How's that video game coming along, user? You ARE making one, right?

How's that video game coming along, user? You ARE making one, right?

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youtu.be/6aniF8N1Tpw
catlikecoding.com/unity/tutorials/
twitter.com/SFWRedditGifs

bad

on the other hand i've been paying attention to the sci-fantasy pnp rpg i'm making but barely bothering /tg/ about it

I'm making a Yume Nikki rip off but with an actual plot

What would be a good story that involves exploring dreams? I need idea guys.

To porn or not to porn?

inception hur hur
paprika is pretty good

if you need money, porn

already have plenty code experience and just finished the roll a ball tutorial for Unity, what should i do now senpai?

tfw porn game art but no code yet

boy meets girl over cellphone, but girl doesn't exist. then who was phone???

Slow, but I progress, that's better than nothing.

Porn faggot

You can try to make a visual novel or some card game if you need money, otherwise stop posting here and start learning!

Make pong or tetris

make a flat chested loli pong

>I'm just going to do X before working on my game
>repeat
Why does it keep happening?

Sometimes people don't work well without pressure

Is it wrong that I'm planning an expansion pack for a game that isn't even done? I would include it in the base game but it involves completely different characters.

Making a 2d RPG.

Answer this, please:

What would you like to see? Players being able to choose from a roster of jobs/classes (white mage, black mage, warrior, rogue, etc) or players being able to choose from a skill pool?

In both cases the characters would be limited to use 4-5 skills at a time.

How does this look? It's gonna be much smaller in-game, but I want it to be at least at AQWorlds-tier.

That's a good way to bite than you can chew.

You should focus on finishing your main game first.

I think the black circle needs more detail. I like the style and design.

A robot turn based rpg, game maker is tough

I wouldn't be working on it before finishing the main game, I just had the idea for it.

I like it.

Why don't you use Rpg maker if GM is so hard?

Anything in particular that you'd recommend?

Consider giving it a bit of damage/imperfection, the style is pretty good but the flawless shape make it feels like an old flash sprite you could find on Newground games.

It was the first thing we did but rpg maker menages to be worse, it is going kind of like a fire emblem/advanced war, tending more to AW, also we are trying to make the battle animations go in low poly

Not much really because I can't draw, but you should at least make it more clear on the borders like the other parts of the sword.

>make it feels like an old flash sprite you could find on Newground games
PERFECT That's exactly what I'm going for

Oh, then don't use RPG maker. I thought you meant something like FF.

Yeah, animations are hard

You are awaking forces far beyong your comprehension, stop you fool before it is too late!

Content wise it's finished, I need to polish some stuff / remove useless shit/ add a credits screen

Does anyone know if Amazon App Store charges you anything for publishing a game on it?

It is me and 2 other guys working on this, if every thing goes well we plan on releasing in 4 or 5 months.

Btw, I still dont quite get what happened on steam greenlight can anyone give me a quick rundown on it?

youtu.be/6aniF8N1Tpw

current progress.
At the moment I'm setting up a basic cinematics player, using a text script. The game won't be super heavy on stroy but I want it to be satisfying.

Working on putting rope system into the game.
Something that you can swing with like in the video and close-lining enemies off the floor or walk on it to move across platforms.

I need ideas for partner characters

No, that would require work.

purely as a theoretical exercise

pretty much every porn game i've played/seen is "rudimentary gameplay takes a break for h-scene." what, then, would a game where the porn is the game actually require?

i'd think it would need to be playable with one hand, for obvious reasons. but beyond that, how would it not lose its appeal after you're done fapping? how could a. the gameplay itself meaningfully comprise the titillating content b. while still being compelling enough to retain the player's interest when the titillation is no longer the driving factor?

finished another level

>plenty code experience
?
> just finished the roll a ball tutorial
How did you do that? I'm sitting here watching a 10 minute video for 3 hours.

He probably learned programming before starting Unity tutorials

I just want to know how much of an experience. I know the basics of OOP and made a tic tac toe, but it is more entertaining to watch Blender tutorials than Unity tutorials for me.

Why does everyone shit on Unreal 4?

I find watching programming videos boring, I usually do better with text tutorials where I can follow along on my own pace. maybe you can try that

testing some slopes and some rolling hazards

Have any link to those tutorials?

my suggestion, imagine it's symmetrical. re uploaded for less cancer resolution.

catlikecoding.com/unity/tutorials/

What a really impractical sword

Great booger physics

Thanks user!

and a neat little thing you can do now, skip on the water's surface

I strive to achieve the best boogers
but I dunno if they'll stay as boulders though, I might make them some other rollable object that's more creative

What engine are you using? Why did the counter read 10 fps at start? I like the grass. Background when?

>and a neat little thing you can do now, skip on the water's surface
do you have to repeatedly dash into the water to do that?

I think it would be better if you actually skipped like a stone for a bit before coming to a stop

I can't extend the cross, unfortunately, since I already have another design like that.

I know it looks like shit. It was the first thing I ever tried drawing in Illustrator.

>What engine are you using?
construct 2, which is serving me well enough
>Why did the counter read 10 fps at start?
I had just started running the game, so the counter probably still had to adjust
>I like the grass
glad you like it, the grass is interactable and you can dash into it to create flowers (webm related)
other playable characters will interact with it diferently, maybe cut the grass or burn it, but there ain't no other characters yet
>Background when?
any finished art when

yeah, you have to dash everytime to skip
I get what you're saying but I believe it's better this way, because it allows for the player to use it as a skill in order to reach areas they otherwise couldn't, or get through the level faster, stuff like that
also it's fun

I made a new background for my shmup.
Things are coming along.

aestic

t h a n k s !

It looks like an Adventure Quest weapon...

I am still trying to teach myself 3d modeling. I'm fucking awful at it, but I refuse to make a 2d game.

I can do programming just fine, I am a decent writer, and I can create music, but I think I am actual retarded when it comes to being visually artistic.

I made a few adjustments. How's this?

That's what I'm going for

Is it a vaporwave shmup?

it looks alright, but some elements in it feel like they were put together without much thought
the ground is at an angle, but the pillars are flat, it looks like they don't belong
also they don't cast shadows, so they look even more out of place
don't know if I'm being too autistic here, but those are my thoughts on it

That's fine, with designs like this you can go wilder, clearly it's a very magical world.

For example you could add other kinds of details, like when you are using the "Titan" sword against a large enemy, make the weapon grow in size, stuff like that so not everything could be just how the weapon looks.

Waiting for Source 2 to make my groundbreaking VR game

It's going okay. Got a lot of player animation stuff to sort out before I can go back to working on the enemy ai and moveset, which is the part I'm really looking forward to.

Nope, I quit yesterday for good.

I've just gone into a hard line of science for my work, and it freed up a lot of time I had, so I could have a little "me time" hobby again.

And well, I posted an idea I've had for ages on here, got absolutely trashed, demoralised and figured that I didn't want to do more sciencey stuff in my free time. So going to take up drawing or writing.

;_;

user, does it or does it not involve the player fucking women in it?
that's the only question that matters

I'm planning on giving each sword a special and passive ability. For example, Ambercomb here has a chance to inflict a slowing debuff on enemies it hits, and it's special ability is probably gonna be sending a wave of honey out that damages and slows enemies or something.

I'm also considering limit breaks, but that's a whole other ball game.

there will be a hell area you do not want to end up in, it involves lots of rape and torture and death

I'm still learning C++ so I can use Unreal Engine. I'm hoping to be able to start working on game development by the end of the year. :')

I like the design, except the bee makes it look way too silly
the color and shape already make it clear that it's honey-themed, I don't think you need the little bee graphic in there
maybe you were going for the "insect in amber" thing, but it kinda just looks like a sticker

lel I like that, keep it up.

You wouldn't have made it anyway. Sounds like you're more in love with the concept of what it takes to make a game than actually making a game.

I'll definitely take that into consideration. Maybe if I actually shade the bee this time? I have to redraw that anyway because I lost all of my gamedev stuff to a corrupted hard drive a few weeks ago.

Thanks, that actually soothes me, somewhat.

It is indeed a VaporWave shmup I am making. With all-original* vaporwave music every wave!

You are giving me feedback, which I appreciate, and you are not being autistic.
I'll try something with shadows and see if it brings a nice effect.
I'll also try out different pillars, though the flatness was intentional. I'll see which pillars are liked most through feedback later.

What kind of enemies are you planning on having? I'd love to see one that fires a lazer or something that looks like pic related

Have you guys ever had a idea you think would work great for a game, but don't have the time or motivation to do it?

Share it.

A 3D pirate game that plays like an action platformer. Bosses are sea monsters from various mythology (Leviathan, Kraken, etc.)

What coding languages to most anons use and do you guys use engines?

I'm using GM because not only is it less work than writing my own engine, but it's also tidier and will probably save disk space.

That said, I also know Java, Actionscript, C++, C# and a little bit of HTML5

The enemies are items that are typically considered to be vaporwave, like "pepsi"-bottles, old-skool computers and columns. It's all drawn in a simple style because I'm not the best at drawing (I'm learning! I swear!).
The bullets are something I'm still working on conceptually. I was thinking about giving the palmtree enemy coconut-lookin bullets. I haven't thought of other bullet-types yet. For now it's all little balls.

And I'm open for suggestions for enemy types, I still want one or two, but I couldn't really think of anything. Old-skool cups like that could be pretty cool. Maybe if I think up a nice little bullet pattern for it.

All games use engines, but making your own is extraordinarily time-consuming for usually very little gain.
I'm using gamemaker. I've got no prior coding experience but it was actually really easy to pick up and I've been having a lot of fun learning my way around it.

I had meant a pattern that looks like the design on the cup, but that works too. Any ideas on what you want the bosses to be?

I know C++ basics and going to learn object-oriented next semester but I still use GameMaker Studio because I'm already used to it and it takes a lot of work off of my shoulders and I'm too busy to do it myself

I just want to maek gaem

of course my autism gets triggered anyway whenever there's something GM won't allow me to do whereas C++ or UE4 would, especially when it comes to optimization I'll get really greedy with every framedrop I get even though it's running 2000-4000fps were it unlocked

FRIENDLY REMINDER: Unless you're doing pixelshit or you're the vaporwave guy, there's no reason to be using bitmaps over vectors.

vector art renders really slowly

Oh! Logical! I'll keep that pattern in the back of my mind when designing the bullets! Or make it an enemy that shoots that pattern? We'll see...

It's not going to be a long game, so there are currently three bosses in my mind. First a wave of enemies, then a boss, then enemies etc. 6 waves planned total atm. First boss is going to be a bottle of fiji-water. Second is windows 98 (related) but I won't spoil too much on that one. Third is the final boss so I feel it's best if I plead the fifth on that one.
If you have ideas for the bosses too, do tell.

bumpy the bump

Skill pool. 100%

Do you use game theory to design your games?
Where/how did you learn it?

Game theory? That's economics m8

I like class rosters.

Skill pools don't work well for me, I end up buying the useless skills.

Realistically, how much can someone get done with rpg maker? Im making a 2d rpg its my first game but im constantly thinking that i might be better off on a bigger engine. I have a bunch of gameplay ideas i think would be fun and ive seen a lot of cool stuff done with rpg maker but I feel like im wasting my time on it. Also whats a good programme for making 2d graphics?

Any Photoshop program really.

I wouldn't use RPG maker unless you want to do something that is is specific to RPG maker.

RPGmaker is much more limited than Gamemaker is. It's WAY harder focused on making things like final fantasy clones, whereas gamemaker will let you do basically whatever.

That isn't to say that RPGmaker is bad, though. It has some tools that gamemaker doesn't, but the RPGmaker tools are designed exclusively for the kind of games that RPGmaker wants you to make with it.

>Also whats a good programme for making 2d graphics?
Adobe Illustrator and Flash for vectors, Photoshop and MS paint for bitmaps/rasters

I havent used game maker since i was a kid. How is it nowadays?

I've started making the hell levels
>tfw DOOM E1M1 comes on your vidya radio while making demon levels

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