をやっているの?

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monolithdevs.itch.io/monolith
youtube.com/watch?v=FNmbHkNFZ5Y
youtube.com/watch?v=Vd-ZxCLqaBU
docs.unity3d.com/Manual/HOWTO-ImportObjectBlender.html
twitter.com/NSFWRedditImage

ウイーアブは去ってください

いいえ

はい

断る

バカです先輩

いっ、いじめないでください…

バカ外人です

>Moonrunes everywhere

>ユニティ

くそげクリエタ出て行けください
今すぐ

anyone going to make a game for the Switch?

アニメのウエボサイトです

Check my sweet generated textures

いいえ、少しアニメ少女です
how'd I do I'm still learning n-no bully pls

Depends on sales, devkit price and unity license. For now, no.

i understood nothing.
monolithdevs.itch.io/monolith

Generated proceduraly at runtime?

すでに終わった

すぐに新しい予告編を作る

youtube.com/watch?v=FNmbHkNFZ5Y

Yes

>今年
>フラッシュ
まじで

Pretty nice, I wouldn't distinguish them from hand made ones. Are levels in your game also proceduraly generated? Either way I guess that allows you to easily make variations of those, just by generating different textures.

No, levels are static and yes, you can generate a similiar looking materials and this is a very powerful tool - youtube.com/watch?v=Vd-ZxCLqaBU

Stop using Google Translate and post games.

>wasting time making games for a doa console

Herro everyone I am making menu/text based game because I am stupid. How can I plan out said game?

Stop wasting ammo.

I'd use Microsoft IME, but that stopped working along with everything else when I fell for the Windows 10 meme.

Looks cool user but you might wanna check your UVs on your wall, the texture looks a bit wobbly.

gentooをインストールする

I made it on purpose so it won't look repetitive. The same I did with the floor. The textures are composed of different maps - color map, height map, etc., that's why slightly distorting UV I don't destruct the overall quality of the texture

K I C K S T A R T E R

B E T T E R G R A P H I C S

Personally I would remove the distortion user. It looks like they are supposed to be metal plates yes? That's maybe why i think it looks a little strange as metal would not bend in a fluid manner like that, it looks too organic. Just my opinion though.

WHY IS IT SO HARD NOW TO IMPORT A BLENDER FILE INTO UNITY

FUCKING

REEEEEEEEEEEEEEEEEEEEE

What should I go for first game?
Graphic Novel?
Sidescroller?
TopDown Zelda-like?
Another thing entirely?

Proprietary file formats like .blends are always a pain in Unity in my experience. Why aren't you using .fbx or .collada?

>blender
>proprietary

Yes .blend files are blender files, whats your point?

fbx files fuck with my textures/UV's. and dont even get me started with animations.

its all suffering

You must be exporting wrong. We use fbx for all our 3d assets and UVs come over just fine. Whats you export settings?

Blender is the opposite of proprietary, and its filetype is publicly defined and documented. If an application can't handle it properly, that's the application's fault

t. Sup Forums

Not him but I need to start doing that apparently. I was just dragging and dropping and than making new materials in unity since everything is prototype stuff. Fuck.

Not a graphic novel if you want to make an actual game

unity converts blend to fbx internally, so better switch to it, like other anons suggested. At least you will have some control over export.

there a export settings? I guess its default for me. where can I change them and to what?

MANKO DAISUKI!!!

I never said that Blender itself was proprietary, I said that .blend files are. Which they are btw as they are a file format generated and supported by Blender. I wasn't trying to trick you user.

Proprietary file formats are ones that are used by proprietary programs with little to no public documentation on how to read/generate them. .blend files don't fit the bill as their format is well defined for anyone to read and understand.
Sorry for being argumentative.

post games

I may eventually finish this


maybe

Do you think you are funny, aren't you?

>there a export settings?

Somehow I think the solution is going to be easy.

.blend files are worse than proprietary, they're under the GPL.

>making ranged fighting game
>nintendo announces arms

>this is what BSDcucks (using the ebin cuck meme properly btw) actually believe

The GPL is the worst and most cancerous license ever invented and it's the biggest reason Blender has problems keeping up with the competition. They had to convince Pixar to make a version of Opensubdiv they could include in Blender without having the entire project ending up under the GPL.

then enlighten me

>Pixar didn't want to free its code under the most widely spread license to protect everyone's freedoms
>this is somehow Blender's fault

working on lighting

Those light spheres would look cool for a bomb flash or something like that. for normal lighting I would probably say use differing levels the closer you get to the source

damn is that rpgmaker2000?

gamemaker studio

Hard to say unless you post something.

Every guide says to take the.blend, put in assests folder, then select import in Unity. I mean, everything should be imported, if you save your texture files separately.

docs.unity3d.com/Manual/HOWTO-ImportObjectBlender.html

If those trees are drawn at the same angle s the MC (which they should be) then they look kinda out of proportion. Like they're actually six-foot-tall stubby stump things with some leaves on top instead of trees.

You just need to assign in your Windows to open blend files with Blender (i.e. you double click in .blend and it opens in blender, then Unity will convert it correct)

I'm working on putting a free demo together for greenlight in the next month or two. It's a Victorian-Steampunk JRPG, but I'm not sure if ~4 hours of game time is good enough for it.

Looks pretty terrible, but that's par for the course for you.

need help with the target GETting system