Tell me about your game, anons

Tell me about your game, anons.

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twitter.com/AnonBabble

I made a game called roll a ball in unity, but now I want to be a lead facial animator for a triple a company just like this girl

gave up on my game.
i will never complete any game.
kill me now.

>stuck on a laptop with 1360x768 resolution and 2GB RAM
>GamerMaker starts up for 40 seconds

Are you a minority or a woman?

Complete fucking noob here.

I want to make a PS1-era graphics low-poly first person RPG in the vein of King's Field and Shadow Tower.

My goals are for it to be PS4 exclusive, only Dualshock 4 to be used and I want virtually no loading times between levels.

Is Unreal 4 suitable for this style of graphics and game? Its Blueprints strike me as very noob-friendly.

>do 2-hour gamemaker tutorial making Asteroids from scratch
>optionally give it a unique twist
>you have now completed a game
>you have broken the Curse

Fuck off you cunt. No one wants your GG garbage.

>being creatively bankrupt
just kill yourself

Level streaming is perfect for this so yes. It has documentation, tutorials and learning streams for almost anything you can possibly need, too, I recommend starting with the weekly tutorials. Not sure if it's wise to start with something so mechanically complex but yeah nlueprints are literally magic provided you have at least a basic grasp of programming concepts, to make the most of it.

But that is a ps2 game, kind user

How do I learn how to make games in my spare time?
I have a great idea but no skill. I've had a team of people but expectedly they all dropped off so I know I'm totally dependend on myself unless I get some crazy money.

Fucking awesome, was worrying i had to revert back to Unreal 1/2 for these results.

And an still untranslated one at that.

>thinking you can pull skills from thin air and make your dream game from scratch
>not sacrificing 2 hours of your life to make Asteroids so you can start making actual games yourself
sure thing, but not before I've made some games

So I have a blurred vision because I was working on my game for quite some time, and I want your opinion - do the picrelated monsters fit the overal picture or do they look odd - I stylised them for PS2-like graphics and the detalisation of overall game world now looks more like early PS3 game, I want to know, should I make a new design or this one still fits

How do they attack?
>inb4 damage on contact

Is it a 2D game with a relative low amount of objects?

Use GameMaker.

For anything else learn how to use C# and use Unity. I recommend 'Learning to use C# with Unity3D' by Alex Okita.

Looks consistent, but the style itself is a bit awkward.

Kind of expecting them to bust into synchronised dance.

Yeah, the idea doesn't really work in 2D.
The thing I'm really worried about are the assets. I don't want to use the default / free ones, I don't have money to buy good ones, no friends working with models and if I'll concentrate on coding I'm not going to be able to learn the modeling and other shit.

Should I just try to make the game anyway using some temp assets and if it's good enough try to find money then?

>all these filthy nodevs
bye, going to code my enreal 4 game

There's actually a King's Field Maker for PC that you might want to try out first, if only for research on the building blocks of a King's Field game. It's an official From Software release too.

Looks a bit like a dirtier, lived-in SMT/Persona world. I dig it, man.

Yeah, just use placeholders. Visual assets are relatively easy to swap out in most engines. Get to Unity.

They kick you with a leg or bite you (biting is not implemented yet)

Is it because of ligthing or low-poly models? I want to achieve quite a good looking graphics but with minimum effort, because I also need to implement gameplay, sounds, etc, so I need a good stylisation method

Still haven't found a solution to randomise animation states on spawn so the enemies won't move synchronised, lol

Thanks!

Get a job first, even if you already knew how to code and had a team of designers backing you up, it would take months to develop the game.

Visit /agdg/ on /vg/. The archive there has a few good places where you can get visual assets and audio for free. There's also the occasional designer who visits there.

You won't make it with just an idea, the indie scene has enough 'idea people'. They never make it unless they put the work in.

This animator thing is pretty neat, if a bit complicated.
I like how it looks for the most part, but some of the transitions look a bit off (even in the default controller, the sudden change from standing to crouch or running to jump look pretty awkward).
Is it best to just throw in an extra layer or two to for better transition animations (ie the above or maybe a sudden velocity change), to control user input through code, or to just put in some extra states in the base layer?

>Is it because of ligthing or low-poly models?
The lack of shadows is definitely putting me off, but also the uniformity of the rock texture and the overall layout of the area isn't very believable.

I know this fucking feel bro.

Been adding treasure for people that like that shit. Its kind of a rage platformer set on a tropical island.

Cheqd

Already have Sword of Moonlight, been reading its tutorials too.

I like it, looks like the game I'd want to make.
Any links so I can follow you?

Here is an attack webm, sadly can't make webms with constant framerate yet

Thanks. I have a tumblr - rorschach-larshe.tumblr.com/ - but I don't update it too often, because I post there only completed games and now I only working on a pretty large game

wait, are you literally just upset because she's a woman and has a job?

I'm working on an RNGless turn based RPG with a PvP mode. I want it to be somewhat competitive so I'm trying to balance my 200 monsters

>I want it to be somewhat competitive so I'm trying to balance my 200 monsters

NIGGA LIGHT GUN SUPPORT WHEN

Just trying. :^)

Though the main battle sysem is built upon light gun-like shooter, but you have a full control of your character, you only enter a battle mode to be able to shoot like in House Of The Dead or Time Crisis.

But there will be NPCs, and I want to make a duels with them, where you fight a NPC on a special arena on rails - to make NPC fights more unique and difficult.

Man, that's one of the few times I'd say the Wii controller + Nunchuck may be the best control option (besides k+m)

I still think how to implement my reloading/tool using mechanic to classical gamepads (you control a special cursor with your mouse and you have to move it over the ammo in the clip to load it in the magasine, and you have to move the cursor over the special tool tab to choose which tool to use), I guess auto-aiming for precision is inevitable on gamepad

Cleary has several years of experience. What's the problem here?

A tilebased RPG where your awareness is a stat you have to balance with strength and dexterity and shit. Camera size and examine/fluff text changes with it.

I should have been working on getting it playable.

How long have you been working on this game? What's your previous experience?

I try to make an endless-runner in GameMaker but I have trouble with the creation of an object-spawner. What am I doing wrong here?
1. Two dimensional array for sprite and object
2. Repeat 1. for several objects
3. Put those arrays in another array
4. Get content of other array by random
At 4 I get an exception.

Made a bunch of games since 2010 on unity, amateur/indie stuff, I started to work on this game in June/July 2016