Let's talk about YOUR game.
Are you making any progress? Did you add some neat feature recently? And I really, really don't want to hear that you just gave up.
Let's talk about YOUR game
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alright i'm workin on it
>think about making an RPG
>do characters, plot, setting, etc.
>forget about gameplay, turn it into a book instead
>repeat
No regrets.
I finally did a non-retarded way to make the character jump. Pretty simple, but for someone without programming knowledge this can be pretty challenging.
aight, I've already learned the basics of c++
How do I start making my shitty game?
Too busy working on mods, want to make game but shitty programmer, have actual good idea too.
Non-programmer here. How hard would it be to make a text-based adventure game?
Extremely easy.
I'm working mostly on sprites and backgrounds right now, and it's going well. My only problem is motivation. For about a day it'll be good, but instead of rising, it tanks and I have to hold myself hostage just to make progress. Oh well.
it's going ok
using GM
If you really have minimal programming experience the best you can do with just a language compiler is text-based games, or maybe something with a basic GUI. Unity gets a bad rap, but for someone who has no substantial coding skills it really is your best leap forward into actual game programming.
Why make a bullet hell and not use danmakufu? I'm curious.
I'm working on a book deal I got right now, but I'm planning on picking my game back up afterwards. It's a co-op card game similar to Sentinels of the Multiverse, but in a mahou shoujo setting with deck building. I just about had the UI for the main playing field set up, with turns between the players, and allowing cards to be moved around/drawn/discarded. When I pick it up back up I'll work on making all the cards do their thing when played. No art though sadly because that all comes after getting the systems working.
Ok, my plan was making an strange journey clone, but that sounds easier and will be good practice
because i dont like being reliant on another program and also have it perma-tied to my game, plus i can just be like "hey bro here's an exe to play the game" and not be like
"hey bro here's 10000 files and lots of complicated shit u need to play it, also it's in japanese xD"
Try reading Game Coding Complete, fourth edition, it will give you a run down on coding games in c++.
>strange journey clone
I like the cut of your jib.
bumpy
What I'm working on now would have two parts, a raising game esque day side where you do chores, prep for missions and research things and the like, and a night side where you actually go on missions (mostly stealth). I have the Day side mocked up into a prototype with most of the features I want to include in it, but I'm stuck on whether I want the missions themselves to be a 2.5d isometric style (in the vein of, for a recent reference, Shadow Tactics) or full 3d (in the vein of Hitman).
Which is going to be harder to figure out for someone who's more or less learning as they go?
What do you guys think of SFML for graphics/sound/etc. for a C++ game? Cross platform seems attractive.
>tfw lost my side scrolling adventure game I made in high school
>tfw that project was probably the only thing that made me happy back then
C-can I talk about mods instead? Because I made a few I'm proud of for Dwarf Fortress and Kenshi.
What's the dorf fort mod?
X'DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
I always wondered this. I imagine that 3D games with visuals to emulate 5th and 6th gen 3D will soon become popular, much like how 2D games with spritework that emulated NES and SNES games were before them. My question here is, how difficult would it be to make a "throwback" 3D game that is incredibly lightweight, like how a game from those times would be on modern hardware? I understand that there is zero reason to actually do this, I was always curious about the options.
i've been slacking recently.
you dont need a special engine to make bullet hell games they're like the simplest genre of game out there
Half Chan is not qualified for Gondola we cant even do webm's with sound.
I haven't actually made anything with it, but some friends of mine have and it's pretty fucking neat.
C++ is also a performance monster, so if you're doing some 2D thing you will hardly ever get any problems with it.
they're easy to do but they don't have the special aura of absolute nostalgia than NES games have so if you make a shitty looking retro 3D game people aren't going to buy it
Your game never stops amusing me.
My question was
"Is it possible to make a lightweight fake retro 3D game"
not
"How easy is it to make a fake retro 3d game"
of course it's possible, you think it's lost technology or something?
It would be an uphill battle, that early low poly look has been claimed by shitty low effort shovelware steam games. You'd have to absolutely nail the PS1 aesthetic, or it would get ignored.
most low effort shovelware steam games that are 3D are a bunch of pre-bought assets in Unity, I haven't seen anyone doing low poly lately
What about THIS lightweight? Could I use Unreal 1 to make the game?
if you try to target things that old you start to run into compatibility problems
You could, but you would also have to use all the hacks and workarounds people used back then, and, trust me, you really don't want to use them.
FUG
There are enough people saying who go into blender and wing it until they have something humanoid for their game for me to say that even the low poly look isn't safe. And on an HD screen that isnt CRT, I'm not sure you'd ever successfully capture the look.
are you one of those millenials who thinks CRT monitors had giant scanlines and pixels bleeding colors all over the place? They're not that much different, I actually started development of my current game on a CRT
They had a notably different look than LCD and that's a fact.
The next look is low poly rendered in game to lower resolution to look pixelated. Look at Kentucky RZ.
I've been putting together all my ideas for gameplay, setting, even characters, but I will never learn to code professionally and even if I could I will never be able to create it on as grand a scale as I would like. How do I end this hell
thanks for sharing your unique situation with us
learn and do it anyway
Pick one of your idea guy ideas and make a short, text based adventure based on it. Even children can do that. Work up from there.
No one has painted a masterpiece without creating a few duds first.
I gave up.
The last thing I want to do is make a demo with a comfy area where I can be alone and see what I've made.
It will never be finished, I've lost my motivation even though I worked on it for years and stuff.
Two shotgun shells to the head.
Lets be honest your ideas are probably legitimately shit anyway, and it sounds like it's story/setting first.
Pick a popular engine.
I have a lot of ideas for games, but I don’t even know how to make a game in the first place. Any tutorials you guys would recommend for a total beginner?
learn C++ and SFML
What’s a good engine for making babby’s first game if I want to make an FPS? How much coding will I need to know?
I gave up cause I can't code
Uneducated russian children with zero coding experience are flooding steam with their shitty Unity FPSes. If you can apply yourself even a little, unity is a great starting point.
Once I git gud at Unity, is there a better engine I should move on to?
To be entirely honest, there isn't much point if you're doing small team indie stuff. The biggest reason to switch is if you want to duck the bad image the engine carries around, unless you're a bigger or more experienced developer who's capable of making an informed decision based on actual technical limitations.
It's primarily a multiplayer game tho
thanks
>The biggest reason to switch is if you want to duck the bad image the engine carries around
nobody who actually fucking makes games switches engines because it has an image problem
you think hearthstone suffers because it was made in Unity?
How do I get into making textures, models, etc. for games?
No, but you're deluded if you think there isn't a sizeable portion of people who see 'made in unity' and dismiss a game.
You only have to put the Unity logo on your game if you're using the free version
Hearthstone and Cuphead are both 2D games made in Unity, but I honestly had idea either of them were until I was told so. The engine did not detract from the looks of those games, either.
Unity 3D has this weird look to it that I just don’t like. I can’t really put my finger on it.
How do I make anthro characters without making them look like furbait
Why would you make anthro characters if you aren't a furry?
Don't make males too muscley and don't make females too curvy
that's the problem with nu-Sup Forums.
We can never have fantasy with anthro characters again.
>nu-Sup Forums
>implying this board wasn’t always infested with furfags
-actual animal eyes and not disney eyes
-no tits where there don't need to be
-colors that are realistic
-anatomy that is realistic (ie whatever hands dog people would have would look like they were once paws rather than straight up people hands)
-no fucking human hair
-this one is optional and kind of difficult, but try to have them behave psychologically in a way that makes sense. Cow people for example would probably place less emphasis on the family unit and more on the community as a whole, being herd animals. Reptilians would likely be sociopathic and amoral since they don't experience empathy and such like mammals do, or at least not the way we do.
I meant it the other way around.
We can never have an innocent anthro game without everyone losing their shit and shitposting it into oblivion with
>furry shit
anthro shit is just kind of creepy in the first place, why not use humans?
>stop doing something different in video games
>where's my realism
Kill yourself, im tired of playing as fucking humans in games.
Look at Overgrowth and that stealth-mouse game I forgot the name of. The key is to make their faces overtly realistic. The truth is that animals are completely not sexual and even disgusting in that context but Disney/Warner turned them sexy by giving them a human like face.
Anti-furfags are as bad as furfaggots. They aren't as disgusting no, but they're equally annoying.
maybe you should kill yourself so you can be reencarnated as an animal if you hate humans so much
>Anti-furfags are as bad as furfaggots.
the absolute state of Sup Forums
>actual animal eyes and not disney eyes
Partially guilty, all characters have undetailed eyes, just black and white, it's a cartoony style
>no tits where there don't need to be
If you mean not giving them two human-like tits, then guilty, but if you meant to avoid making them excessively big then sure
>colors that are realistic
Checked, I'm not using neon-colored shit
>anatomy that is realistic
Guilty, they're basically humans but with fur / scales / tails and animal heads
>no fucking human hair
Checked
>try to have them behave psychologically in a way that makes sense
Partially checked, individual elements of personality take a bigger priority in the same way that it does on humans but there are still tendencies based on species
Next time post the engines pic OP
they really are.
we can't talk about any anthro game without a flood of them whining how we're all furries..
lost +3 year progress when my hard drive died. got nothing on me but the old cover
why did you have to remind me user
I'm sorry man. Next time upload it to dropbox or something to prevent that stuff from happening again.
wont be next time. i am over it.
ironically though, the main motive of the game was the inevitability of death, decay and loss. We are all powerless the change in its many forms.
The only thing we can do is to accept it. Nothing more, nothing less.
Tonight I will finish this weapon, all that's left is to implement the pickups for it.
Then I need to start on his final weapon.
Or just use proper source control like you should be doing
Modern "Disney eyes" tend to be ugly as fuck, especially in CG, be they on human or animal characters.
I gave up.