Tell me about the game you're making. No not about the one you're thinking of making, the one you're actually making...

Tell me about the game you're making. No not about the one you're thinking of making, the one you're actually making. Ideas don't count.

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Just started a megaman classic clone (for practice) before I start my X clone. Doing this to learn Godot. It's been pretty quick so far

I'm still tuning out the battle system. It's a turn-based RPG and I want the gameplay to be fairly challenging and fun

CLones are the way to go.

I'm too lazy

When I think fun, I don't think turn based.

Practice with clones, get serious with clones + those one or two thing that makes yours unique

added these little guys that are gonna work as consumables
you can carry up to three in the overworld (buying or finding in levels) and then you can choose one to follow you in a level, offering some kind of help, like making you a little faster or more resistent

also a friendly reminder that we have a demo out for anyone that wants to try it out
download link in the video description
youtube.com/watch?v=9ZPmiL73xP0&t

The turn-based genre is pure wasted potential. You could have chess-like gameplay and strategies, but instead it all amounts to grinding and attack --> heal --> attack in most games, which is not fun. I'm trying to break the general rule and add more in-depth strategy and challenge to the battles while conserving the RPG element.

Dear diary

I was just thinking more paper mario style stuff.

Turn based Sup Forumsermin fangame based on an old Bomberman minigame. It's going very well.
RPG Maker released an update that broke everything so I had to do a rollback. But it rolled back a bunch of changes I recently made so now I'm scrambling to fix it.

these threads always remind me that im a fucking lazy failure.

I'm making one of those shitty 'colony builder' games where the central mechanic focuses around the fact all your new colonists have to be kidnapped and brainwashed.

You're a shitty underground cult basically.

And who's fault is that hm?

GameMaker Studio 2 or Godot 3.0

>you added the lights and falling leafs like i told you
>it looks fucking great
>still to lazy to try and not be a failure


its bad ass user.

Castlevania: SoTN has one item per hand right? I'm making it actually work like that so you can swing them both at the same time and stuff

i dont know shit

Nothing stopping you from knowing shit.

>have the next billion dollar idea
>can't code...

thanks bud, those were great suggestions

Got cargo transferring and ship tradeins working, which took way too long. Now doing the first steps of multiplayer.

>greatest coder of all time
>no idea what to code

>the next billion dollar idea
That's what CuckyB said, faggot
Nut up or shut up

When I'm not porting the game's renderer to Vulkan, I'm making the next map.

I been making stage parts, this is the latest batch

So apparently I need to learn C++ to properly optimize a game in UE. Where the best place to start learning? A PDF guide or there's one of those codeacademy like sites that covers C++?

>would you learn how to code for a billion dollars?
>"ungh... I'd rather just post these funny pictures on Sup Forums..."

whats the next step on your master plan? will you implement boss fights?
im learning code but i haven't moved beyond making basic 2d test platforms, like when someone learns to draw an eye and ONLY draws an eye to lie to themselves into believing they are improving

still spriting and trying stuff in unity

Good luck everyone

Freelancer?

Do you even know how to program?

Just released a trailer. Changed it from Crowns to Monster Crown.

youtube.com/watch?v=dWPFAD_oChU

I'd love to hear your thoughts Sup Forums dev friends.

what do you use to make sprites? engine?

Yep.

I've actually started today!

It's an improved AdventureQuest clone made in Unity

I've been introduced to a few languages, namely python, java and another one I forgot the name , but that was years ago. I still remember the basics of it but I remember looking into C++ and learning there were some significant differences from other languages.

>sprites
mspaint

>engine
Unity

What are you making user?

there's a boss fight already, it's even included in the demo
right now we're implementing a store to spend your turnups (coins) in, where you'll be able to buy those butterflies (consumables) and also powers (equipaments) to make things more varied
after that, we start working on world 2

some of the designs are VERY Pokemon inspired that might bite you in the future,remember to try and carve your own spot on the "industry".

also great music and the character sprites look a bit stiff but thats something that goes away with practice and time.

hows the battle system like?

Well good luck and don't get sued by Microsoft.

This will be the pokemon killer!

npc girl looks ugly
the font hurts my eyes
the ui isn't pretty

the monsters/characters when you're walking around look fantastic

hhmm ill use photoshop then. nothing yet just want to dable.

They'd have to acknowledge Freelancer exists for that.

That's not how it works baka, if you can think logically, you can code.

spooky

You still need to learn the definitions that each language uses for it's processes, this memorization part just kills me. I need to find a good way to practice that.

the monsters head looks like a nasa space ship, shouldn't you make it more, predator like?

Like this I'm inspired by all the monster tamer games but that definitely includes pokemon.

I really pour a lot into the breeding system, I hope people enjoy how it differs from other titles.

Thanks for the kind comments user, I'll work on the character sprites.

It's just a placeholder.

WHAT DO YOU MEAN IT'S A PLACEHOLDER
ARE YOU TELLING ME THERE WON'T BE FLYING TRAINS?
ARE YOU TELLING ME TODD WON'T BE IN YOUR GAME?

>Todd Howard: Holy fuck what is your problem?!
my fucking sides

I've heard the font feedback a few times. I'll definitely have to track a new one down.

I'll try to improve the girl (Meryll) as well.

Thank you user.

There'll be space trains (there's already a quest to rob a giant one as it goes through a space canyon with your space cowboy robber friends), but they're gonna be a different model with different tech and detachable cars.

minecraft with guns

youtube.com/watch?v=FXV4CXVf3MM

Xenocave, I have an early release on itch.io if you want to try it. Made in Unity. This is a video of someone trying it out.

I like the sprites user, you're doing something that differentiates them, not sure what but I really like it.

Got an interview with a studio in a couple weeks for a software engineer role
Hopefully goes well

please keep todd in the game and make him a hidden boss that is trying to sell you a used up power core and if you refuse he gets angry and attacks and you agree he sells you the same core but more expensive hahah


>law suit
make him look like pic related?

I don't know shit about programming. Where should I start?

Those backgrounds look badass. Congrats.

google :-)

basic unitty tuts. your first should ALWAYS be pong, its simple and teaches you the basics like animation, motion and colition detection.

Was making graphics for an Egyptian weasel boss. Basically a big ferret.

>spoonfeed me every step of the way
If you can't figure out where to start you won't be able to figure out how to finish.

the unity community has tons of tuts, pic the most basic of basic games and COMPLETE IT, something small mind you.

make him more flamboyant, give him a golden egipcy hat and sand based attacks.

make the feet point backwards in the frame of animation where he stretches.

They're good when he "crunches" but you want to convey the full motion of the leg/foot.

I'll have to ask him and see if it's okay.

Had to remake my game from scratch in another engine. One I was using was holding the game back way too much.

It's going really slow but I've got what I'd consider the hardest parts out of the way.
Webm related. It doesn't look like much but I've got networking set up and multiplayer seems to work fine. I've also figured out how to save/load files including doing so over a network.
I'm confident I can do everything else (I did it before), it'll just take time.

I can't say I'm fond of Unity's UI features though. They're functional I guess but working with them is awkward and slow.

Implemented level achievements that give you score. Like, have a no death streak, beat the level in under 10 secs, and go for something risky like a yellow goal or a style tech and you'll get 300 points in total.

The main character and King Tutorialkhamun already have Nemes headdresses.

cool, where's the porn at

Does this game still have the porn in it.

Does this game still has porn in it?

show me his nutsack and tight ass

good thing the internet is full of free resources that can help you learn algorithmic thinking and programming

Literally me.

anyone hate animating to the point of contemplating suicide? working on climbing animations is so fucking frustrating.

It's been a slow week, but I'm putting together buildings for the starting village a little by little.

Does game this porn have in it still?

...

looks amazing user.

Reminds me of a gcn PoP or AC

this looks really cool mate

Thanks, user. It's extremely lowres stuff, though.
It's going to be a third-person action adventure thing, kind of similar to 3D Zelda, but with more focus on exploration and combat than puzzles.

reminds me of the papercraft medieval castle book I had and never completed more than one tower from

Which modelling software you used for the house?

nah i love it, wish i could do it all day

Planning to work on Coal again? I could still use models.

maybe it's because i suck at it and don't have the patience. i can never get my arm IKs to work. fuck, im a brainlet.

Just Blender. It's mostly just cubes.

I took some inspiration from a book with drawings of some ancient churches and castles.

Ah, yes. I suppose I never did finish that rocket launcher for you. I made a couple of attempts, but didn't feel like any of them were good enough.
I can make another attempt now, if you still want it?

dude no, armature shit is the worst, but if you keep at it things start to make sense, experiment with armature types and don't be slavish to the notion that armature bones have to be INSIDE the model at all (i'm dumb af and when that was pointed out to me it really helped)

It's going great. Lots of exciting stuff coming up.

This effect was originally a bug, but I liked it so much I designed a whole sequence around it.

>Ideas don't count

Well I'm out then.

what is this?

its 2018 making a retro looking game does not mean you should share the weakness of those games. you have 8 cores of power in your PC and consoles can take the hit. add more frames and dont make a dark background. im not telling you be a good, this is probs your first try but this always bothers me from today's retro looking games. youtube.com/watch?v=Qc4RVD24QrA

>what is this?
owo

>2 genders

OwO

Does anyone have experience using Monogame? Unity acts up on my laptop but I still want to use C#