Why haven't you made your game yet Sup Forums?

Why haven't you made your game yet Sup Forums?

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strawpoll.com/43w2e5yw
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I was making an rpg clone of metal gear peace walker and realized it would be much better as loli maid MSF mercenaries

She never would have got that rich.

True, but she'd get a decent amount of money.

Currently working on unrelated degree

What are some games that allow me to catch and fuck monster fish girls, Sup Forums?

Crippling depression

I got board going through the rpg maker tutorials and then I found out you can't even make the graphics not all pixellated

Rance 6 if mermaids count.

Oh it's out there, but who wants to play MUDs these days?

Off the top of my head: Tokyo Tenma, Pocket Girl Hunter, Ragnarok Online Battlefuck, Legend of the Riverfall Maiden (or something along those lines), Monster Girl Quest Paradox, Forest of Blue Skin, et cetera.

too busy shitposting

seriously, please kill Sup Forums. i'm cursed to browse this site forever. help

exam coming up, haven't had time. after though...

Do you have any idea how hard it is to make a deep meaningful story without sounding preachy or annoying? Do you have any idea writing good likeable characters is? I'd be done y now if this part wasn't so fucking hard.

It's not hard at all. Just pay me money and I'll do it for you, champ.

AGENTS ARE... GO!!

No man don't do that shit, i don't need story in my indie games, why can't more games be like super meat boy
>you are good fuy
>this is your girl
>this is bad guy
>rescue girl from bad guy

There's your story now you can play the game

>have to choose between making a good game that sells like shit or pandering to casuals to get the big bux

Why even bother.

What game?

No. Because then you get all the credit. I need to learn to be like this man or I'll never make it.

Because even for the window simulators I still need assets like backgrounds, UI and not ugly looking buttons

it's just Streets of Rage 2 with a better engine and playable Shiva.
i don't have any original ideas sans one that would only work on the Wii

Because it's not a videogame but just another useless playgame.

Wise choice. But what if you had an editor who could metaphorically slap the shit out of any stupid idea you have and give you guidance on the good ones? Hm? Doesn't sound so bad now, does it?

Because I'm just a writefag and don't want to learn how to code or draw. I've thought about using twine or something to make a text game, but I'd rather do something with real gameplay.

Stop shilling your comic faggot the tone shifts are too severe and you can't tell whether or not you want to be funny or serious.
It also isn't funny when it wants to be.

Can't do anything. Can't finish a single thing I start.

I have executive dysfunction, so I can't decide what kind of game to make. It's not like I don't know the factors involved, my ideas, etc. Everything just goes in, but my brains like a stoner in the drive-thru going "I'll have uhhhhhhhhhhhhhhhhh..."

Why would it matter if the author can't understand the success so long it was successful? Most people who created a successful product didn't expected it to be in the first place. Look at Flappy Bird.

This. I have a bunch of ideas but I drop them the moment it gets boring

Laziness, lack of GML knowledge. I could probably do something half decent with drag and drog gamemaker but there's not much point.

You can do it, user! Baby steps. Unbound potential rests idle behind an open door. Seize the opportunity while you still can!

That only means your odds improve if you try harder.

Work smarter not harder.

Because my idea for a game is too broad, and I would never finish it in this lifetime.

What game?

I keep getting hung up on LÖVE2D Low level Technical Aspects and Lua in general, and trying to work with the STI library so I can finally make my 2d topdown action RPG open world meme.
I can make pong and other simple clones all day, but once a more complex game loop comes along, I get completely lost,
help

Why are you so content with living out childish fantasies over and over and over again? Should all movies me Marvel? Should all music be Taylor Swift? Should all books be rewritten into this formula so your fee-fees aren't hurt anymore? If you're so afraid of the world, just kill yourself, do us all a favor.

SEETHING

NOT AN ARGUMENT

Because even if I managed to learn how to program, I still need to know how to draw.

the type of scripting you do with unity or godot isn't difficult to learn. there's Q&A and how-to guides for nearly anything you need to do, including people telling you you're a retard for doing things the wrong way

it's easy to learn with. try to learn basic programming concepts with it. make simple games or try out concepts as exercises.
>lazy
well fuck

not every game needs an overly complex, fleshed out story

Except that guy is violently against story in videogames overall. Also, story doesn't need to be complex, but it helps if it's not completely braindead too. Half of meatboy's success lies in its off-beat humor and definitive style, dictated by none other than its story. So yeah.

i did. but only about 10 people downloaded it.

No one likes my ideas.

People care about stories and characters?

what game?

Pro Ass Fishing

>likeable character
They have flaws they're working to overcome, they mean well, and they love something

she didn't make it, so she doesn't understand why its so real in her mind

I have the opposite problem, user. I've been writing most of my life, and it's the only thing I do even remotely well. I have a story I want to tell that I know will work best as a game, but I have no talent for game design.

Basically, unless you get extremely lucky or are some kind of savant, you're going to need help. Whether you can get that help is the real problem.

post it here

Someone should steal the idea and rub it on her face if it indeed becomes successful.

The trick is to figure out the meaning as you write it, it have something you want to convey going in

There's like a 95% chance that Elona has some fish girl creature that you can enslave and eventually marry just like you can with literally every other creature in the game.

I imagine it would do well, sell it for $10 and you'll get $500,000 easily.

Because it's hard.
I just had a bit of a breakthrough with my platformer enemy AI, though. The red square is the AI, the large green dots are places where it intends to jump or land.
My eventual intent is to make enemies that feel like they're actually playing the game against you, without complicating level design by having to manually place nodes telling the AI where to jump and land in each level.

I want to make a game where you have the option to fuck generic enemies after you defeat them.

Thinking of making an adventure game, what type would you like to see?

strawpoll.com/43w2e5yw

That already exists, it's called corruption of champions

>story
Hahahah if you think writing is hard don't even bother trying anything else. Writing is the easiest of all the game making bits. The key is to stay true to a theme and expand it through different storylines and characters. You shouldn't be writing an adventure, you should be examining some theme you're interested in in the context of an adventure.

But is it animated?

HAHAHAHAHA

wow, is this gonna be a heartbreaking story about depression and maybe it's the last thoughts of the dying green square and the red squares represent the blood pouring from his open veins as he bleeds out despondent and inebriated in a bath tub in his one bedroom apartment after his girlfriend the pink square breaks up with him for a big black rectangle?

No you faggot they're placeholder graphics.
It's gonna be a game about exploring forests and dungeons and shit and coming back out of them with new abilities and items.

I have no grit to see my fantasies through.

I want to make a low poly mech game with sprite textures but I have no idea how to do something like that because I can't find tutorials on specifically modeling like that.

Make something low poly, then put sprite textures on it

I can't help in terms of language since I'm a GML user but the basic premise is get the small bits working. I'm making an Metal Slug style game and what I've done for the boss is getting all the individual bits of the boss functioning. You piece bits together into patterns once you have them done.
How about first thing you try and do is get a simple screen transition done. Have two doors on two screens if the player goes through the top door they show up at the bottom door of the 2nd screen and vice versa. That should be a key mechanic you need working.
Of course you also have to get the character able to move around. Hell even simpler mechanics like adding your fake Z axis and getting things like hills working properly.
To do that recreate a screen of something like ALTTP outside Link's House screen. Get simple things working that you know you will need.
Pick one of those 3 things and just start doing it. No extra complexities, no fancy animations, get the bare bones shit working. That's at least how I do it

I've made some shit rpg maker games, I'm not good enough for anything else.

What game?

Look up a modelling tutorial, then do the same thing without using as many polygons.

I know this is Sup Forums and all but seriously user, believe in yourself and believe you can be good enough, have some fucking faith in yourself.
Take one of your RPG maker games and try and make it not shit. Dialogue I can't help you with that's on you and being creative. But try your hand at custom sprites. If you already have them then try your hand at more detailed custom sprites. Try and make something unique happen with the battle system or field movement.
The first step to making a game is asking what if? Porn games ask "What if the enemies instead of killing you rape you?" It can be something even simpler like "What if the enemies appear on screen and aren't random encounters." They don't even have to move to start with. To do something like that you'd just use the code of a mimic and apply it to a enemy sprite. Make the first step, ask what if and try it out. Also don't be afraid of something sounding stupid try it. The only bad kind of stupid when starting out is if its going to consume ridiculous amounts of time. Try easy, small shit first and go from there.

Do you really think somebody using RPG Maker will know how to do any of that?

I'm learning to program but in my free time I make homebrew tabletop rulesets.

I've been kinda inspired by Neo Scavenger. I really like it's inventory managment process and how it feels to be innawoods.

I'm trying to think of how would you make a enjoyable inventory managment system in a tabletop RPG. Most players I've played with hate keeping track of weight.

That's why I am saying he has to give it a shot. TRY and do something and improve your skill sets, otherwise just start learning a game making program.

>tfw Sealark will never come out

>no game where you catch fishgirls and fuck them

Originally my excuse was that making it was a pain in the ass. I couldn't quickly test things, so that meant actually making the game (i.e. putting the script I've written into the game) took longer than I should've. So I made tools to help me with that.

Now my excuse is that I'm lazy, and that nobody would be interested in it anyway, so why bother? I say this despite the fact that the genre I'm developing in has like two big series in it, and people who want more of the game are basically starved.

>be kid
>have all the time in the world
>no skill to make a playable game

>study and practice
>acquire skills to make a game
>become adult
>no more time for anything because have to work to make a living and shit

Because I have no desire to make a video game.

I'd like to think that I can sprite, but I know nothing about proper coding. I want to make a lewd sidescroller one day and get on the patreon gravytrain.

>Didnt find out about Kickstarter until a few months after Sealark's campaign ended
>Probably would have donated

Dodged a bullet there

Blocking on how to code a functional Grandia style (Child of Light for a more recent example) ATB on RPG Maker VXAce. If someone has seen it in some works, I'd like to see them.

>lewd sidescroller
How boring, next.

baby steps. The true project I have in mind would be a lewd Brandish knockoff (seriously how the fuck was this game programmed).

>want to make a game inspired by the nature of the Madness series from Newgrounds
>main mechanic is that you enter an area flooded with armed enemies where you beat them down with whatever you can get your hands on (clubs, knives, guns etc.)
>world is set in a distant future where all weapons are pumped upto 2x their smaller counterparts to keep up with war machines and advanced body armors that gangs can get their hands on via corrupt connections and ambushes
>literally no experience in any sort of development angle
is there a box i can scream into and a developer will hear my idea?

Thanks for the advice user, I really appreciate it. I tinker around with RPG maker all the time, though, so I've already tried out several of those things. I just call it shit because according to Sup Forums and /vg/, anything made in RPG maker is shit.

I'm actually in the like 3% of people who use RPG Maker that actually play test their games and knows how to actually change the collision detection on tile sets, so I think I'm good compared to most.

>is there a box i can scream into and a developer will hear my idea?

Yes, although people generally call them "phones"

And even then there are a few games that Sup Forums and /vg/ considering not shit. MGQ Paradox for example. Honestly just keep working. I do recommend considering moving to a different engine at some point if only to improve your programming skills and giving you some extra freedom in what you can make but the important thing is to keep learning and keep trying. Good luck user.
There's a ARPG h-game I played called Zombitch that was made in RPGmaker. Worth looking at in terms of other kinds of gameplay options if you haven't. All battle take place on the field. Worth a look if only for that, porn was ok.

Because I'm a lazy piece of shit with no talents and can't go any step beyond Ideas Guying, and even on that part I am indecisive about how I actually want to do anything.

I just want a party based story-lite survival dungeon crawler with class customization and shit.

>I still don't get it
what's there to not understand?

I can't solve the laziness but the best way to combat it is to cut what needs to be done down to small manageable steps.
Start with some basic movement get the characters moving how you want them to. If its top down get your character moving on an empty screen (character can be represented by a box.
From there get it so you can navigate a small sample of the dungeon so you know how the character will move around.
Then plan what you need to do next and you'll make SOME progress. HOWEVER you only add tasks AFTER you have 100% completed the task your working on.
Don't even think of adding enemies, health, class customizing or party members till you have one person able to move around your dungeon.
Note: Keep dungeon to a small scale and only cover a single screen. No multiscreens until you have a character(or box/square) moving around properly.

>have a great idea for a game in the shower
>forget about it by the time you're finished
>only remember it was a great idea

>this happens often
is this sign that I will have Alzheimers when I become an old fuck?

I do actually like MGQ: Paradox. As a matter of fact, I was thinking about trying to make something imitating it, mainly because I'm a sucker for the suikoden style castle growing aspect.

I just can't find the will to work on something that would most likely be a fairly large game by itself.

Fair point. Why not start small and evolve it? Start with 1 enemy and get the basic system working. Then add a 2nd and a 3rd. Then start building a town hub and progress from there. Make your target of say 2 enemies then I expand the play zone. So you have a work plan that looks sort of like this;
>2 Enemies done
>Get most combat mechanics working
>Add a town (if you don't want to worry about structure too much at this point just make Corneria or something)
>Get most field mechanics working
>2 more enemies done
>Finalise basic battle mechanics
>Add a field leading to a dungeon
>Finalise basic movement mechanics
>2 more enemies done
>Make first floor or part of the first floor of the dungeon.
etc. etc.
Something like that. Start small and evolve.

I think that's a thing that happens to everyone. It's like how you can have a really cool or profound dream yet you forget it within a minute of waking up.

I'll probably give it a chance somewhere down the line. I was planning on making something smaller first, anyway. Mostly to experiment with battle mechanics. Thanks for trying to help, user.