Game development Thread

How's that game going?

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kickstarter.com/projects/thunderhorse/flynn-son-of-crimson-fast-paced-2d-action-platform
twitter.com/SFWRedditImages

here's my progress this last week:
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I had a week off from work and I worked on it for a grand total of 2 hours. I hope I can finish it and poop it out by new years

bad

I made the engine for a multiplayer fps and realized I don't know how to design a good level

Now I'm considering making a survival horror game instead.

Like shit, i lack motivation since middle school.

I lost the Godot pepe image. So just imagine it with some witty message about going to /AGDG/

Again old picture but replace construct 2 with Godot.


Also I got a general question:
Why are there sometimes visual bugs on either Nvidia or AMD hardware in certain games, for example some missing effect on an AMD card in a game? I mean both vendors support the same Graphics API's fully so where does this incompatibility come from? If the game renders correctly on one vendor's cards then shouldn't it also render properly on the other vendor's cards?

Got cool footage of your engine?

is it like mario?

How on earth do I choose what resolution to start working at? I'm constantly worried about people with weirdass resolutions playing a version that doesn't look as nice.

are you talking about pixelshit? well 1080p is still the most common resolution so a multiple of it

Yes, yes it is like mario.

drivers

that's what I suspected but what can devs do in that case? report the bugs and hope that the vendor fixes them? Try to design their shit differently so that broken drivers don't fuck their shit up?

alright

using your post for bump

Whats up, anyone know any good books/encyclopedias on spirits and mythical creatures and what not, got one reply on /x/ but it was "lol I haven't read any encyclopedias but I am sure there are plenty online"

Enemies of game are spirits and Gaunts which are failed attempts to merge humans with spirits, less power but human cunning

I've got the gameplay, I've got the bosses, I've got the stages, I've got the main character.
All I need now is to know how to apply hitbox/hurtboxes in GMS.

Getting some stuff done

More work on meshing the level, and some updates to the shader that make it brighter/more colorful.

Also, an overhaul to the dialogue subsystem. Now each "segment" of dialogue comes with a pair of animations, one for the NPC and one for Dixie. This lets the talking animations alternate as the dialogue progresses, but also (technically) enables specialized reaction animations for certain lines of dialogue (surprise, outrage, laughter, whatever).

Hit a snag with AI coding so working on the fast travel aspects.

Ironic tutorial padding is still tutorial padding. Being self aware does not make it any less annoying.

this looks really nice. originally saw it from one of these threads several months ago and i'm really glad to see it's still being worked on. godspeed.

I want to make a Heavy Rain/Until Dawn style game.

Obviously requires a shit ton of mocap. Would ipisoft and the dual kinect method work okay?

I suppose. It's a nod to Bottles the Mole (it makes sense given the nature of the game) so when you "unlock" the first couple relevant moves, there's a lot to say. The very first unlock is pretty long-winded because it teaches you most of the game's basic mechanics around weapons. The rest are pretty short, but the second one (unlocking guns) does sort of lampshade how long the first is.

I think it's not terribly obnoxious over the course of the game, but I do generally agree with the sentiment (constantly doing something irritating to the player doesn't become okay just because you make a joke out of it).

It is possible to button-spam through dialogue and get it over with quick, FWIW, and you can get a condensed refresher at any time in case you skip past something important.

where are you going to get proper actors?

Working on finalizing animations and then going to fine tune them through the month. Then off to finally start working on levels.

mocap myself or friends for all parts and hire good VAs online

>I want to make a Heavy Rain/Until Dawn style VN
FTFY

Released a year ago, no one played it. No drive to continue.

What's the name, fag

okay, I recon that isn't going to end up too well

It's hard to tell which party member is being attacked by the small enemies. That could make it tough to time blocks.

Posted it a couple weeks ago; small game that's more comparable to a mobile game.

it's starting to look nicer
still plenty of tinkering to do though, colors are too confusing

yea id fade the trees more, they clash too much with the foreground

looks cute user

just polishing the demo

kickstarter.com/projects/thunderhorse/flynn-son-of-crimson-fast-paced-2d-action-platform [spoi

this looks like an actual product for once

a pretty early level with little progress. this will probably be the first level, and will teach the players how to swap between animals. there is a day/night cycle on this level, although may be removed

the turtle can submerge underwater, the rabbit cannot

Looks gay.

Are those placeholder graphics?

some are. but im going for a 90's cgi look right now. may change

Pretty good

Honestly if you work on the animations a little bit I kinda love the style. The animations as is look too smooth and a bit too robotic.

That looks fucking awesome.

yea the animations are crap. you'd be sick to your stomach if you knew how i got these to animate

literally the reason i started messing with blender, now i'm making a game and modeling with it
porn helps on all ends

You can't just say something like that and not elaborate.

hope you get funded though no nickel from me

I don't jewstart but this looks pretty good user.

Party HP isn't as readable at a glance as it could be. Part of this is that it's white on a light color, part is that the relatively unimportant information (max hp, empty tens digits) is just as visible as the vital stuff (current hp). Being able to eyeball your party's health in the tiniest fraction of a second is a little thing but it's nice

can you do a simple rundown of your marketing tactic, I'm too looking to get a serious project going

I saw you've been building some following on tumblr and posted tons on reddit

got any cool insight?

LCD screen

What's the best engine for an rts game?

meant following on twitter but yeah you have tumblr marketing also going

I'm not counting 2,073,600 pixels

what sort of anime game is this going to be?

There's actually 480000.

Hard to gamble with the reality that I probably don't have the resources to make a 3D game and I don't really have any 2D game ideas I truly care about.

Hey, thanks.

UI is kind of placeholder in a lot of places but we should be able to fix the whole readability thing a bit down the line.

Making an SM64 ROMhack

neato

is making romhacks hard? do you have to know some funky programming languages?

...

It goes.
Uploaded the Japanse translated demo last night, working on boss stuff now.

what exactly is that supposed to be?

This looks really good. I'm not paying into the kickstarter but I'll definitely consider buying it when it's finished

Well, to do really advanced stuff you need to know ASM and hex stuff, but I can to a lot with just the importing tool and swapping a few animation addresses. I found I can also give you special abilities by patching in Gameshark codes. Can throw rocks, use flamethrower attack, spawn invisible shell under you to hover away on, stop time for enemies and objects, etc.

An action adventure semi-total conversion of SM64. Going to make it more about combat and exploration, and less about jumping - sort of like a Zelda game.