hows that game coming along, user?
Hows that game coming along, user?
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i remember in high school i discovered gamemaker 6.
i had dreams of making the most elaborate rts/rpg/wormz hybrid ever conceived.
i wish i had the notes on the gameplay around to laugh at. it was a fucking mess.
i found a pokemon clone on the game maker forums, and ganked it. i then decided i was gonna make a pokemon/gta clone.
because you know, of COURSE they go together.
it had a single town in place, and then i added a fucking car into it. holy god that didnt work very well, because i stole code from a racing game to put into a top down isometric rpg that had a fucking car in it for some reason.
it looked cool as fuck to 13/14 year old me, but jesus it was stupid. i still have no idea what my end game was.
i think to simply impress people. which is ironic, cause it was shit.
the next thing i remember being ambitious about designing was a top down rpg/guitar hero hybrid, that was going to have type advantages ala pokemon
this one, i remember wanting to make because i genuinely wanted to play it.
choose an alignment (aka a genre your char will be cast into) and this means youll have advantages over other alignments/types/genres, while being weak to others.
top down like pokemmans, with lots of collectable items like the mentioned game, including different guitars, some of which were going to give spells and type advantages
anyway i balked at two things;
i didnt really enjoy guitar hero much, but i had no idea how else to make music a game element, especially an rpg?
the second was the sheer amount of pixel/sprite art needed. i wanted that aesthetic of 90s gbc games, but doing that shit myself was a problem, because i lack a single artistic bone in my body
i do rememebr later on thinking if i strip the guitar hero mech, and make it a battle type thing like pokemon, where you select one of your set list (haaaaaaa) of riffs, and "attack" each other
>hows that game coming along, user?
please dont remind me of how much i spent at gamedev college
i guess no one else thought they were gonna grow up to make gaymes?
Working on a 2D action with the style of Devil May Cry and technical Beat Em Ups. Will reveal what we currently have soon. I wont let you action game anons down.
I have lots of cool ideas. Just waiting for a publisher to give me money and a team to make it.
...
>Working on a 2D action with the style of Devil May Cry and technical Beat Em Ups
holy fuck
>Just waiting for a publisher to give me money and a team to make it
hey cliff
I made a new armour model. I got bored with drawing textures by the time I got to the pants and arms though. I'll have to revisit it later.
Looks cool
Thanks user!
are 2D games doomed to be disregarded?
Can someone tell me if I can start making a 3D diablolike/top down shooter that's around an hour long? I only have basic programming knowledge but i'm somewhat good with art.
also how long would it take?
go away you pathetic cuck
I give it 4 years minimum.
the eyes and lips look a tad weird
Well, that's seems like a big NO then.
I'm chipping away at enemies.
If it's only an hour long it wouldn't take very long at all. It depends on how many 3D assets you need, and how nice you want them to look. That would be the real time killer.
Go with an abstract low-poly art style and make it in unity and you could probably knock it out in a week or two. If you want it to look like PoE, for example, that might take a month or two?
Depends how experienced you are, that dramatically shortens the time it takes too since you don't have to constantly stop to learn new things.
Well, a lot of god-tier indie games took years to make. Especially ones by 1-3 man teams.
if making visual novels is my actual end game i will kill myself lads
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fine
I hope you have a better artist
Well I want to make something content wise like spelunky. I don't want it to have gadzilions of armors and swords. also I want the graphics to be close to the psx games.
>Game is 1080p or 4K
>Assets are 480p
>Get buttmad when people say it looks pixelated
Twatting around with abstracting the graphics layer.
Got a working GL 4.2 abstraction and now working on a few bugs in the deferred geometry pass for GL ES 3.0.
Once this is done, I can start developing on my Debian thinkpad.
I enjoy building game engines more than games desu. Lot of fun.
Any recommendations for animation software? Not doing pixel art but it will be aliased as fuck.
That looks cool user, nice art style!
I mostly use unity but want to migrate to ue4 because the source is available without giving them a gorillion dollar, anyone have an experience with tinkering with the engine itself? How hard is it to change or remove parts to suit your needs?
Still messing with some skills and fixing bugs.
Prologue is almost done. Current the total playtime is around 40-50 minutes
>Not doing pixel art but it will be aliased as fuck.
what did he mean by this?
Think pencil tool on a image editing program
The art looks comfy
it's come a long way
Is this Paper Mario with bugs? Got a tumblr or something to follow?
ok so it's raster sprites, only douchebags and people who can actually pull it off call it pixel art anyway
Aseprite
you're welcome
Battle comparison
Look up for paperbugdev
put it on steam, i'd buy it
It might be because I didn't have any shading enabled? I would say it looks better ingame, but you can barely see the faces ingame.
If I might give some feedback. Your game looks great so feel free to ignore.
The damage popup is hard to read. I had to watch twice before I could read the actual number. Try to increase the contrast of the flower to the number.
Leave out the "this also flips enemies" bit. It will add a bit of discovery to the game.
Looks neat, keep it up user.
alrighto then
pixel art just tends to imply you're actually working within a low resolution (and preferably a limited color palette too). And when it comes to animation you don't get to stretch or bend the image and all that, gotta draw every frame
t. douchebag
Trying to learn C# first so I can make something in Unity. Just to learn the basics and shit, my friend already aces things in UE4 and Unity, and makes stuff based on contract work. I wanna learn so we can make a game together.
My first one would just be an RPG like Brigandine, except with more gameplay tossed in, and a bit of a basis on Grand Edition instead of the vanilla game, since the vanilla version was clearly rushed.
c sharp
c better
I am thinking about increasing the time the damage counter shows, it seems a bit too fast
Also I will consider removing that bit
>pixel art just tends to imply you're actually working within a low resolution (and preferably a limited color palette too)
and you're actually drawing in raster, not vector, or doing a 3D render
and your shit actually looks good
that's where the art part comes from
About to watch first tutorial video for GameMaker.
I'm nervous and excited!
Those vines look off.
Your excitement is cute, but just remember that learning a programming language is just like learning another human language. Don't let it intimidate you, and you'll go from a roller coaster of difficulty, but it's worth it if you're having fun with it.
Something tells me that a game by user would suck ass.
why?
I wish.
Been working on the final area for demo as well as adding in nice features like a map. Still working on its UI.
those floors are a total eyestrain dude
Gave up after that corrupted gamemaker installer
I have already closed the tabs and was too lazy to search for it again
Sometimes I wonder what would happen if I downloaded that installer again and made it trough
I really like the jacket menu
I'll have to echo that other user, the carpets on both screens are an eyesore. It looks good apart from that though!
That jacket menu is great.
The point of the area is that it's super tacky and is a total mess. I 100% agree the carpet is bad but it's intentional.
you can't rape people's eyes on purpose user, that's not how it works
At least add a carpet like you did in other maps so it is less eye straining and bland
What's the best program for learning C#? I'm trying to use Notepad++ but you can't even run anything in that, so it's not working out.
>program for learning C#
No program, if you mean compiler, then search for a C# compiler and use whichever seems useful.
For learning C#, use learncs.org and documentation.
I try to do stuff but I can't think of creative mechanics and all ideas guys give me are settings/plots.
Also I'm shit at music.
It doesn't come across as tacky though, it comes across as epiplectic. I didn't think tacky at all while looking at it.
When a guy will play your game, what will he think:
>this game looks like shit
or
>wow, he made this specific room look like shit
Your average Joe won't figure out the latter on his own, unless you leave a message in game that somehow states the intent of this.
Otherwise, the former will be the conclusion.
>tfw spent time learning arduino instead of game
worth it i guess