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Hows that game coming along Sup Forums
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Making a character
I have a 25 word essay due so I can't work on it.
nice man!
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PIC OR VID?
youtube.com
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VID
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finished the hands. He'll use the guitar as a weapon.
tell more about the game
I won't be able to start on it until around summer. Already working on another project.
It's a heavy metal based adventure game that will play similar to Zelda and Dynasty Warriors.
The music will play a role that can help you with some combat mechanics
Its coming along very well, we are finally moving out of battles and are working on the overworld!
So that Jack Black game but without the RTS shit? good, good.
I'm still learning how to model.
I fucking hate UV wrapping
I don't even know if I'm going to do a 3D game
You should. 2D is exhausted. Just think of the possibilities another dimension grants! We need cute lowpoly games.
Cant decide if I want to make a 2d beat em up rpg like Bouncer, sonic-style hack and slash platformer, or a superhot style 1v1 arena multiplayer game
All cyberpunk
>We need cute lowpoly games.
I actually want to up the poly count though
I do like this atheistic though. I just wish I could figure out this texture mapping shit so I could get my pixel art textures on this
What if I make a 2.5D game
It feels like Cube World
What if you make a 2D game with pre-rendered graphics?
Rebuilt parts of my C platform engine in clickteam, was pretty quick once I figured out how to use clickteam.
Only need to use clickteam to assemble a couple prototypes since my own engine isn't going to be ready anytime soon.
Coming on slowly, doing a little every day if I can. Currently trying to figure out how to categorize and sort basic gameplay functions.
When should one use a while loop in gml instead of ifs?
When you want to do something while something else is occuring.
I wish I had my own AAA software studio, I just want to create an engine with the optimization and performance of FOX engine.
Which engine is the best option if you want to focus on an online multiplayer title?
I have low motivation and feel too lazy to continue working. I want to, but I just don't feel like it, and it is driving me crazy.
Never
Ever
This looks fun as shit man. Hope to play one day.
That's how you know it's working.
bump
wanking around more on connecting maps geographically and giving maps some character
I think if you feel the need to be asking this, you probably shouldn't be making an online game.
But basically anything, really. I don't think any engine's out-of-the-box networking stuff is worth a damn.
looks good senpai, what's it about ?
no beginner should make an online game
Looks pretty dope actually
FUGAaI
thanks my man
decadent robot wizard tries to overthrow monster city to pay patronage to his evil rock-and-roll space god, the protagonist (highschool drop-out thief) and company try to stop him while stumbling through mob politics and the intervention of the crooked starsky-and-hutch buddy cop duo
Serious question. If i were to want to make a proper sequel of Command and Conquer Generals(without using the game name and make it different obivously) what engine would be best for an RTS like this? Would Unreal 4 be good to use?
10/10
Release when ?
If you want to make a good RTS you should probably roll your own engine because really no out-of-the-box engine is going to be suited to the pretty specific requirements of an RTS game (They have much different networking models, require much more active objects and better AI and interface than most games)
I'm sure you could do it in Unity or Unreal but you really shouldn't attempt it without being a competent programmer already
Surely what you describe has been made in Spring Engine already. But any 3d engine would do. None of them provide much to get you going on an RTS. Everything is oriented towards Physics Bodies Hitting Each Other games.
Trying to make a really small 2D game with everything I learnt so far because I couldn't go any further in my original project.
Struggling pretty badly at the moment on basic item script on Unity, guess I'll need some sleep to think on what the fuck I'm doing wrong.
But I rather also ask here: For equippable items (like a hat), do you make one script per item that remove the old effects if there's one, and apply new ones (basic shit like HP + 5 for example), or do you make one script calling specific struct/class on new instance?
Also, nearly all of my script make reference to the player to get the struct holding its stats, is there any better way to get them?
art guy is sick af. all i can do is wait.
if all your items do the same thing, make one script that just handles any item. when you equip the item, add the stats, when you remove the item, remove the stats
Still at it
This is uncomfortably reminiscent of Zelda CD-i. You know, the one that was overhead and you played as Zelda.
It's specific item groups (weapon, armor, permanent booster), for armor and weapons, they both hold the same variables so I guess I could do it that way.
But for permanent boosters, it would be a single value changed or an effect applied (like spawning a trigger that would deal damage, for example), so I guess I'll have to make it different for each?
Lastly what about items like Armor with special effect (work like a normal armor but it should also have a trigger that would deal damage for example), should I create a GameObject holding the script and instantiate it when equipped and delete it when unequipped?
The street for the overworld looks really small (assuming that is a street)
What I'd do is create a universal script for weapons, armor, and permanent stuff separately that handles all the equipping and +hp +str stuff. Then for special effects on weapons, each one gets its own effect. All triggers would go through the 3 global scripts for simplicity.
implementing this passive skill tree in the game atm. kinda boring work but has to be done
Nice water
I'll try that, thanks!
Just ported my game back from gms2 to 1, and now im trying to get this tile_later_shift function to play nice with my camera.
If it's so boring for you, how's it gonna be for players?
I've never seen it, what part?
Thanks, I've been working on it a lot
i dont even know what to say
I think he meant boring to implement, not boring to use.
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there is a correlation between boring to implement and boring to play, you fucking memelords. if giving the player new skills isn't fun either your skills suck or your engine does
the mechanical process of building the tree in the game is boring, not implementing what each node of the tree does
>monolithdevs.itch.io
p. well, finished pic related.
>there is a correlation between boring to implement and boring to play
Wow I guess i don't need to program all this UI then, my players will just have to deal with no menus
no idea what the actual gameplay is, but I'm super down with this aesthetic
Trying to make a functional, expandable, turn based combat engine in Twine because I'm a piece of shit that can't be fucked to learn a real language.
It's fun!
>there is a correlation between boring to implement and boring to play
On the contrary, some really boring tasks add to the game immensely. See: UI
Twine's language isn't very different from any other. You could probably make something in Unity if you already know how to use variables.
whoops page hadn't refreshed, beat me to it
Thanks
The gameplay is a whole lot of this
From what I understand, Twine is basically Javascript.
I understand variables, objects, and (for the most part) arrays. My biggest hurdle is proper syntax and pointing "set" commands properly.
I know I should switch over to something better suited for the game I want to make, but that sounds like a hassle.
No there isn't you faggot. It's boring and routinary as fuck to balance the stats of the weapons and armors in my RPG, but it's necessary to give the player a good sense of progression, which is something that I really like too. Think about cooking a difficult meal which makes you hate the process of making it, but the final product is excellent and worth all the hassle.
Creating stuff doesn't always have to be fun. Boring phases are part of game development.
You should try out Gamemaker, GML is pretty simple to pick up. Try one if you ever get frustrated with Twine
look amazing user keep up the good work
Whoa, that telekinesis looks really fun. Have you thought about consolidating the health and mana indicators into a smaller, shared space? I like them, but one on each side feels cluttered. If you had them on top of one another, I think it could look good. That or half of each, joined at the middle.
If I jump into another engine, it'll be Unity with C#. I picked up a Udemy class for it a while back that seems not too terrible.
I have issues with Gamemaker as I was one of the saps that bought it from their Humble Bundle deal a couple years back before they made everything free to use. I had gotten the modules for Android/iOS/Win/Mac compilation and now suddenly what I paid for isn't worth shit.
What's not to understand about arrays? Honest question, cause out of those I'd say Objects are the harder concept.
Real men make their own engines.
This
good one
Isn't non-Windows compilation still not free in GM?
It'd pain me to lose the symmetry but that's probably a good idea, I'll think about it
Well, maybe it's not that I don't understand them. It's more I don't understand the differences between objects and arrays. They seem almost identical, but when I look it up, apparently objects are infinitely more complex and can do way more shit.
The way I understand it, objects are like boxes or containers. You can have a bunch of shit in a box, but you can also have a smaller box within that box.
Arrays to me just seem like a piece of paper with a list on it. Can't get too complex.
Again, I'm not a programmer AT ALL. I'm a writer that has a game design that I'd like to realize. I'm sure my terminology and understanding is laughable at best.
They're not free, no. But before even the standard GM tools were free, I bought a bundle that included the tools and the non-Windows compilers. They didn't honor my prior purchase of the compilers when they changed their business model. It's kind of petty, but I'm really not interested in supporting a company that does shit like that.
>Arrays to me just seem like a piece of paper with a list on it. Can't get too complex.
what if you had an array of arrays
I suppose it's possible. Again, I'm not very well versed in this shit beyond the Twine/Sugarcube documentation
how much time have you budgeted for platform/OS/hardware compatibility issues? the stuff major engines have smoothed out over years.
Initially it just used SFML to handle platform issues, since it's really only windowing I need to care for. Other than that I have a makefile to handle different systems to compile for. Most of the time I work in Linux then work on Windows and not need much change.
Halted at the moment since I'm in a soul draining depression. No faggy storytime, I just think merely posting about it might make me feel better.
Not the best, every time I switch between working on music, models, programming, and making the website the wheel of progress grinds slower and slower. And then you remember that no one gives a fuck about your shitty autistic piece of shit and it becomes so easy to justify ending it. I hope I don't
try working on 1 thing at a time
Does that duder back there have a diddly dangler?
I gave my Minecrafty* game engine better lighting and HDR.
*In that the game world is made of 3D cubes, the final game will not involve mining or crafting.
>procedurally generated WASD+Mouse/twin stick shooter about scaling a giant spire for lost supertechnology
>no boring shit, watch the intro or don't and then immediately start shooting shit up
>difficulty is engaging without being unmanageably difficult
>no iframes, even when you upgrade the dash it becomes a straight up teleport
>stylish
I have a top down shooter on the backburner but I might have to dump it because this is basically everything I wanted to accomplish
let me rebind my controller someday though
looks like minecraft
>It's more I don't understand the differences between objects and arrays. They seem almost identical, but when I look it up, apparently objects are infinitely more complex and can do way more shit.
I'm sure there's better documentation out there than whatever I'll spew out, but...
In the JavaScript-like languages, Objects are pretty much Maps/Dictionaries, which are terms worth familiarizing yourself with.
Essentially, an array is just a list of things. In memory, they are stored one after the other, which makes accessing them in order trivial, as anything stored in it can be retrieved almost instantly, provided you know its index.
There are scenarios where that doesn't fit well. For instance if you expect to add and remove elements from anywhere but the start and end often, or if you would expect the indeces to be sparse (meaning some slots of the array would be empty), or if it's more sensible to refer to things by a string (such as an id).
That's where you might want a Map (Object). Behind the scenes, it maps the strings (called keys, so if you write obj["something"] = "nothing", the string "something" is referred to as the key) to the values you've stored. This is a bit slower than just indexing an array, since it has to perform a function on each character of the string as opposed to just adding a number to a pointer.
Yup, the values of an array can be anything. 2D arrays (arrays of arrays aka matrices) are very common as they can be used to represent a grid.