How's your game coming along, user?
How's your game coming along, user?
Other urls found in this thread:
youtube.com
assetstore.unity3d.com
unrealengine.com
twitter.com
shit.
Someone wanna run me some basics of Unity and UFPS?
Poorly, Since I cant draw/model for shit. I even fail at pixel art
>Learn C#.
>Open Unity.
>Realize that it's all ridiculously simple now that you already know C#.
Or, the alternative
>Don't learn C#
>Open Unity
>Realize none of this shit makes the slightest bit of sense
>Hesitate
>Never open Unity again
>Die alone
>If you want better weapons and armor than the kind you get from smashing rocks and sticks together, you're going to have to go underground.
Not well
>Five months of on and off development in Unity with three close friends
>Development has stalled hard
>Know exactly why it's stalled
>We're making a pixel-art based side-scroller, which Unity is overkill for
>They're all hardcore programmers, so they spend enormous amounts of time on optimization and little nitpicky things instead of actually making game
>We'd probably be done by now if we had just used something like Game Maker, but programmer pride means they would never get on board with such a thing
Thinking I might just be better off going rogue, but don't really want to let my friends down.
Good programmers will focus on optimization and will use difficult tactics to get the best out of what they want.
Great programmers don't care and just want a good product out there.
Good, I've made a lot of progress with sprites and the animations, It's mostly the backgrounds that are consuming most of the time. I paint a little bit too, so I'm gonna paint some concept art tonight on a bigass canvas.
Finishing up music for the demo.
Can you give me some advice for pixel art, I have a hard time making human body shape at the same resolution as samus in super metroid
What's a good way to stop two instances of the same sound playing at once in Game Maker? Them overlapping is fine but when two of them play at the same time it effectively doubles the volume which is annoying.
I don't even started. Right now im stuck with modeling in Blender.
I've learned the basics and now i'm moving on to textures... pretty hard desu.
>Going for a FPS / realistic setting. GG.
i know that feel. uv mapping is way harder than i thought it would be. just keep practicing and you'll get the hang of it.
What's the name of the game?
When will the demo be out?
Will I be able to fund it on Kickstarter?
I'm a noob programmer and is it normal to think the Unity tutorials are shit?
I'm always pissed at the variable names, or how they make 2 or 3 variables with similar names. Or when they put something in a variable just to use it once one line later, so you have to keep track of an extra step instead of reading it on one line.
I'm pissed when they cram something in a script that I think should go in a new game object because it does a different job.
I'm pissed when they reference something that could be changed or deleted in the development of a real game, and now that script would break in real practice. And because I'm a noob I don't even know an alternative, it just feels wrong.
After some exercises on how to unwrap some figures, i (kinda) understand how to make the seams.
But when i decided to go for the full "realistic" i understand now the problem that goes with it.
I've made like 25 low poly assets, but first you must make the high poly model and bake the textures so them are detailed for the low poly.
I'm struggling right there.
Hey anons, I'm familiar with Unity, but I'd like to learn UE4, and I have no idea where to start, the tutorials I find on UE4's website are sorted in a weird way. Where should I start?
My tablet doesn't work so no progress so far.
Holy shit just yesterday I wrote down some ideas for a combat system just like that. I guess you beat me to it. Looks really good
>spent years making a 3D video game
>slowly realize i have no talent as a game designer
>can't bring myself to stop working on it
>can't bring myself to stop working on it
good for you, man. keep at it. post it here when you're done and i'll play it.
Well, I started with Godot. That was bad decision number 1, since im doing a 3d game. I made basic movement, rotation and camera, but collisions are fucked and buggy, because Godot is shit with 3d.
I am now trying to make 3d maps in Godot, the open-world kind, but collada is garbage, exporting Collisions dont work, forums are retarded, the built in collision generator in Godot is garbage too.
At this point I want to give up on true 3d. I am considering going old school, either low poly shit, or pre-rendered backgrounds with fixed camera, since then I only need to build some easy collision geometries and have tons of inspiration to draw on from FF games.
Rewound
don't know, maybe 2 weeks
no KS but I'm glad you think it's worth funding!
modelling using blender I mean
I'm seeing a lot of excuses to not work on a game.
Any fucking idiot can work on a game, as long as they have a computer. You're just lazy. You're in the excuses island right now, even though there's an easy solution to get back to shore. You just don't feel like it. You pretend it's for all these other hindrances.
Now get off your lazy ass, push away all the empty soda cans and doritos bags, sit in your computer chair and open up any shitty game design tool. Game Maker, Construct 2, Unity, Unreal, Love2d, whatever it may be. It can even be Java for all I care. In the end no one gives a fuck what you use to make your game. You see shills in /agdg/ mudslinging game engines, but when you see popular indie releases, no one ever gives a fuck what it was made in. Remember to make it fun.
Anyone familiar with all of the drag and drop systems? I have gotten pretty far with Blueprints, but I am curious what GameMaker's is like. Also does Unity have one?
Fuck off
I decided to start from scratch because the last version barely held itself together, and after a little over a week i'm almost up to the point of my last playable build with even better behind-curtains features that make shit much more flexible and easier to work with
the back sprites are rough tests and i need to clean them up so they look pretty bad right now, but i'll clean them up later
What part of it is giving you grief?
I'm coming at game design as a modeler; while learning C# is certainly preferable, depending on what you want to do, I would consider looking at Playmaker Visual Scripting.
Coming at Unity from a modeling perspective, Playmaker has helped me start putting things in motion. If you're a one man band, there's a fuckton of things you need to learn to get going (UV mapping, rigging, etc), so this might help you move forward faster.
Believe it or not, something as small as that doesn't require a lot of detail. It's getting the right angels. I would study the human body a little bit. It all depends on if they have armor, tall, accessories, etc.
Does no one have any love for Fusion 2.5?
Thanks, but the legs are a pain in the ass, they look like a solid block or like a ham ring bound to hard at the knee
I am getting pretty far in a game and I'm actually a bit baffled what to do with it when I'm done, the game is actually a hentai game, so I can't put it up on steam, I'm not really sure now what I'm going to do with it when it's done. I'd like to sell it (cheap of coarse) but I have no idea where now.
Anyone working with construct 2? I need some advice
Stop working with Construct 2.
unrealengine.com
Anyone knows how I can do this without buying it? I don't have the money to spend. (after converting to my shithole currency that pricetag is insane)
Remember that natural talent is only the minor sect, passion is the major sect of talent.
Just have passion and a drive and you'll get it in no time.
what do you need ks for
didn't change much since christmas, the holiday broke my pace pretty badly. At least I worked on designs a little. hopefully by next week I'll have new game engine related progress
Oh my bad, didn't know I was on /agdg/
>Unity
Unity!