How's that game going?
How's that game going?
It's going well. I'm still only on the ideas stage though. I've been on the ideas stage for about eight years now.
looks like shit like all my games
Starting to get the achievement system going with all the assets. Here's a test to show how it works, has an in-game record of achievements that are synced with Steam and unlocks little pinup images.
I just finished the trailer we're going to show at E3, it's a very anticipated sequel for a game filled with blood
I want to make a game and am pretty proficient in all of the skills needed to make one, but I don't know what kind of game to make because i'm not creative. I'm never gonna make it.
You guys need to really sit down and write things out.
Think of what you can make and focus on it.
If you sit back and do nothing, then yeah, you're never going to do it.
this
the number one killer of motivation is not having a long-term goal to look forward to. if you don't have that you just stumble along
Mad world 5?
I have a solid portion of the basic story down, which'll likely get re-written a whole bunch and expanded since it's just basically the party going from place to place and doing a thing. Currently waiting for an amigo to draw some character sheets so I can get to modelling.
Which would be easier for a first time Unity project attempt?
>temple run style mobile game with scrolling levels and swipe movement
Or
>Spyro style platformer with a single level and some enemies
Color schemes yay
>unlocks little pinup images.
1 or 3
How would you handle collision in Unity?
Would you use a CharacterController? I'm trying to make basic 3D platformer physics without a RigidBody but I don't know how to handle gravity and collisions.
I need to improve my pathfinding/attack code.
But can I put my dick in it?
Struggling. This programming stuff just wont click with me. I feel like I steal a lot of code.
I would let a rigidbody handle the collision. Are you sure you wouldn't want to use one as well?
If you want to make your own version, then store the position coordinates at the end of each update call. Then whenever OnCollisionEnter is called for the player revert back to the previous coordinates.
working on my waifu
I'm not sure what the best approach is in general when it comes to Unity; I don't know if I should use a RigidBody, a CharacterController or do it myself for a 3D platformer.
As a silly comparison, would you think Mario 64 used a RigidBody on Mario? Just to get an idea of how movement can be implemented in Unity.
Feel you, man
Its more my dream to make the MUSIC for the game than the game itself
It may be a stupid dream but its my dream
What engine would be best for a 2D turn-based game?
For player movement I would use a Character Controller. That's what it's designed for.
If it's a fairly simple game, I'd use either GameMaker or RPGMaker
Thanks, man
No problem. Googled around and found a blog post that outlines some of the dos and don'ts of movement. angryant.com
Just some prototyping. I'm picturing a game that's essentially DKC-style minecart levels, but with loop-the-loops and more fleshed-out physics/acceleration. So I'm figuring out 2D sonic movement and going from there. It's just about functional but there's still some clipping issues.
ded
UR DED
Dude, you're awesome. You didn't have to do this, abut you did it. Thank you.
>balancing 3 games at the same time
>while trying to get a job
Just fuck my shit up senpie.
It looks like that one wheel level from Battletoads.
You should use a camera system that has smoother transitions.
What's an engine that will teach me useful skills for when I graduate to using XNA/Monogame
>balancing 3 games at a time
>one of them IS my job
it's a good feel, man.
i'm sick of being so fucking uncreative, i want to kill myself
is it because of head trauma i had at a very young age?
That looks cool.
What are you making it in? What math are you using to get the ball to rotate based on the angle?
I'm already having trouble balancing my workload on two, can't imagine how you guys do for three.
That said I might put one on hold/give it up.
it's pretty much done, i just need to change the graphics to something real (they're just placeholders) and add music. Also i have no idea how i'm gonna sell it, in my country you have to declare yourself a small business or whatever before you can make any money from anything and i have no idea how to any of that shit.
I made this for you
my.mixtape.moe
I showed a few projects in these threads before but they never went anywhere. This is the first one it looks like I'll finish.
It's a pretty simple puzzle game but there's a good chunk of content there. I put in a bunch of different modes, bosses, and minigames, so I think it's pretty close to done. I did all the art, music, and code by myself and it shows, but I'm still a little proud of it.
I'm having trouble sorting out what needs to be fixed and what can probably slide.
Game Maker 1.4; I'm not a big enough boy to write everything from scratch. If you pause the webm you can see two lines extending "below" the ball; That's where it's checking for the floor segments, if they're both registering a collision, each sensor returns the x/y position of the nearest collision, calculates the angle between these 2 points, and rotates the ball accordingly. The sensors' positions are calculated using the sin/cos functions of the ball's angle, so they always face "below" it. Trig is fun, etc.
Barring the sensors' positioning, all the logic used draws from this handy reference: info.sonicretro.org
I'll get some pretty lerping shit going on later, but for now it suffices.
I hate it. I hope you die.
ibelivinu
Fine,
Ehhh.
Why is your skin material such shit Favela?
Because it's not finished.
It's been going well just been working on cutscenes and adding some effects and what not.
then make a knockoff of another game
you should probably KYS you're self
this shit looks good, what is it?
I love the sprite work user.
Fucking kek, thats cool.
have you posted more of your work on this anywhere else? It looks really interesting
i quit to do drugs instead. making a lot more money now than you will when 12 people buy your game on sale for $1.99
its going. Art is hard and I'm a programmer first so making art takes me forever.
fuck off, diest. faggot ass thief.
cancelled.
but looking for a new artist to make it not cancelled.
>trusting artists
>ever
lol what exactly did I steal?
Is pic related your game?
Thanks. Have a webm. The game looks slightly better in motion.
Integrated non blocking SQL stuff in to the game. Username / password login and creating/saving decks. Threading in Unity had me bashing my head against my desk for too long because I was retarded, but it's finally all working. Now I need to work on the UI because it is horrendous.
that's looking pretty good. hopefully you can make the frog able to grab to multiple of those pink things at a time. perhaps make them flies or lillypads
>has an in-game record of achievements that are synced with Steam and unlocks little pinup images.
I hate when games do that.
Thanks! Why would you need to grab multiple at a time though? You have one tongue which you use for just about everything.
what were you making?
This guy is going to make a lot of money everyone
all done :^)
>tfw all I know how to do is model
That does look better than the image. Is it mobile app or Steam future?
hoping to quickly go over C++ then start using godot.
If any of you plan on going professional with this I seriously hope you've grown out of Game Maker by the time you got out of high school.
You call this knowing how to model?
lil fighting game called Kerfuffle.
>multiple devs making millions off successful gamemaker made games
>caring what engine a game uses
have you finally got a square to draw on the screen?
kek
It's not. Or not at the moment anyway. I'm reading through the entire GM:S manual, I want to learn as much as I can, specifically about the Game Maker Language.
you call this shitposting?
>kerfuffle
that is an extremely autistic name, why would you pick that out of all your options
just to make you mad i guess
name 5 game maker games that have made millions
HARD MODE: don't include risk of rain or undertale
Nah, that's one of my eventual goals too, user. Video game music is what got me into music in the first place, and I think a lot of games these days aren't taking advantage of their soundtracks. Or at least, just not in the particular way I like.
Engine doesn't matter, all that matters is the quality of the game behind it.
>comically huge boat
>stretched texture
>round headed characters
>"guys I know how to model"
stop lying to yourself
who cares dude? The point is several GM games have been successful and the engine works. Just look at Undertale, RoR, Hotline Miami games, Hyper Light Drifter, VA-11 HALL-A, Death's Gambit, HackyZack, Spelunky, Downwell, Nidhogg. So fuck off with your engine hating when the engine does not matter at all.
He worded it weird but I think he meant like you swing from one to the other. Like you grab another one while you're still in the air.
I asked for big name game maker games, not literally who phone games that have probably collectively grossed under 10k.
And yes, the Engine does matter if it inhibits the content the developer can create. If all you know how is Game Maker, you will be stuck with making indie pixelshit platformers for the rest of your career.
I don't have a smartphone but I got the Android build chain running so I could probably throw it on Google Play. I figured I'd just release the main version on itch.io. Would anybody actually buy a game this basic on Steam?
>name GM games that made millions
>except don't name the GM games that made millions so I can pretend to have a point.
>midget pirates
>they're not textured
>game isn't even going to be first person
>implying knowing how to texture is the same as modeling
hehe. glad it upsets you.
>If all you know how is Game Maker, you will be stuck with making indie pixelshit platformers for the rest of your career.
No shit, the entire appeal of Game Maker and RPG Maker is that they are very easy for newcomers to get into.
meant for
>He's using a CIA Nigger engine to make a game
Make your own engine
GM was made for 2D games. How dense are you? Are you just looking for things to hate?
I know you're just memeing but you do realize there's more than just platformers that come from Game Maker, right? I mean people have even made 3D games with Game maker.
Anyway the only inhibitor is yourself, but it's true that the more programming languages/engines you know, the better. You're still a faggot though.
I-I don't know where to begin. Tic tac toe seems too hard, pong seems too hard, and breakout seems too hard
>muh game has to make millions
go to bed terry
Why are you pretending like you didn't get shat on for copying literally everything directly from Momodora? The fucking dev himself called you out for being a stealing faggot.
where is your game
>no gamemaker 2 logo