How's your game coming along?
How's your game coming along?
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water is a bitch
I wish I knew how to Javascript
I'll learn if I finish this game
No point in trying because even my most basic ideas for shit like Turn based RPGs are too ambitious for me to accomplish alone.
Using a framework instead of an engine because I'm not a scrub. Unfortunately, I just realized I can't draw much more than various smalltime sprites, bringing progress to a standstill until I either find someone who wants to make art for free, or more likely, just give up.
I'll make you some art for free($5)
>Unfortunately, I just realized I can't draw much more than various smalltime sprites, bringing progress to a standstill until I either find someone who wants to make art for free, or more likely, just give up
Just use placeholder sprites? If you make a dank game out of moving colored squares, a spriter will happily come out of the woodwork to help you out. No point quitting just because you can't do everything by yourself right this second.
trying to find a sweet spot in 3d graphics for my toaster so I can make sure I can run my game at 30 or 60fps. anyone recommend any 3d games that can run on a pentium 4
>Try to get juggle mechanics going
I wish I knew what the fuck I was doing
>If you make a dank game
It's a shmup, which is competing for point'n'click for most unpopular video game genre at this point. Problem is that point
n'click is winning because it has more novelty and is easier for casuals.
I've tried to wrap my head around Monogame/XNA several times but it's just not clicking with me and I can't do anything that's not directly outlined in the tutorials.
>Try to attach a webm to my post
I wish I knew what the fuck I was doing
Here's the Squirrel Select Screen for Squirrel Sphere: Nuts & Balls
thanks to whoever helped me with the last part of the name ,ill probably use it
>tfw so programming illiterate that I cannot even code basic movement
Over the last few weeks I've been creating some stuff in Unity - effectively, I've made the framework of a little top-down city thing kind of like the old GTAs, as well starting on a build mode for you to make your own cities.
The thing is, I don't know what I actually want to do with it once it's done. I'm a comfyfag so I kind of want the game to have non-violent goals. Any anons have any ideas for what kind of objectives I could have in the game, and some sort of incentive to make your own cities/tie the build mode with the actual gameplay? I'm coming up with blanks here
Pic sort of related but not mine
Why aren't you making a-
>Early Access open world game
>Meme ragdoll game
>Quirky with sexual title but no depth
-game right now? They are selling like hotcakes!
I can't do jack shit
I'm just trying to create a proof of concept and pitch it to a programmer buddy.
I just want to do the art man.
Just use placeholder sprites. I've been working on aiming, movement, and even animations with these shitty sprites. It's actually better than using a regular sprite since you can write debug info on the placeholder (for example, the arrows on mine indicate viewing direction and alternate to show movement).
Make:
a)My dream game concept while having almost 0 experience with coding and game design
b)Meme game for practice that might be a hit with normies
Working on a titlescreen / theme song.
B then A, obviously. Never start with your dream game. Hell, even after 5 years of practice you probably won't be skilled enough to make your dream game.
Learning c++ to properly do my ambicious games takes too much work, so I procastinate for eternity.
...
Alright. Hopefully I can get off my ass and finish some stuff today.
Water is my bitch.
Going pretty well overall but fuck me is drawing backgrounds difficult. Just getting the colours right is a very tough task for me, they're either too bright, too dark or don't fit with the other sprites.
That looks awful
slowly but surely
that's not how water works
neat
I think it looks pretty good. A little fast, but I assume that is just to show how it works.
nicely fucking done user.
>tfw don't speak cat langage either
Fucking minecraft-tier water physics
normally it's going to be used to flood large areas, so it'll look less "janky"
fite me
I've seen worse water fill physics.
I just can't remember when...
I finished the main player control now I'm having trouble picking where to start on actually making content for the game
I appreciate the idea, but the execution is beyond weird.
You might as well just have the water level rise/fall in a linear fashion, at least it'd make more sense for the player.
i don't like it
i found your youtube channel
I have Gamemaker Pro, I want to make SNES tier graphics, and ARPG gameplay
Where should I look to start learning how to use gamemaker?
take the diversions from gta (taxi driver, paramedic, firefighter, deliveryman, etc) and center the game around that, basically have it be a good samaritan simulator
if you don't mind having violence as long as it's moral, you can add vigilante to that as well
neat
what don't you like about it
i can't explain my feelings
what are some theme songs you do like, then?
bomberman and kirby
Wasted a few hours trying to code a Sonic-styled physics engine for a game. I'm a bit glad I got as far as I did in such little time.
You got some online multiplayer in there?
Combine it with this
>Where should I look to start learning how to use gamemaker?
Type Tom Francis, first game into Youtube. Also learn how to google shit, you'll be doing that a lot.
Are you implying turn based rpgs are easy? Because they're not.
they are easy. it's just numbers
Let's see yours then
i haven't made one
Trying to decide how to make moving up or down while moving forward look nicer since right now it looks like they just glide or float there. Trying for a beatemup, and they usually don't do upward/downward facing animations if I remember right. Maybe slow down the players speed?
Ignore the art, this is all placeholder I'm using to test using blender for 2d and seeing what I need to make and so on.
But it's numbers you have to organize strategically for the maximum efficiency, or at least in theory because people don't know how to balance their games and end up favoring the player too much
But that won't happen in my turn-based game, no it won't, it will be fun and challenging without being bullshit
Looks rad.
yes the vertical movement needs to be slowed down because of the perspective
Im trying to work on it inbetween other work and hobbies. Really feel like i have no idea what im doing and i have nothing to show but imma try to keep at it.
It looks okay, but the water doesnt look very good rising unevenly like that.
Writing a script is a pain in the ass. I'm working with a friend on it and it's tough shit. I feel like a solid premise is hard as fuck to make.
Fluid mechanics don't work that way
Thanks. Took pretty long ironing out some bullshit bugs. (some are still there, like the ball randomly flipping direction when colliding with flat surfaces)
The thing uses a pretty convoluted physics system in itself:
>two points that detect when a slope changes ball angle (represented as red dots in webm related)
>reset ball direction midair so that glitches don't occur
>had to find away to make the slope detector work even to player speed
>managed to waste 1/4 of my day doing all that
Was still worth it, but holy shit was it irritating.
Looking better every time, yo.
But you can explain what evoques your feelings, for example "I don't like the trumpet because it sounds too loud"
Holy shit this looks awesome, nice job user
This is some impressive work, not the usual shit tier
Yeah, you're right. Cut movespeed down to 65% or so when moving veritcally and it looks a bit better.
it's nice, i think you sould try to have less notes on the first part
this offends me.
Thanks, I try.
thanks
It's not.
Trying to make a side scrolling shooter with a ton of missile, guns and waifu tits.
and explosions
Slow weekend, but I'm soon done with this map
learning how to code in RPG maker. atm I'm learning the basics. Already learned the basics of the drag and drop version, but I want to git gud.
The weapons aren't going to be 1:1 with Quake or UT, of course - I just designed the map around weapons serving similar roles
Are there any decent blender tutorials anons can recommend?
I want to try making Bub
it's going ok
I hope you like bobbit worms
Is the lack of water rising on the right side intentional? Interesting if so, mechanically incorrect if not.
tfw to smart to not make autistic 2d platformer
The environment is my mind, so post structuralist, anti-realist, existentialist trash
R8 no h8
You ever played Shipwreck? It's another Link's Awakening wannabe that, like yours, manages to make all the wrong decisions.
I like this guys, it's not fresh fresh beginner but has you make a basic model, animate it, and configure it in unity.
youtube.com
please tell me what directions I've taken that are wrong
first timer here. Can you use simple Newtonian physics for platofrming and gravity physics?
yeah
Mostly you just give everything a downward pull of 8 or so when not touching the ground. I mean unless you are making a game based around physics.
Ah ok, thanks
When you say pull, do mean like acceleration or velocity?
i tried my hands on 3d but its hard so im just going to be an ideas guy from now on
I want to make a 3d collectathon. Does anyone who's a fan of the genre have any advice or 2 cents?
Graphically, everything. All the lighting stuff is atrocious.
i like it.
but you better stop being ironic like that or i'll hurt you.
It all depends on you. What you can choose to do is add a certain amount of speed to a character's movement every frame until it reaches or exceeds a limit, then set the character's speed to that limit until it encounters an obstacle that sets the speed to zero. (Constant acceleration every frame, which increases speed until terminal velocity and eventual collision.)
draw inspiration from banjo kazooie
how do i make a webm
spend a long time getting the feel of the main character right. If they don't feel nice your game will be shit no matter what
and this BK is literally the pinnacle of 3d collectathons, so play the shit out of both of them and that new one made by the bk team whose name i've forgotten. Although BK's movement is shit compared to mario
I have a y movement of +8 whenever not grounded applied to my character after moving (in gamemaker +y is downwards). It all depends on how accurate you want physics to be in your game.
Don't start with characters user. I don't know why every beginner 3D artist does this but characters are really hard for a first timer. Start with some basic hard-surface modelling, like a phone or tv remote or something and work your way up.
It's coming along alrighty. Currently building the raw combat system (without integration of too many stats and debuffs or similar - though those systems are already up and running on their own). Kinda next to that I'm also working on the default melee AI.
Looks like some of the core gameplay is going to be a bit more like Dark Messiah than King's Field, which was the project's original inspiration.
With regards to level design I really gotta get Thief 2+Tafferpatcher running on my PC. It always crashes but I really wanna see those fan missions to get some inspiration (steal ideas) from them.
Or even just use squares and circles at first. Considering you will be changing your art a ton it's better not to waste the time designing to look great and than not use it or find out it's won't work as is for whatever reason.
It's hilarious. It looks like the PC is a child or something.
>you'll never be a loli punching Medieval evil sam fischer bare fist