How is that game you've been working on coming along, Sup Forums?

how is that game you've been working on coming along, Sup Forums?

Other urls found in this thread:

youtube.com/watch?v=wQTbkEeCTeM
pizzaa5555.itch.io/simple-pong
discord.gg/c2RqjNp
twitter.com/AnonBabble

too depressed to

Hello World!

It's in earliest access right now.

I started about 3 different projects then the depression kicks in and I lose all motivation

>using proprietary engines

>not writing your own engine from scratch using assembly (or C if you're a casual)

>1ma
>wasting time writing your own engine instead of making a game

this

FLOSS engines are usually so poorly documented and outdated though.

I mean you can make some really basic stuff with Godot I guess but it's a pain. If you're not planning to sell your game Unity is the absolute best bet, and even if you are planning to sell your game, Unity is probably still the best bet because you can actually finish a real game with it.

>how is that game you've been working on coming along, Sup Forums?
I completely forgot about the Humble Gamemaker bundle and now it's gone. Fuck I'm so sad right now

It's going alright. I'm working on the plot now.

Probably never ends up as a game but I'm working on a sort of 3D point cloud engine.

Why do people prefer this battle screen as opposed to final fantasy's?

That bird is gonna wipe your team.

Writing the story before I start on the game

Assuming you're making a game as a hobby, the fun of making your own game isn't making the game, it's doing everything yourself. It's an exercise in self sufficiency. Branching out of your comfort zone (coding) and making simple sprites or midi music is all part of the experience.

If you're trying to make a game to actually sell though and want it done in a reasonable amount of time, yes you should use a premade engine.

Ease of development. You only need static sprites for enemies and portraits for the party. In an FF view you probably need animated sprites for both.

made huge progress with the story/game-play and what i foresee the mechanics beings (the only part im good at).

thought it would be like the old final fantasy... come in closer to where in the world is Carmen Santiago/Spycraft

anyone know a good engine similar to MT Framework Mobile?

I dunno.

I got drunk last night and made this instead of working on my main project, but I'm not sure if anyone is interested in a sexy'd bee side scrolling shooter.

drunk me forgot bees have wings

4 bugs fixed including a nasty one where the game was drawing an invisible sprite and the game would crash if you clicked on it

Because if it's a first person dungeon crawler then there's no reason to have FF style. Also it's easier not to waste time on animations, and it's faster overall.

Personally first person looks a lot better and suits its purpose more than having small sprites walk back and forth with particle effects added.

Proud of my progress, completely moved my AI from a state machine over to a behavior tree, and it made it so much easier to add extra behaviors.

not who are you are replying to but i just dont have those kind of computer skills. I am attorney for work (totally not posting at work....) and do "creative" stuff for hobbies. i have literal notebooks filled with game ideas that ill just never be able to make myself.
this most recent "project" () is just something i do at night and on my lunch breaks and the frist time im going to try to make sure the game is withinmy ablity to make.

It's easier to do, but I also like how they stare at the screen as if they were staring at the player, it makes them look much more intimidating than enemies in side-view battle systems, especially if you make them cover the entire screen

the immersion... it's almost like i'm really there and getting fucked by a bird in a robe

>the fun of making your own game isn't making the game
Some of us just wanna have cool vidya with our names on it, dont rub your self image disorder onto this and put other people down

I should be working on it, but for some reason I feel more like continuing this rpgmaker side project.

I like that the enemy sprites are given maximum screen real-estate so you can clearly see in great detail what you are up against.

Writing some award winning dialogs.

This

I'm just making prototypes but never actually have ideas

Those all seem like fair reasons. I haven't played many , if any rpgs in first person, so I've never understood the appeal. Thanks for the clarification, anons.

Your game looks pretty good, I might add. Just needs some proper assets.

How do you pick one idea to work on when you have multiple ideas

Still working on cutscene graphics. The last (and first) demo for the game is up on my itch.io page, though it was mostly crammed together in 2 weeks for a jam.

My commissioned models are coming along nicely.

Go with the easiest to accomplish. The most important task for a budding one man army is to put out a game.

not well. I wanted to make a hex based advanced wars rip, but every AI I do is really easy to exploit.

I've made 3 iterrations so far, everytime I go to bed thinking "well done" and in the morning notice some critical flaw (spam air)

Also I suck at graphics, I've just been using the sprites but on a plane in 3D. Bought kenney assets studio and pumped out a few cool jeeps, but for the life of me I can't make a tank. Haven;t tried boats yet, but I feel they'll be quite aircraft like

Gotcha

I do have one idea that is already somewhat fleshed out and as far as I can tell shouldn't be overly complicated

What engine is best for lazy daz studio model rips into lewd games? I've seen a lot for unreal recently.

I'm chuggin' along. I'm making my 2nd game. The plan is to make this babby's first metroidvania, as my previous game was babby's first platformer. It's extremely early right now but I managed to get the basic movement in that I wanted so far. My next step is to add a single enemy type.

Trying unity makes me depressed, I watch these tutorials and the dude just zips past everything without explaining any of the code and I just get flustered

youtube.com/watch?v=wQTbkEeCTeM

is that Brackeys by any chance

I saw this nice article on how to get started, to sum it up just start with something as basic as you can think of, like pong. Don't stop until you finish it 100%. Add sound, a menu, controls, options, remove any bugs, make it so either side can win. Then go higher, like a mario bros type of game or something. And do the same thing over and over until you feel you are ready to create the game you have always wanted to make

nah, the official unity tutorials. I am not the only one to notice this though, as in the comments almost everyone says he goes to fast and doesn't explain anything well

MORE OF THIS MORE OF THIS MORE OF THIS

doing decently
revamped the fox enemy recently
boomerang bowtie has a different trajectory, its hitbox duration is limited so it's easier to avoid if you knock out the foe mid-attack and some other stuff

>try making pong
>get stuck
>too embarrassed to ask for help, don't even know where to ask
>give up
>year later, try again and fail
I may use computers every day but I'm too retarded to actually be productive with them.

Go to Udemy

Look up "Learn to Code by Making Game - Complete C# Unity Developer"

Course costs like 30 bucks but its fantastic

>Chad
>Minotaur

>too embarrassed to find a solution
and that's how you never get anywhere in life
GG change yourself faggot, that mentality hurts you far more in the long run than just... that

what engine are you using and what are you stuck on with it
pizzaa5555.itch.io/simple-pong is mine, I know it's not perfect but I was just starting

I hate that stupid pseudo-intellectual piece of shit show, the writers can't write a single scene without being horribly condescending and obnoxious.

You should probably check out Brackey's tutorials then. His game tutorials go by fast and I don't think they explain much well, but his actual C# tutorial isn't bad at all. You can also use it as a springboard to look shit up in other reference material, like Microsoft's own documentation.

discord.gg/c2RqjNp

>tfw you realize that drawing is 99.99% of the game making process and also realize you can do everything except draw

How do I make graphics that don't look like this?

Man that pong game is fucking hard.

Looking good, I can't wait to play this.

>Sweatdrop on shield depletion
Beautiful. Could you have the umbrella invert as well?

Do like all other indie devs. Make shitty pixel retro stuff.,

>drawing is 99.99% of the game making process

Programming is 99.99% of the game making process you tard

Also, practice. Go to /ic/ or something they have a shit ton of resources.

kek, I just use boxes for everything.

I tried to make a side-scrolling game in which you play a witch hunter type. Bit inspired by Bloodborne, Warhammer and whatnot but it never really took off because I realised I had to create everything myself and I am ridiculously terrible at drawing and music so all I had was making bland levels and only dreamy ideas.

>drawing is 99.99% of the game making process
Oh please, you can make a game entirely out of coloured boxes if you want, it is problem-solving and logic that make up the majority of game development and that shit is harder to wrap your head around than any method of drawing.

Releasing next month, just hit 1k wishlists on Steam. I'm pretty excited.

>drawing is 99.99% of the game making process.
how the fuck did you come to this conclusion?

What you made there is called Programmer art, or Developer art. It's called that for a reason. As long as you can make quick things that are functional (that is, they suit the needs of your game) that's all that really matters. Once you start to get somewhere with your game, that's when you can start thinking about hiring artists, etc. Either way, focus on the game development first, not the art, or anything else for that matter.

It depends on what your game is.
You can set up a point and click framework in less than day quite easily if you know what you are doing, then you can spend 2 years making the assets and level design, or if you are making a text based game you can make Dwarf Fortress and spend the better part of a decade programming for it.

>programming is 99.99% of the game making process
Not when you're as good a programmer as me and as bad a drawer as me

So let's say I make a RPG interface that looks like this and it's programming is perfect, are you saying this looks like a good game?

Good shit. Heterochromia is back I see.

In my senior year last year I had to make games using visual basic.

I think my teacher was kind of a spaz now.

The first step is make something that actually works

Then, once it's perfect, you start polishing it and adding juice with some nice art, animation, music, etc. etc.

You have to do the first step first you fucking retard, and it isn't hard to see which one is more important

what unity tutorials helped you guys the most?

Is making a 3D game as my first proyect a really bad idea?

You could make it work.

Just look at Undertale, the art is fucking garbage, it isn't blocks on a white background tier shit, but it is literally low-res low-detail limited-palette mspaint sprite art and the battlescreen is pretty much inanimate monochrome shapes and 8-pixel wide sprites floating around.

slowly but surely. I got artwork/sfx done just a few more songs and a lot more programming then I'm finished.

If you mean unity I would say it's about as challenging as 2d but hey that's just me

See
Not inherently, depends on your level of experience though

Today downloaded Unity and started watching some tutorials. I have been playing video games for around 25 years and programming as a job for 5 years. I can only draw some kind of pixel art but it's also shit

Any good pointers for creating my first 2D sidescroller?

Not if you can make 3D assets, it's a bit more difficult to wrap your head around than drawing 2D sprites but it's not terribly so.

I mean when you say 'good pointers' do you mean like in terms of design? production? Not really sure what you mean

Recently began to learn python and pygame. I never programmed before though.

I'm a writer who got asked to write the narrative stuff for a game. Might do it.

Python isn't that good for gaems tho

Well I was wondering for example why people so often wont finish their games? Do you just get bored after working on with the same game for long time and it not being as easy as you though?
Do you have to code your own physics for games or is there like lot of free libraries for that?
Has anyone of you ever finished a game and got any money out of it for example from steam or play store etc? Money isn't really a motivation for me but it would be nice to hear your stories

Eh I've worked on it sporadically. Got a few enemy designs done, finished coding this enemy a few days ago.

Ignore all the willy nilly shit, this is my test room and them's leftovers from other tests.

>supposed to be devving
>too tired from work
>too tired right now
i need to fix my sleeping patterns before i can do anything, how do i relax?

>Do you just get bored after working on the same game for a long time and it not being as easy as you thought?
For a lot of people, yes. Hell, even when it comes to projects I do at work after a few too many weeks staring at the same shit it starts to wear down on me.

>Do you have to code your own physics for games or are there a lot of free libraries for that?
Generally speaking you will never have to program your own physics unless you want to

>Has anyone ever finished a game and got any money out of it?
The guy who made Risk of Rain came from /vg/

pixelart

>For a lot of people, yes. Hell, even when it comes to projects I do at work after a few too many weeks staring at the same shit it starts to wear down on me.
Maybe I'm still in a bit naive assumption that working on a game of my own it would not get boring at least so fast but yea I can understand that
>The guy who made Risk of Rain came from /vg/
That shit is cash

Thanks bro

>The only thing I have to show for over three years of attempting to gamedev is slightly improved programming skills
I hate my laziness.

Got the little fuckers to go and actually punch down trees then go rest after continuously punching trees that have already fell.

Redpill me on programmers getting their art assets made but other people.

What's the best way?

Save up money and pay exactly for what you want (can't do this desu)?
Pay for concept art and a budget for the art you need and set a kickstarter hoping people will pay for the asset creation?
Form a team and divide the profits?

In any case, how do you control the art gets actually done?

Btw, by art I mean both visual and music/sfx stuff.

Working on a VN that's 250.000+ words so far on Ren'Py, but that's not really a game so fuck that. I kind of want to start deving something for mobile though, not sure what and not sure what's the best engine for it, I just want to do something arcadish that I can carry with me on the run.

Been a slow month.
Learning more maths so I can do cleaner shit like trig and unit circles.
Also trying to figure out why Unity's collision normals have Y axis on them even when both objects are grounded. It's fucking infuriating.

Making even simple games can take a lot of free time, not everyone realizes how huge an undertaking it can be
Even if it's not boring, sometimes it can just drag on and on and you just don't have the time for it
>Money
I finished one project and threw it on steam without any advertising, it didn't sell a lot of copies but I guess it paid back the Greenlight fee and dev tools.

>their art assets made *BY other people.

Using other peoples' assets seems wrong to me, it just feels like I am putting together a puzzle with pieces made by someone else. Unity's fps controller is so useful but I tried looking at the code to at least understand but it just made me confused on all levels

I have to begin somewhere.

You begin by making your own engine.