HOW'S THAT GAME A'COMIN, user-KUN?~

HOW'S THAT GAME A'COMIN, user-KUN?~

Other urls found in this thread:

learnopengl.com/
open.gl/
gist.github.com/Wunkolo/249646f7a922ee045c70
youtube.com/watch?v=MTOJnLcNWj0
twitter.com/NSFWRedditImage

I can't stop making dumb tech showcases, when I really want to make a game

that's kinda neat

Turns out I'm still shit at pixel art

Pretty cool

learning openGL but it's kind of a bitch

It can be tough to begin with. You probably know these links already but just in case:
learnopengl.com/
open.gl/

Learning C in hopes of making some stuff in the future.

Could be worse. Just gotta follow yer dreams.

Neat animation you got going there. Kinda wonder how you decided to use what characters for what.

its going good, revamped the explosion particles

My palette is pretty simple - I just ordered each character in the console font by percentage of foreground pixels to background pixels for each chunk of space they might occupy, and I wound up with this:
[code]`-_:/~|(%zr*uwJ$khOZ8W@B#M"[/code]
I then render the scene in the same res as the dimensions of my console output, and since I'm doing raymarching, map each returned distance value to the appropriate char from the palette. The selecting of the right char from the palette adapts each frame based on maximum and minimum distance too.

Finally got around to doing something that I've needed to do for a VERY long time: Armor States.

+Attacks flagged to do "chip damage" now do not interrupt enemy behavior (they also weren't sustaining combo, though that's fixed since this webm was made); enemies continue to move, attack, etc.

+Enemies can now specify via animation that they are in a PreventInterrupt "armored" state on a frame-by-frame basis. When Armoring is true, enemies will not have their behavior interrupted by player attacks, EXCEPT smash attacks (typically, combo finishers or fully charged attacks) meaning that poking them will not cancel their attacks. This is how it works in most action games, and it requires you to dodge through combos more frequently as enemies cannot always be readily stunlocked; this is especially true when facing multiple enemies.

+Enemy classes can now be flagged as having "Super Armor" which means even normal attacks cannot interrupt their behavior (in effect, all attacks become chipping attacks). For these enemies, only smash attacks will knock them back or interrupt them; and even then, if their animation specifies PreventInterrupt as above, the armor effects stack and NOTHING will interrupt them (even combo finishers and fully charged attacks cannot cancel a Super Armor enemy's attack anim).

Implemented all this in the process of getting the Mecharilla enemy (the heavy guy) implemented. Currently, he doesn't do much but walk/run around and get hit, but he does have special collision information that allows Dixie to pass between his legs (essentially, it's a flag that causes his player-capsule collision to be derived from his mesh rather than his navigation collider). Also currently about 60% of the way through a "weak point" bone-specific damage system; melee attacks and gunfire which hit enemies in the head will do bonus damage, and will probably also be configured to bypass Super Armor.

>squishy sis
doujin when?

Going pretty good

Why does everyone use ue4? Why not Unity?

personal preferences?workflow that fits more the individiual?

Because a literal retard can use UE4. It's easier than gamemaker and unity

Very intuitive, you can hop right in, user friendly interface etc

Are you making an attack on Titan sort of thing?

kek that was my first though too, but it doesnt look like it

i'm trying to learn coding at the moment and i have a bunch of ideas for a game that i want to bring to paper. the problem is i can't draw. i just want a visual way to present my concept even if it's not perfect. am i fucked or is there a better alternative?

Either loomis or just fuck around in paint or photoshop until you get something that looks decent.

It's more like the thing or the living organs from braindead

Dixiedev here: because I can't write code and rely on Blueprints

How hard is it to learn how to code and how to model decently?

how'd I do

Anyone making something actually fun to play?

for both you can get results in a month but spend a lifetime learning

Where should I start for both?

FUCK YOU I JUST WANT TO COMPLAIN ON ANONYMOUS IMAGEBOARDS ABOUT SHIT NO CARES ABOUT!

I swear one day I'll have gameplay footage for this game!
In the meantime, still working on the opening cutscene though. The last shot in the webm isn't lit and is missing a VFX pass, but it's coming along!

for modelling, I recommend downloading blender, follow some tutorials on how to use it, and practice a lot (make a lot of different things, don't focus on perfection)

for code, it depends on what you want. I'm assuming you want to make a game, in which case you need an engine. You could write your own, but if you don't know how to code at all you really should start with an existing engine, like Unity or UE4. Learn how to use those, that's coding.

loomis?

Thanks.

what's xenko and hero engine? Any anons here have experience with them?

guess no one cares about a8 game engine any more

THEY'RE BURNING GARBAGE INDOORS
WHO DOES THAT

not sure if krinkles or swain who posts these. at any rate this game really needs some good AA. tell whoever's in charge of that to get on it.

when i take these screenshots in the unity editor i do so with the quality at low. SORRY
the game has some of the best AA there is. Great AA. No better AA anywhere.

I assume this game will have outstanding music?

guess that depends on your tastes :v

>tfw feel old when seeing Madness
what's the subtitle on this one?

Madness typically has outstanding music

I don't know what engine I want to use. What's a 3D engine that can handle a lot of objects on screen at once. Thought about making a katamari clone.

boi
gist.github.com/Wunkolo/249646f7a922ee045c70

Too busy fapping to tranny porn to make games

yeah except that's cool af.

we got cheshyre involved, and another musician, so... at least half outstanding? :v?

>java
nigga no wonder it runs as fast as a powerpoint

I gave up, I don't have what it takes. Game dev was my only chance of mattering in the world, and throwing that away makes me wonder if I should just end it all instead of waiting out the clock on life.

>I don't have what it takes.


What don't you have?

>Not using anything but Unity
It's like you guys want your game to fail. It's the ultimate indie dev engine!

Is the probuilder still the only good level creation utility for unity? What does everyone realistically use?

Art, storytelling, game design and programming talent, a clear vision and a love for vidya.

>talent
ah you should probably just end it all.

What's the best C++ IDE, anons?

Visual Studio

>cheshyre
youtube.com/watch?v=MTOJnLcNWj0
fuck yes

You're not one to talk, considering that you wouldn't be teaching gamedev if the games you made yourself were any good.

$0 a month

i dont teach gamedev as a job or anything and i barely teach anything, i just tell people what they should be googling and other hot tips.
im too busy selling games to be pushing anti-self teaching.

Thanks, user

UE4, CE, and maybe unity, all integrate for being used with VS
Godot has a built in scripting thing

I ain't got talent and I'm making what I think is a pretty cool game.

If you want someone to just be your dev friend I'm open to that?

not bad
haven't worked on it since uni started back up

>talentless faggot so desperate to sell a single one of his shitty games he namefags on Sup Forums

user as bad as your situation might be take a look at that faggot there telling you to kys and rest assured you'll never be as pathetic as him

>that button layout
is that java
i fucking hate that shitty goddamn gui library it uses

that's pretty cool. is there a system in place for the different states for easy drop in, or is that next?

it works off of vector normals
when the side of the character collides with any object the normal is checked to see if it's within a certain angle range, then set a boolean based on that

easy drop in of animations* sorry, I mistyped. In either event, i really like it so far

You're a decent artist capable of pleasing designs. Even if you were a poor artist, that puts you light years ahead of being a non-artist.

New to these threads, do you guys ever post demos for feedback or anything, because I'm NEET and wouldn't mind playing random games from anons.

>talentless
the great thing about talent being a meme is your insult is as meaningless as you are.

thanks, it's based off of mario 64. a lot of the code in it is actually stuff they used in mario 64 itself.

I wish I wasn't an unmotivated waste of oxygen incapable of learning or committing anything to memory.

If you're that same user I want to assure you my actual artist friend just taught me enough to do concept art, I'm a filthy coder.

If you're really that same user and feel that hopeless I will legit make you art, although I recommend you eventually commission someone that could put me to shame.

I'd post my email or social media but I'm worried it'll be recognized so post yours and I promise I'll reach out.

Been lazy recently but just got finished with this enemies AI and it's annoying.

>talent is a meme

Is that what you tell yourself in the early morning darkness gogem? Is that the reason you give for the pathetic life you lead? Damn this thread just got real

Another shot from the same cutscene.

Holy shit! This brings me back. Madness was the coolest shit on Newgrounds. You guys have a trailer or gameplay in motion?

talent = IQ. sorry goyboys but it's true.

most talented musicians are dumb as bricks

you mean that number they give you after you solve a few shape puzzles to make you feel good about yourself?

you're confusing the "intelligence quotient" with intelligence. "talent" and "IQ" are similar in their meaninglessness.

intelligence quotient or intelligence, they're stupid by any measure
good visual artists aren't that smart either

Neat stuff

I'm still in conceptual phase. I am doing character designs and concept art, I'm planning to get a Surface Pro 4 next month that will speed up my drawings and I can finally start doing the first 3D renderings by then.
In the meantime, I'm doing shitty stuff on UE4 to get some practice.

The idea is to make a 3D fighting game.

here's the thing, they ARE intelligent otherwise they wouldn't be good at the thing they're good at. there's many fields to apply yourself to, intelligence isn't some monolithic feature like some RPG stat.
someone who doesnt pay attention to the news isnt "dumb", they're "ignorant of world affairs". there's a big difference and that difference is that you have to actually apply yourself.

That looks really cool. Very well done.

being good at something doesn't mean you're intelligent
neither does knowledge
art is an intuitive skill, intelligence makes you good at logical things like programming

What engine is this running on?

>You guys have a trailer
we do but it's not really a good indicator for all the visual updates we've done since I made it.

>art is an intuitive skill, intelligence makes you good at logical things like programming
makes me think you do neither.

goddamn i was just here to pointlessly wallow in self-pity not start a flame war

Why are you even making games instead of working in an animation studio? You're too good for this thread.

>art is an intuitive skill
debatable. More of a visual skill, a matter of paying attention, like anything, really.

>wallow in self-pity
take that shit to reddit

I do both
some people want to argue that there's many 'intelligences' like artistic intelligence but at that point you're just redefining what the word means

yeah but gogem.fag was here to start a flame war, so

Where did you learn to rig and animate your character?

am I wasting my time learning programming in Unity or should I stop and try learning Unreal?

>visual skill
what does that even mean? it's based on your perception or your spatial reasoning? because it's neither. and it's definitely not 'paying attention'

follow him there ryan you lolcow faggot

tfw trying to make a eldritch fucked up mind-fuck platformer. My hired artists make cute anime style instead. Muh vision...

>flame war
good god, man, are you from fark? It's been a while since I heard 'flame war'

youtube. Numerous channels but tutor4u was my entry into learning. He covers a wide variety of Blender functionality.

Really coming along, I dig the art in particular. Seems slightly stiff though, considered speeding the game up?

Very impressive. Looks like a legit game.

Those are some damn smooth animations.