How's that game coming along user? You used this weekend to do a lot of work on it right?
How's that game coming along user? You used this weekend to do a lot of work on it right?
A little bit.
Finished the last of the rooms in the casino. Working on some tutorial stuff for the beginning now.
I am trying but I feel dead inside
I had a good week of learning Unity and making a nifty 2D game. Actually worked for hours every day on it. Then I remembered I'm supposed to be looking for a programming job so naturally I've just played video games and watched streams every day since then
Just wrapped up a successful kickstarter campaign for it, people actually gave me money haha wow
Now I'm trying to convert my project to the newest version of Unity and update all third party assets and fix all the inconsistencies/rewrite everything, just staring at the project at the moment.
how's it done, is each building a mesh?
Each building is made of several modular wall meshes, like one of them is a door and a window, two windows, etc.
If you look closely you can see each two sets of windows is like a tile.
Then I just drag and drop a different wall material on each one if I want a different texture.
It's pretty flat looking at the moment but I need to conserve on as many polys as possible. The red flesh creep is totally low poly and has to be updated.
Any of you Praise Brackeys?
>monolithdevs.itch.io
got on the front page. so fucking giddy.
i pushed out a preview for last demoday, now i'm wrapping a certain section of the stage
panjak.itch.io
controlling 2 players at once is a pain
>unity
All my previous projects fell through, so I just started freelancing work on GameJolt.
Pic related, I'm making a trailer for someone right now.
This looks good, and that makes me angry. Nice work.
Unreal is easier and has more translatable resources.
Unity has C#. That and the documentation is literally the only reason I use it.
How do you freelance on gamejolt
By clicking on ads that have [PAID] in the title on the forums.
I know next to nothing about making games.
Should I try unity?
no
start with something simpler
It's alright, still wrapping my head around art though. I hope that people can give a pass to minimalist graphics if gameplay and story are good enough
Have you tried Unity Connect? I was wondering how that compares.
Depends on what you mean by minimalist, if it's ugly nobody will give a shit even if gameplay is stellar
Been doing mainly boring refactoring stuff, but I got seamless background transitions working and some new art.
It's going pretty well, I think
...
...
This is what I talking about
Is the red blood?
Yeah, it doesn't make a lot of sense, but I thought maybe it could suck blood instead of firing projectiles.
Here's the original. Repainted it because I wasn't too happy about the colours.
I'm just practicing my 3d modeling. texture mapping and shit seems easy enough but good topology is hard especially in organic models.
Yeah it's ugly, nobody will give a shit
Minimalist does not mean you ignore art fundamentals, unfortunately.
I sure did... kinda.
Destructibles
Projectiles
Two meshes
A new environment
Maybe some other shit I don't remember
Not as much as I wanted though.
I'm kinda lacking a proper plan because my entire goal right now is "Get this thing through greenlight before it shuts down!"
So I'm implementing this and that to make a nice trailer.
That looks badass!
Thanks!
original looks better, I was asking because it sort of looked like rust but it wasn't the right color. Both look good.
Well, perhaps I'll try repainting it again. Rust sounds like a cool idea.
She looks like one of those guro pics where a girl has been hollowed out and turned into a urinal.
Got a link to that kickstarter?
I think the other one looks better. Maybe not so muddled and a bit of rust could work though.
My idea was that she could carry a little deformed baby thing, which could attack you on its own.
Haven't made that yet, though.
This shit came out recently and I didn't even notice until I saw it for sale on Steam. Anyone tried it?
Fuck yeah, you're back. Looking at these enemies always puts a smile on my face. Given any further thoughts on a name?
It's hot garbage.
how
I have gamemaker that i got from a bundle. Is it easy to use? I kinda suck at programming in general and only know how to do some basic scripts.
Hey, thanks!
>Given any further thoughts on a name?
I've started to like the idea of calling it "Marrow", but I haven't discussed it with Kada yet (the programmer).
What do you think?
pretty easy, GML is babby mode
I like the name but it seems there's already a game called Marrow. Some 2D platformer by the looks of it
I've been a bit too sick to seriously work on my gamu.
I still did some super simple things though.
Aw, well fuck.
No start with gamemaker
Or better yet learn a programming language and start with pong or something
Most of this probably won't make sense unless you've used gms1 before, but
>everything is now based on lawyers instead of depth
>except when it's not
>you can't just create new instances, you have to specify the layer on a per object basis
>you can't specify begin/end step or draw events anymore
>new interface is awful unless you have 2 large monitors
>new sprite editor is an abortion
>most old gml tricks don't work anymore
>3d completly re-done, for better or worse
among other reasons
We kinda talked before about this. The whole one name thing will always be tricky. How about Spine? Admittedly it doesn't have the same ominous name
just call it "Marrowind"
come on, do it
>everything is now based on lawyers
Am I being detained?
I know its probably been asked countless times before, but which is a better base to learn for working up towards making video games? C++ or C#? Is there any difference between the two or is it negligible? Or is there a better alternative? I've also considered Java but I heard that's more for developing for wed and mobile platforms, and Python is I guess considered too "obtuse" to use primarily for game development?
kek
Fair enough, but I'm still not aware of what needs to be improved. What exactly makes it ugly? The enemies, poses, perspective, shading, coloring, UI, background image? I need to know specifically what I need to start working on.
I'm learning the fundamentals, but in the meanwhile I want to be able to do something that is within my scope of skill and doesn't look terrible. I learn much faster when working on stuff related to the game
are you 1MA?
this guy has a point. i suggest going lower resolution to hide how bad your art is. at a low enough resolution it's harder to spot the difference between a good artist and a bad artist. this is the secret to retro indie pixelshit garbage, just make your shit look like an intentional art choice
Spine is also very cool, in my opinion.
There's a 2D animation software by that name, though I'm not sure that matters...
Heh
I'll try to name everything I can that bothers me.
MsPaint tier drawings with those jagged lines.
Some characters have shading, others don't.
Two variations of birds, both with horrible wing designs. Making wings somewhat act like hands, which i'm guessing was the intention with the main one, is more difficult than whatever that it.
No apparent consistency in characters or UI. Why is the percentage with gradient when the characters below have their HP a straight red line?
HP,EP, and the numbers are inconsistent as well, some are hitting the line above, others below, some passing through.
Character names are more difficult to read, specially with the panda.
I could try to go on, if you would like.
I don't think there would be. Still, happy to help in what I can, even if it's just helping with a name.
Programming skills largely transfer from language to language. If you were to learn java, C# is basically microsoft java and learning python would be a breeze. It depends on what game you want to make.
C# is good if you want to use Unity, Python is good for Visual novels because of ren'py, and I don't think anybody use C++ for indie games. If you're a total beginner you should just start with gamemaker.
i do all the designing, graphics, coding and most of the sound effects but i guess no, since i've had a few sound effects contributed to the game and i'm not going to do the music when time comes to do it
btw nice photo
Yeah, thanks man!
how is UE4 so awful
just dreadful
I made an asset flip this morning and put it onto Steam. I've already gotten a lot of money from that. Who the fuck makes games for fun anyway? If there's no money in it why do it?
>You used this weekend to do a lot of work on it right?
Not really, I mostly binged on porn.
What I planned to do was learning about generics and interfaces, so I can create better modding support for my game. I'm probably shooting myself in the foot by working on this before having any gameplay at all.
Who would have thought that creating modding similar to Rimworld would be so hard?
looks like a ps1 game, which is great
i'd much rather low-poly 3d than pixelshit 2d/2.5d
I have the concepts written down but, it always stops there doesn't it. I hope you're doing well on your game.
My last game effort was pixelshit 2D, but the programmer gave up, and so I picked up 3D.
That doesn't seem like pixelshit. There's some nice fluid animation there. Although I do prefer the 3D one.
i think making game assets and shitposting is more fun than making a game
Progress is a bit slow, but it's being made.
It's still on Greenlight. If edgy free meme games are your thing, check it out. I can use the votes.
that is also decent, you're good at compressing detail into these very limited little objects
>>Programming skills largely transfer from language to language.
That's what I pretty much figured, and that's why I wanted to focus on one thing for the time being, so I could have a better grasp of the basics before moving on, instead of trying to dabble in everything right off the bat and burning out quick.
>It depends on what game you want to make
Anything within the vein of rpgs, most likely. I'd like to tip my toes in a variety of genres eventually but who knows how far off that is. Just making a single (decent) game is basically a pipe dream, but its a goal to work towards. Going off what you said I'll probably learn C# first, maybe with some Java on the side once I'm more comfortable.
Thanks, that's very helpful. If you have anything more to say, go ahead. The more I know what to fix, the better.
Oh, thanks. I thought you just meant you didn't like 2D stuff.
For some reason I really like making small things which "imply" a lot of detail, rather than drawing big stuff. I'm not very good at normal drawing.
get rid of the speech bubbles, the idea doesn't work. it doesn't add anything and is too much when the eye is already trying to focus on people exploding into blood.
should make the engine have z-fighting on purpose.
i wish i knew the secret to ye olde spritecraft
and lack of perspective-correct texture projection
No.
I worked on my game all spring break, so I'm frantically finishing my college homework this weekend. Taking a break now.
Reminds me of some flash zombie world domination game. IDK the name.
In short, you should be able to have two random assets look like they belong together. Consistency is one of the most import things I can think off when designing these sort of things. I don't know how this works in motion but it's likely worse.
To be honest, it just looks bad. If that's the best art you can do, either because of lack of time, tools or skills, you need to come up with a way to mask this. You could try to be intentionally bad but it would still be ugly to look at.
Sorry if I seem harsh but this is not even close to finished. I could only forgive if this was meant as a quick sketch of your idea.
I'm making a camera that collides with stuff properly. Any tips?
here's the second part of the image i posted
What are the best courses or tutorials on learning Unity?
Unity? I'll assume yes.
Just slap a Rigidbody + Sphere collider components on it. Change the collider to the desired size. Set the collider to be continuous dynamic.Disable the gravity on the camera.
Make a layer for the camera and then change the layer collision matrix to be whatever you want.Don't let the camera collide with things like players, or else it will exert forces on them.
I've mostly been working on content creation tools to speed up creating zones and because I don't actually like making quests. I've also been getting the first level design pass done for one of the low level dungeons. Below this is a vertical shaft which goes straight down about 250 meters into a much higher level dungeon.
The official ones
>implying i can art
>implying i can code
>implying i have any good ideas
I could always steal someone else's...
It's fine, your points are true so I can't complain.
>consistency
Funny, this is what I always had in mind when doing these drawings, and it's what ended up lacking the most.
But I'm sure it will look better once I fix all that stuff.
Unity is super simple to use, it'll probably take you like an afternoon of going through their tutorails. If you're absolutely trying to get into it from 0 you want the book Learning C# Programming With Unity 3D by Alex Okita.
I made a video tutorial a long time ago. It's not very good, but it's meant to teach people how to create pixelart without being very good at placing dots and stuff:
youtube.com
We started out by making a Spyro clone, and we did put in a vertex shader to get that effect. Not sure if we're keeping it for this FPS game for the 3DS, though
I've got some programming experience, I've developed a few android apps on my own time for myself and friends but no games. I've got no idea where to start developing a game. I'm a writer and artist, I've got sound equipment and experience with film editing, music production, illustration, etc. I'm pretty sure I could easily one-man-army a game but I'm not the greatest programmer ever and not sure where to really start building an actual game.
>check and see if this cool game called Organ Quarter I saw in a steam queue that I've been following got kickstarted since it didn't look like it was gonna make it
>it did
>open up this thread and see this
If you're really the dev, that's a pretty weird coincidence. I loved the voice acting on the crazy guy.
That's very impressive. Are you working on your dream project game?