How much progress did you make this weekend?
Game Dev General /gdg/
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I designed some character, thought up some little gameplay concepts and general ideas, and learned fuck all about actually making a game. I finally set up Unity and Visual Studio, so tomorrow (if I can find some privacy) I'll put on some C# tutorials.
I drank some beer instead of game dev.
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figlet failed me.
Imagine that says "mission accomplished."
Pipe that into lolcat too while you're imagining it.
I want to work on some stuff in my spare time but I'm not an art fag. Any suggestions besides be an art fag?
Also which engine is best for prototyping ideas - ue4 blueprints seem good but I don't want to go down that rabbit hole if it's retarded
Unity has pretty gud tutorial base, go for it.
If you don't get into too much detail you won't have any trouble I guess, you can go for UE blueprint since no coding required. You can also find lots of tutorials to gain strength.
>general
Kill yourself. The last thing this needs is to become yet another cancerous general.
@ 393565560
Go to your anime threats (you) cunt.
While you posted on Sup Forums and made video games, I studied the blade.
Blueprints are probably the fastest way to prototype game mechanics.
They get compiled into C++ now so performance wise they aren't that bad.
I quit my shitty wagecuck job if you can that progress. At least I'll have some more free time to work on something for awhile, I guess.
Congrats user, I hope you have some savings or something to rely on without a job. I did that for a game project like 3 years ago, was really productive times but never finished and released the game...
Working hard. Its tough to not give in to doubts but im pushing through with hard work on level designing content
Its extremely annoying and depressing to know that even if I finish all 40 of my games levels this year (which I probably wont) I still will have 6 months of polishing art and removing bugs to do before I see anymore money
*Tips katana*
I'm committing to one project now. A Haloween themed class based shooter thats inspired by splatoon and tf2. Every character will be a haloween themed loli
I have about 5 grand saved. I'm gonna look for another shitty dayjob in the meantime. The only reason I quit was because I was gonna get laid off. But whatever, at least now, I have an excuse to work on my game.
I want to make a text-based rpg similar to the style of Corruption of Champions
Whats a good program to use and how should I get started?
Did you create a level editor for the game or making all 40 levels separately? If latter you are a mad man!
Go for GameMaker
Why is it impossible to strike a balance between stuttery, shitty rendering and massive input lag with vsync in literally every c++ graphics library
Anyone here an Unreal 4 Dev? I'm looking for a Save / Load solution better than the engine's default.
I've tried the "Lost Cause" system and found it very appropriately named. On load it kills my player and the engine promptly crashes at the end of the session.
What was wrong with the way these threads were before? They show up sporadically, people post updates to their games and that was it. Making it a general is one step away from that cancerous general in /vg/.
I started with the roll-a-ball tutorial, but then a C# part came on and I dropped it. Now I'll learn C#, then go back to roll-a-ball when I've got the basics.
Are you familiar with programming? If so you don't need to learn C# from other source learn it while learning to program it for Unity. Otherwise search courses teaching programming via C#, should not take you a week.
I'm not familiar with programming at all.
Looks very good, but your character should always stand out from the scenery.
Separately. its 8 worlds with 5 levels and a boss level each.
>general
OP pls, this isn't /vg/, don't make it a general
Looks really fancy, wish you the best of luck. May be you consider going for a kickstarter campaign to help you have some cash forehand.
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I actually did do one earlier this year and shilled as hard as I could but the most I could get was its low goal enough to make the game (cover costs for the freelancer I needed), but not enough to pay my bills to work full-time on it sadly so I'm stuck only deving in my free-time away from wagecuck.
Having to make so much content alone and wagecuck is driving me insane.
Went to a game jam this weekend.
Team was shit- one "member" literally did fucking nothing, the other kept changing the direction of the game.
It's a shame Becuase loads of other people there clearly were passionate and experienced so it would've been cool to work with them.
I want to make a game that looks like an old 3D game, but I'm not satisfied with just fudging it so I'm making sure it runs on honest to god old video game hardware. I'm planning on making a demo for next year's retro gaming convention.
I need some advice. I've got a workable concept, and I've got the coding skills to pull it off. The story is minimal, and I'm confident I can handle that, too.
But I'm kind of at a crossroads with top-down 2D pixelshit vs third-person 3D. If I went 2D, I could probably go it alone, but there's no way I could handle the art if I went 3D, and I'm not about to accept the risk of paying up front for assets.
So, the question is: do I bite the bullet and go 2D, or do I try to bring someone else on?
Hope you finish it sooner, it really looks promising. maybe contact some publishers or local funders. there are events trying to get people into game dev careers, try your luck!
I know the feeling, once I got funded for one of my game jam projects, where my 5 people team was random people. One left himself, other two did nothing and I kicked them out and continued with the other guy. Yet people called me a back stabber and thief because I did not want to share my own project where I did the design, programming and 3d arts :-DD
do you want a finished game or do you want to sell a game?
I'm more concerned with finishing then selling a million copies, but at the same time, there are elements of exploration and, ideally, creepiness that would probably do much better in 3D, all else equal. I'm just not sure how difficult it is to find artists who are willing to work for a stake rather than cash in hand...
way too many artists get burned by "hey you'll get a percentage of the profits don't worry it'll totally cover for your rent", the only way you'll realistically find one is by getting a friend to work with you.
Nothing wrong with 2D if it still fits your concept, top down 2D can still be creepy, just look at Darkwood
I've been wanting to do something like this for years, but with Tekken's artstyle. What's the name of your game?
Join a local game jam, find someone like you who wants to take part in a game project.
>so I'm making sure it runs on honest to god old video game hardware
fucking cancerous behaviour, retro games are a fine but make a real game
Thanks, that's more or less what I thought. The underlying systems I would be building for 2D could translate pretty well to isometric 3D, so I could move to that if I do find someone.
Gosh, you mean to tell me the games I've been playing for years were all fake? How come I never knew?
what if they made shovel knight for the NES instead of modern systems
That would be pretty cool, but I'm not entirely sure on the legality of selling unlicensed Nintendo games.
I'm too much of a lazy idea guy to get anything done. I constantly come up with ideas for projects, develop about 80% of it in my head, then get stuck on the remaining part and lose interest. All of what I end up creating anyway is in RPG Maker so I also lose interest when I realize no one is going to want to play my RPG Maker shit.
LISA was made in RPG Maker
Honestly iv been trying non-stop to push it to a publisher that could at least give me enough to work full-time on the game for a single year but none budge since I dont have a title before this out on the market sadly.
>That would be pretty cool
nobody would be able to play it so yeah it'd be awesome
Sculpted, retopo'd and baked this (from 800k down to 5500 tris).
Now to texturing and rigging!
oh boy here we go
I'm 100% sure Switch users would go crazy over Bokube. Just don't lose your confidence, you've already made a great progress!
Dude, you can emulate NES on a fucking watch these days. Plus there's nothing quite like real hardware. What is your point exactly?
>Plus there's nothing quite like real hardware
pull your head out of your ass, modern hardware is better in every way, the point is people can't fucking play it and you're jerking yourself off over nostalgia instead of creating something with value
How easy is it to modify the battle system in RPGmaker?
What don't you understand about emulators, friend?
It'd be a hell of a lot cooler.
Homebrew is legal to sell as long as you don't use copyrighted source code. There is a collector's scene for genuine homebrew you can play on actual consoles. These are all games you can buy and play on real hardware that were made after 2010.
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that you arent going to sell a game that runs on an emulator or even distribute it to a large audience, you're setting up a barrier of entry for no other reason than delusional nostalgia
How does one go about making games for the dreamcast? Is it possible to make a 3D game on there? I've only seen 2D ones on there.
>you arent going to sell a game that runs on an emulator or even distribute it to a large audience
Why not? Is there some fundamental difference between someone paying you to download a Windows executable versus someone paying you to download a ROM file?
You could probably even take an open source emulator and modify it so it automatically runs your ROM so that it seems like any other executable to the end user.
>you're setting up a barrier of entry for no other reason than delusional nostalgia
Isn't that kind of what Shovel Knight did in the first place by closely mimicking the limitations of the NES?
>You could probably even take an open source emulator and modify it so it automatically runs your ROM so that it seems like any other executable to the end user.
I guess so, but why bother when you could just program it normally? Shovel Knight doesn't run on NES, it's just an ordinary game that looks like a NES game
There's is stopping me from making a PC version available on steam. I said that I want to make a game that can run on old hardware but I never implied that I was going to make it exclusive. It's just that I want to create an authentic experience maybe it doesn't matter to anyone else but it means a whole lot to me and that passion drives me to keep working on this game.
Kallistios is an SDK for developing Dreamcast games, you can use OpenGL with it to create 3D games. There's a few in development right now that are using it to create 3D Dreamcast games.
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>You could probably even take an open source emulator and modify it so it automatically runs your ROM
This is pretty much how DOS ports of games work on GOG and Steam. They're prepackaged with an emulator, and Virtual Console games are running software emulators that configured for each specific game. This practice is more common than you think.
There is any number of reasons why someone might want to make a game for an old system. Believe it or not, some people do it for fun.
Not even gonna waste my reply on this foul thing
You just did
having 'fun' is literally the only reason to do it
Got a few things done this weekend:
1. Got the save system functioning again (game went through a huge overhaul)
2. Pause function finished
3. Adjusted the physics of the jumps
4. tweaked the controls to more comfortable buttons.
5.Added some things to make the first level more user friendly (like the ! to point the players to the points of interest)
There's also a slight chance as of friday that it'll be part of the ID xbox program
Some people have a desire to prove that they can make a completely authentic retro game instead of something that just looks the part (like Shovel Knight). Plus it's a good programming exercise to work within strict limitations. Why does it seem like you're saying 'fun' isn't a legitimate reason? If you don't enjoy making games, maybe you should be doing something else.
Nostalgia is a form brain cancer, that's all
In the end that's really all that matters.
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You kind of need to be wired incorrectly anyway to be a master programmer.
I disagree, although programming does fuck with your brain and make you a bit autistic if you aren't already, after doing it for a decade I get OCD about even numbers
Being a good programmer requires lateral thinking. One of the best examples is how this guy managed to exploit a Glitch in the Sega Genesis that allowed him to display images with bit depth that didn't even exist back in the 1990's.
You have a knack for weird, surreal, slightly scary things. If you could make a fucked up dreamlike setting for that thing and you could make a decent "Alice in Wonderland (novel)" style game. Personally I'd stylize that thing's body a bit more and take focus away from the tits.
Hadn't seen this game in a good while. You're making good progress!
>tfw no T H I C C pixelshit amazonian gf to do a falling ass bomb on your dick.
I recently discovered that channel. It's so cool getting insight from someone who actually worked with that old hardware back in the day.
Those fellas at pre-PS2 Traveller's Tales were programming wizards, incredibly advanced and impressive, even for experienced professionals.
>Homebrew is legal to sell as long as you don't use copyrighted source code
When exactly is it determined that a console is old enough that you don't need to be a licensed developer for it though?
>tfw no penile fracture
Feels good.
Hell even Haven Call of the King was pretty damn impressive for its time when it gave you the space ship and allowed you to freely explore from outer space to all the way down the planet's surface with no loading.
Why are fags trying to shove RPGMaker with real engines?
Solid progress.
Finished the new status effect system
Features screen effects now
pic related is freezing/paralyzed
What is this, fucking Dork Souls?
no of course not!
It's king's field
moar
Just finished designing the nurse wasp in the corner over there for my trap/futanari game. Happy with how he came out, hopefully people like it in the end. I need to start designing humans pretty soon though.
>trap/futanari game
>general
Fuck off you moron. Gamedev threads are fine here, but stop morphing it into a general.
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Remember to read this before you get into 3D dev:
>with Tekken's artstyle
You mean fucking ugly like this? Man, I want to see that.
that mouse is cute but everything else is absolutely ghastly
What bothers you about the other ones user?
Almost finish igmc
Why the fuck does everyone feel the need to give their characters huge tits?
So they can give them thiccc asses
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>not being a man
someone should add Yoko Taro to that image
(lessened boss HP for the gif)
Since most of the content is roughly done, i'm going through each level polishing up the bosses. I need to add one more phase for this thing for the second difficulty mode though. Two are shown in this gif. The telegraphs are slow but, I'll also be speeding them up for the hard difficulty. Also need some generic phase change thing I can reuse for every boss, since I'm just one man and I can't have as much variety as I'd like. Going to add art to stuff within a few days.
Trying to do all the polishing and art one level at a time so I have stuff to shill with later. There's just so much to do but, waiting until the end to work on art was a very good idea.