Would you be willing to share information about the current status of the entertainment software you have been working...

Would you be willing to share information about the current status of the entertainment software you have been working on?

HOW'S YOUR FUCKING GAME GOING

Other urls found in this thread:

monolithdevs.itch.io/monolith
steamcommunity.com/sharedfiles/filedetails/?id=850088967
firgof.tumblr.com
youtube.com/watch?v=Xgt-a6-1Y3c
youtube.com/watch?v=xrIYT-MrVaI
clyp.it/law5xpbf
steamcommunity.com/sharedfiles/filedetails/?id=851820772
twitter.com/SFWRedditGifs

>monolithdevs.itch.io/monolith
repostan i guess, different one tho.

these threads are too fast
can't keep up with exams around

that's a nice menu but where da video games at

You know you are free to make one when you want to?

of course

Finally began texturing. First-time artfag so I'm learning as I go, and texturing has been the most difficult part.

Please vote for my edgy meme game.

steamcommunity.com/sharedfiles/filedetails/?id=850088967

whats the best engine for an aspiring animator to make a 2d side scrolling shooter?

Worked for a couple hours from scratch yesterday and i'm about 90-ish percent done my pong clone.

Feels kind of nice though getting something done like that, cause of my horrible depression and such means I never do anything.

Just need to make it so when the ball spawns, it goes to the right and left, instead of just the left, and have a 'game won' state where you can reach it by accumulating enough points, then i'll have a fully functional game.

GMS is OK if you can get past some of its limitations

just released my second small game, it's another free split-screen deathmatch arena.

this time it's about flies battling over carrion, and it has a level generator with adjustable parameters like in Worms.

It plays like an aggressive Tagpro, which I play a shitton of leading up to devving this game

nuggiesoft.com pls no bully

and here's some shit art I made the other day for it. working on a black metal-style logo but holy hell my drawing skills are shit

recording got messed up, so the beginning and end of level got cut off

what do you use to model/texture? I've been wanting to get into 3D as an amateur artist with programming knowledge

Not the same user but you can use Blender, it's free and have almost everything.

You might want to either make the outline thicker or remove it completely because it actually make some part of your picture look too irregular.

Made an animation for the transforming enemy. Now I've got to make one for the other way

just for you user.

thanks for the tip! yeah initially I had no outline but it looked a little funky. i'll try to up the line width without going full Yoshi's Island

will check out this afternoon

Maybe to get back to his original form, he screw his head the other way with his hands, and the arms and legs fall off through the level?

I just use Blender. Nice simple free program, and has everything you'll need.

very creative user.

...

Doing some modulayout design.

Texturing and unwrapping stuff is the worst. I feel for you user.

>tfw you've spend the last 20 minutes unwrapping an object only to realize there is a very slight problem with the object forcing you to redo it

Looks pretty nice. A lot of people overlook how important effects and stuff are to making a game feel nice to play.

My only issue is that I think the newly explored room character bounce thing is a bit too bouncy. Like try scaling it back 50% or something.

Do you mean the constant jumping around or the tiles coming into view?

Going alright so far. Got a long way to go though - introduction's almost complete now and soon I'll be on to Act 1. The point and click adventure section that precedes this choose-your-own-adventure section is all dolled up and ready to go now.

Hopefully by the time this CYOA thing is ready to go I'll also have a lot more dolling up going on. Right now it's a little dull to look at.

If you wanna see more from the game and my progress on it, I've got a tumblr up that I'm trying to update routinely: firgof.tumblr.com

I've been working on a vr russian roulette game for about 5 weeks. Coming along pretty smooth.

The jumping. I like the tiles coming into view.

I think you should keep it certainly, but make it a bit less extreme is what I mean.

Started modeling the other day, gotta learn textures and unwrapping because apparently Blender materials (whcih were perfect for my project) are not exportable to Unity

Anyone can quicly tell me how to make an object shine (as in, the surface of a ring shaped thingy being a lightsource with Bloom)

I see, thanks for pointing it out, I'll experiment with the values - normally you wouldn't use these speedrunning starts due to enemies being able to two shot you so the jumping was meant to be obvious.

The excuse doesn't work when the level is empty so I'll try something like reducing the scale while doing multiple jumps in quick succession.

>I'll try something like reducing the scale while doing multiple jumps in quick succession.

That seems like a pretty elegant solution.

Ohh, it's this one! I've been wondering: is it controlled with a mouse? Are you aiming for mobile? Is it some type of "tube shooter" considering the arced curve of the sprite's movement?

The look is pretty slick, so keep at it!

mouse/twinstick, probably no mobile. googled tube shooter, nah.

...

Trying to move on from rectangles, so a lot of work has just been graphical lately. I don't know much about anything, but I am making attempts. Art was a mistake and I want to get back to programming.

how y'all nigs generate ya damn random dungeons, gibs dem algorithms my nigs

So I wanted to make a game with this thing here as the main character but I've never really animated a sprite like this before (literally only done Dragon Quest-esque stuff). Any pointers?

That's a combination of effects. You would want an emissive map on your mesh and Bloom as a camera effect in engine.

Forgot to mention the original resolution of the sprite is 24x48

Choose your palette wisely. Lean towards light yellows for lit areas and dark blues / purple for shaded areas. Look up different shading techniques. Keep proportions consistent.

I hadn't seen this before. Thank-you!

How does one work out how big the canvas should be when making sprites?

Working on a ghost enemy that operates based on line-of-sight. Need to add an immobilising attack that can be reflected to kill them, otherwise they just respawn after being shaken off.

Been messing with GMS2, found out some weird things when it comes to collisions and such. For instance, if you change a sprites size in GMS2, it'll keep it's first original collision, so if you make a sprite that's 50x50 and shrink it down to 25x25, the game will still act like it's still 50x50.

weird stuff.

also, trying to do pixel collision so I can make slopes and such, turning out to be a pain in the ass.

What do you mean by canvas? The resolution of the sprite? The resolution of a sprite atlas? The size of a canvas object in Unity?

you gotta be a bit a more specific. First you gotta state what engine your using Game Maker, Unity, or what

I wanna make a low-poly PS1/PS2 era graphics King's Field clone.

Which engine should I use? Is Unreal 4 too complicated for a first time dev?

Canvas in the program you use to create the sprite. Resolution would probably be closest to that. Just a bit flummoxed as to what size I should make anything really. Here. Pic related.

Unity.

Can you code? If no then Unreal is a really good option.

Okay sorry for being totally retarded but does GIMP actually have a HSL mode?

Not obvious, but the system is there. Need to tweak the values around for the decay, recharge speeds still.

I think you would have to mess a little with the lighting/shader/post processing/etc to make the lighting look less "modern" but you can do that at the very end or just go completely unlit and make the textures tell the whole story.

I would argue that UE4 is the easiest of the big three (unity, unreal, lumber).

In general Unreal is a much more solid engine I find. Speaking as a player of games more than as a dev for what it's wroth.

Unity is easy to use and has a lot of documentation, but games generally play like ass on it.

It also feels like UE comes with more features(like Blueprints), which would be a paid third party plugin in Unity.

Though my knowledge is a bit limited. I think UE has a tendency to be a bit bloated as well. Like a simple project might take up 200 mb while on Unity it might take up 20mb. Or so I've heard.

I've actually got an idea that I'm excited about, but that does sound cool
Thanks!

Only did some VisualBasic back in school, but for all my shortcomings I was born quite smart, so I can learn.

I'll try Unreal 4, I just wanna know if there's a way to make low poly models or if it can only do a modern aesthetic (which I really fucking hate).

I'm at that precarious phase where I don't know WHERE the fuck to begin man

I don't know the first thing about coding and I don't know the first thing about art/design and I don't even know what kind of game I'd made

So basically I've outlined a story that would probably be best suited for a webcomic but even then I can't fuckin' draw

One thing worth thinking about. If you want to create brush style levels(like Doom and Quake and what have you, where instead of placing a wall model you sculpt a wall in-engine on the fly) I think Unity might be your best bet. Provided you are willing to shell out some cash.

youtube.com/watch?v=Xgt-a6-1Y3c

How the FUCK do I make a trailer

You mean a video trailer?

Make it a bit more unique. I.E, instead of trying to copy like AAA studio trailers that have fancy epic music and effects with a text that goes "INTENSE ACTION 10/10 IGN" and stuff. Make one that makes people feel and remember it.

For example. something that might be neat would be set a trailer to a song like this:
youtube.com/watch?v=xrIYT-MrVaI

Start out with a camera slowly panning across levels or whatever, then as the song ramps up start inter cutting action sequences, and the faster the song gets the more intense action until it climaxes into almost constant action.

That kind of stuff. It all depends on what your game is.

>Unreal 4 too complicated for a first time dev
unreal is the easiest 3d engine to use, thanks to blueprints

Working on dungeons and enemies while poking at music.

clyp.it/law5xpbf

I posted this in /agdg/ the other day but may as well drop it here too just in case
Been trying to make an RPGmaker game with a friend but the materials that come with the system are limiting. We've been trying to find a spriter to make a few resources but it's been difficult since most people charge ~80$ for tilesets when only a couple things are needed
>Inb4 he does it for free
It's complicated, but the only thing that can be promised is Kickstarter monies after the project is finished, it's not a big job but it's something that needs to be done

post lewd

Show what the game is about right away. When i watch indie game trailers i always skip 50% of the video to see the gameplay. When i watch a trailer for the first time i want to see what the game is about.

Trying to come up with original fire/water/earth/wind themed monsters without just making them generic elementals.

Shit's rough.

I'd heard those complaints, I imagine Shaun Spalding's slope tutorial for GMS 1 will still work well.

Also I love that character! I would recommend looking up some walk cycles and getting the rest of the body involved though, the movements aren't as fun as the eye pop

The name president simulator is stupid if you arent simulating to be president.

>shot gun

Not the original poster but what are those limitations you speak of?

Why not using animals based on their habitat?

A big challenge for me has been the room editor. It's really just awful, bad enough that other people who use GMS go out of their way to program their own separate room editor. GMS2 has a far better solution, but the engine as a whole isn't viable yet.

The thumbnail looks great though.

I'm working on half life 3, on the VR section

Make a fire type enemy that drinks booze and sets his burps on fire. Like those street performers but more pirate and monstery.

Make a wind enemy that just straight up blows strong winds at people. Make him look like a frog with one of those bubble neck things, or like Kirby.

Oh! A water enemy centered around crying to a ridiculous degree.

Well, I hope you aren't making a serious game.

Nah, original designs only, avoiding things like "it's a lizard, but on fire"

It is a serious game.

Thanks for the input though dudes.

first time modeling on blender trying to make a semi-realistic m1911

Looks like your normals are fucked. Go to edit mode>mesh>normals>recalculate outside.

thanks bro!

>Resolution would probably be closest to that.
Not just closest, resolution (or size) is the term you're looking for.

>what size I should make anything really
We can't answer this, it depends entirely on your requirements. 8x8 pixels could be enough for a tiny pixelart sprite, and 2048x2048 could be too small for a detailed sprite/texture that you need to be able to zoom very close to.

Yeah. Thought that question may be a bit open. It's just I'm not really sure how to approach that stuff myself.

A better question would have been: What criteria should I look at to decide myself? I suppose a first step would be to look at similar games and see what they're doing with theirs?

Are you fags NEETs or do you juggle real work / studies with your game?

What kind of artstyle are you going for?

If pixelart, decide how large you want the pixels to be. If you want to fit 320x200 pixels on the screen, and have a character take up 10% of the height of the screen, you make it 20 pixels tall.

If you're going for a more detailed artstyle (where you cant actually distinguish an individual pixel), you could make the sprites reasonably large and scale them down to the correct size (either in Krita or Unity). It's much easier to scale down than up if it turns out you need to change the size.

Studies

Imagine it someone made a game that was all gameplay and no graphics?

Wouldn't that be funny?

steamcommunity.com/sharedfiles/filedetails/?id=851820772

VOTE FOR ME REE

Not that user, but what engine would be most optimal for a 3D JRPG?

I was considering Unity, however, it seems that some posters share a less than positive consensus about Unity.

make it clear it's free next time though.

anyway you don't really need steam, just post it wherever then shill here for bored anons to play

This is definitely not 'no graphics'.

just practicing atm. Working on a bowling game and I made it hilarious

Why would you make somehting like this?

Why is Shaggy sad?

somewhat looking better.

no graphics would've been better

>a part time job at a game studio
>last year of IT studies

My average day consists of 4 hours of programming at school, 5 hours of programming at work and 6 hours of programming my hobby project and I'm losing contact with reality and I'm fucking glad I'm done with my studies in a few months and can quit my job at the game studio once I've finished my thesis

I dunno, to have one(1) fully-fledged indie RPG on steam with something different that's not undertale or RPG Maker?

Its been alright, Ive been working on the pause menu/settings and light shaders. Game Maker's built in lighting is terrible

No graphics would've sold even worse. The art's fine. It's just a little inconsistent style-wise in places.

cuz scooby isn't mating pressing him