You are buying a game engine during the spring steam sale next week right?
Steam will be selling game engines for pennies on the dollar!
YOU can be one of the dozen or so Ganker users who have made bank game devving.
Dev for less
This phonograph "reads" a rock’s rough surface and transforms it into beautiful ambient music pic.twitter.com/PYDzYsWWf8
— Surreal Videos (@SurrealVideos) March 3, 2023
>buying
>a game engine
Lol
some will be on sale for around 3$, not bad,
godot is free and can do 3d unlike gamemaker and rpgmaker, fag.
vividlope is one of the best looking games in these threads and it's made entirely within gamemakers 3D capabilities retard-kun
rpg maker cost almost nothing on sale, basically free
never make a game on an engine you dont have source code access to
You silly,RPGMaker is not an engine,it’s a piece of shit.
the japanese rpg maker porn industry is a billion dollar industry. in terms of successful games produced its likely as large as all other game engines combined
Doesn’t mean it should be considered an engine as per industry standard. It’s basically a drap & drop UI.
More engines need the intuitivity of drag n drop
>the japanese rpg maker porn industry is a billion dollar industry
yeah because of the art and fetish, not because of the gameplay
>the japanese porn industry is a billion dollar industry
ftfy
I doubt the entirety of Japanese RPGmaker sales, both porn and nonporn, even add up to the revenue of one CoD or FIFA release.
RPGmaker is ok if you want the bare basics and don't want to alter much
>godot
cult
avoid
https://waiting-for-blue-robot.gitlab.io/
>Schizocrazy
Is there even a reason to use GMS over Godot, anymore?
I might buy something, not sure yet, but that thing I want for the future barely goes on sale.
But right now I am making a "simulation" type thing.
It's a puzzle to test the player's intelligence.
It's a bomb diffusion type of puzzle, where all the NPCs look the same and they each have their own dialogue. Their objective is to kill the one real enemy (everything looks the same, so everyone can be attacked if chosen, but doing so ends the puzzle) The player has to realize the one at the front is the one who planted the bomb, and there is a time limit to defuse it. If interacting with the bomb without a special item, it goes off and the puzzle ends. So the player has to kill them for an item, and then to use that item to defuse the bomb.
It's going to take a bit to write all the dialogue and to write all the code and I have to probably remove some of the dummies to make it easier.
is it the type of thing like
"suzy says bob didnt plant the bomb"
"jane says bob and suzy didnt plant the bomb"
etc etc
"assuming only two people are lying, who planted the bomb?"
You have to tell by the language and the placement. It's obvious the person right near it, but you can also check to see if they have any weapons on them, so if someone has the bomb trigger after checking, you know it's them.
oh thats smart
Looks like BYOND! What makes you think you're intelligent enough to make intellectually stimulating content?
The pot is the key for everything missing on the "global code".
does it attack?
It's the next on my list, but you already can kill it
I'm using this little dude to create all the "API" calls etc needed to make enemies that are loaded from the disk.
i think i'll stick to my freetard smurf robot
The weird cultist behavior of godot fags really puts me off.
>t. linux cuck malding about godot not being on the linux license
OMEGALAUGHING
Achually, license whiners are a class on their own, the GPLfags.
They hate linux because it refuse to adopt GPL V3
>the only license whiners are these “extreme” GPLv3 whiners, “””””””””we”””””””” GPLv2 whiners are not the same
HAAAAAAAAAHAAAAAAAAAHAAAAAAAAAAA
My license of choice is wtfpl +moron, but there are classes of people
>Shaun start making tutorials for Godot
>chuds out
I really hope it was a mere coincidence.
A ton of people in tech has started chuding out, I'm legitimately scared to the point where I only drink water out of glass now, and I don't eat anything that I didn't make myself anymore.
Maybe they were so desperate for attention they followed the cultists who gave them a bit of that.
I cannot even rag on Americans because Shaun is British if I'm not mistaken.
Fucking hell what's wrong with people?
You're fine if you aren't autistic
Take iodine and NAC. Kills fluoride and microplastic. Deworm yourself every 4 months.
I usually don't care for such things, but I really surprised me that Shaun came out as trans. I mean, I've followed his GM tutorials for a long time until I could code by myself. Then, after some time when checking my youtube notification I noticed his channel's new profile pic. I noticed something weird so I checked some of his videos and learned the truth. I don't think nothing different of him, it's just weird because for me it came out of nowhere and also he's mentioned his gf many times in his vids. Anyway, I hope he's doing ok.
who? when i look up godot shaun i get "Goodgis" who isnt a chud
That's different guy.
Look up Shaun Spalding.
>former Ubisoft game designer
I think that's the issue
I know right it came out of nowhere.
They're desperately trying to damage control after 4.0 finally came out and turned out to be a complete disaster for a lot of users.
wait, godot 4.0 is OUT? it must be really bad because you don't see the godotards mentioning it ever, after they spent years hyping it up.
I didn't know cause I've just been using the prerelease version lmao.
They're already telling people to just wait for 4.1 because it'll fix all the problems with 4.0.
No godotard that was constantly hyping version 4 can actually use it because now every internet tutorial is out of date and they were all just copying code. People who can actually use an engine don't spend all their time shitposting about how the next version will fix everything.
the schizo is back
>The weird cultist behavior of godot fags really puts me off.
I have that impression as well. I don't have a horse in the engine rivalries since I just do my devving in C++, but Godot fans seem really, really culty. They're the Sony fans of game engines.
Reminder some chud with a (She/Her) in the USERNAME pinged EVERYONE in Discord (their preferred means of communication) YEARS ago with a big involved community code of conduct
It's chudcore
Just fork it.
>godot
ZERO (0) financially successful games that aren't just ports or indieshits that offer less than 2 hours of gameplay
J-just waif for 5.0! It will change EVERYTHING!
Wasn't Cruelty Squad a pretty big hit? Yeah it looks like hot garbage, but that's "the point".
>inb4 2 hours of gameplay
That's like saying Left 4 Dead is a 5 hour game because that's how long it takes to get to the end.
oh damn you're right! didnt know it was made in Godot. I never played it, but I know a lot of people seemed to like it. I kneel
ONE (1) point has been awarded to godot
Who cares moron.
Ultimately you shouldn't be a trend-following sheeple
However, when the engine has had this much time to grow and has gone through many iterations, has hundreds of contributors, is constantly shilled, yet still fails to deliver more than a handful of good products...
It's an indicator that other engines have something better to offer, probably better a better workflow and productivity or scalability
even in v4 the tilemap editor and tile support is garbage
People just shill it and want it to be successful because it's ~~*free & open source*~~ which comes at the sacrifice of convenience and productivity and your own time
The Case of the Golden Idol was great, shame it was so short
i am finally going to buy godot
do you have a link to this or something?
https://store.steampowered.com/search/?term=engine&category1=994&supportedlang=english&ndl=1
its next week though
code is spaghetti but too nervous to change it because I might unknowingly brake something and discover it months later
You can "save the state" by taking a copy of your folders and trying to do the thing.
or git or another thing like that
right now i can swap between the current latest dev version, supporting the latest release edition, or supporting an old version where file types changed, all really easily
Do gamedevtards not know about git? lmao
As a solo dev, things like git and game-design documents is a waste of time
with git
>want to make big change
>not sure if it will work
>commit the currently working version
>do wacky change
>if it doesn't work revert
no git
>want to make big scary change
>don't because im scared
>or maybe i permanently break everything
i use git but it's not a great fit for gamedev
you either commit art/audio assets and deal with a ballooning repo size (and git lfs), or simply don't commit those assets and now you can't time travel anyway
shame unity bought plastic scm, they had some good ideas
svn is ancient and p4 is behind 3 layers of licenses, but i really hope we get a modern delta-based client-server revision control with good old file locks
git doesn't have problems with big files, specially if you're working solo. The services like github do tho. Just get your own self hosted git server and stop being a retard. Gitea is free and runs on a potato VPS.
You don't really need git for simple file duplication, m8
as much as you "don't really need" a game engine to develop a game.
but it helps greatly
It literally ameliorates the problem described by other poster, you fucking retard.
Wow I saw a bunch of tard in theses threads but you are one of the best.
Except if you use plastic scm instead of git,then based.
is that what its for?
it's not about backing up your shit, I know how to do that. I'm talking about some mistake that I notice months later and I have no idea what caused it when "it used to be fine".
Does git save your actual scene data for unity, or just the code?
git is zoomer pseudo shit
Unity is good enough for me thank you and it's FREE.
rework it and gain experience. I recently reworked windows into widgets for the interface manager to work with generic interface widgets instead of just windows. So much easier to design and implement non-window elements like cast bars and frames.
The only one I remember similar to that is: https://store.steampowered.com/app/1971670/Panic_Floor/
I have 2 SSD and an offline management system for that
Currently, I am trying to come up with ideas for a ghost companion. I don't know if I want an empress evil or a kuudere type.
what game is this? looks like an MMO
It's my game, and it's a single-player action RPG focused on freedom and companions.
>gif
I'm sold!
But seriously, the UI looks nice. Good choice. Too many ultra minimalist flats these days
It's store-bought but my own design. I want to present the base game using the best of my abilities and what is affordable and aligns with my design. With the initial money made, I will upgrade it into custom assets, sooner or later.
I appreciate your comments, I dislike the generic minimalist designs. I promote customization and the classic pen and paper (interface) feel. For example, the spell book window is actually a book.
boobs too small
you know i'm right
What UI is it?
Looks good but why does she have one larger nipple?
There was an anon here developing a game with a pixel clown girl, you still around?
I might just download Godot. Just to give it a shot.l
Why would you use steam DRMed engine on top of not having access to the source code?
I might buy substance 2023. I haven updated since 2021
The only dev tool I've bothered paying for is TexturePacker and RPGmaker when I was a teenager
did you publish anything?
Since buying TexturePacker? No, I bought it last year and I'm still working on the project.
ask me anything about my might and magic inspired blobber.
also what's the easiest way to capture gameplay from unity game window and make it into the right webm format to post here ?
>what's the easiest way to capture gameplay from unity game window and make it into the right webm format to post here ?
I use OBS to rec video and fmpeg to convert it to webm you can learn more on /wsg/ sticky
What games were made by Gankerirgins? I know Minecraft was. But what are the other “dozen or so” devs that have made money? Very curious.
Undertale
Lisa: The Painful
Hollow Knight
We’re they games talked about on Ganker by the creator while they were being made like Minecraft, or was it found out after the fact that the devs use Ganker?
It's a known fact that Tobyfox shilled Undertale demo on Ganker constantly and was catering to the furfags.
https://agdg-steam.netlify.app
risk of rain
Friday Night Funkin'. Even the name of the game is a reference to the Friday Night threads we have on here. I think McPig of Pizza Tower also used Ganker a couple times.
One of Peppino's taunts is "literally me", no way he doesn't browse.
a few people who post here have gone on to see mainstream success. blue ball tongue dev, anthros on speed boats gta dev. fishlegs. penguin shooter.. paperball made ok money. I probably forgot a few.
go for it
I have Gamemaker, but I haven’t used it in a while. I guess they’ve changed models to retarded subscription base d system, but from the sounds of it people who bought it prior aren’t roped into the new nonsense and still get updates and shit.
Does anyone still use it? How is it these days if so?
Good if you're going for Windows release and game isn't mechanically complex.
Definitely not mechanically complex. Mostly worked on zelda-like top down adventure game type stuff. Good to hear it's still doin' okay though.
I was thinking about making rpg maker game....
and... its a horror! and rpg... and has hard turn based combat.... and really sad atmosphere, ambience... and its postapo fantasy.... and every team member - if he die, he will stay dead forever.... would you guys buy it for 3$ ?! im still thinking about artstyle, if you have cool ideas show me!
So something like Fear and Hunger but with less weird European fetish content?
Sounds cool enough, sure.
he's describing lisa
Which game engine lets me make porn games?
RPGmaker and Renpy
What was your first game you ever made anons?
How long did it took you to learn to make them?
Took 3 months.
Figure out the engine you want to learn, watch a tutorial
I already picked Unity, wondering if anyone has taken the RPG bundle course for it and found it to be useful or not.
How much is it? I would do it if you can't find a video for free online.
A shitty fighting game with two characters in 2dfm, couldnt figure out how to make inputs so i tied supers to a button, it was funny.
Is the rpg course on GameDev tv any good? Are there any better alternatives on YT anyone would recommend? In a lot of these tutorial things they speed through shit without explaining much of it.
I can't into art. I really can't. I've finished the mechanics of countless projects but can't finish any one of them because I suck at every form of art.
pay some third worlder 50$ to make some basic ass sprites or something
I'm broke af. Also my projects are generally rpgs that need lots of different assets to work.
I just scrounge through spriters resource or use free stuff from other places as placeholders for now. I'm rapidly reaching a point where I'm going to have do some sprite editing or figure out something else for my main character though.
go stylized. download a bunch of stock photos and put them into the game as is. people will say its an artistic decision.
Any Unreal bros willing to give some advice?
I'm adding slide to my movement. While the char's sliding, I change his capsule half height and world location. After 0.6 s I reset it to what it was, but I always get this glitch on my anim montage when it happens.
Anyone know a workaround?
that's weird. I don't know how you have it set up, but I'd check animation blending, might be set to 0. Are you swapping meshes or changing anim blueprints? Also, I found that meddling with the playrate of anim montages is a terrible idea that fucks up notifies and other events, so I always have it on 1,0 and make changes within the animation itself if needed
Yeah I'm also doing it without root motion, with LaunchCharacter. Funny thing is, it happens right at the point when i reset the character world location. I can put the delay up to whatever I want, and it will still glitch, so I don't think it's the animation settings. Vid related, I upped the delay to 1.5 seconds.
try to play it with slomo 0.2 or sth, I think your character goes into falling state (and has appropriate animation in anim bp logic) for a split second because of change in world level?
wait a sec, why are you resetting your character's world location AFTER launch character? Just launch the character, physics will handle everything else. Unless you're launching the skeletal mesh instead of the whole actor?
I'm really fucking tired but nightdev is peak comfy
The logic is SetCapsuleHalfHeight(0.5) > SetWorldLocation(-0.5 his height on z)>LaunchCharacter(GetPlayerCharacter)>SetCapsuleHalfHeight(1) > SetWorldLocation(+0.5 his height on z), no interpolation
As for
I've tried, but I'm not much smarter for it.
Why do you need to change the player's position
This is what happens if I don't.
Lower the capsule more if it's physics related and not an animation issue
stop setting the capsule height to the final size and moving the character, you go into a falling state in there somewhere and that's why there's a frame of blending.
instead you use a timeline to lerp the capsule to half-size and let the gravity do the rest. play timeline in reverse to return to your normal atate.
Aight, I'll give it a try tomorrow, I gotta wake up early. Thanks anon.
>The logic is SetCapsuleHalfHeight(0.5) > SetWorldLocation(-0.5 his height on z)>LaunchCharacter(GetPlayerCharacter)>SetCapsuleHalfHeight(1) > SetWorldLocation(+0.5 his height on z), no interpolation
>The logic is SetCapsuleHalfHeight(0.5) > SetWorldLocation(-0.5 his height on z)
you scale down * 0.5
then move down by height * 0.5
?
then you're only moving down by the scaled down height, when it should be half of the original height.
probably:
move down by 0.5 * height first
then scale down * 0.5
when done in one update step it should not conflict with any physics / collisions
>then you're only moving down by the scaled down height
The numbers are hardcoded, I don't actually get the height everytime. I know what it should be. The engine is just being retarded. I'll try lerping everyhing fuck meSR2
>I'm really fucking tired but nightdev is peak comfy
Also same
I have no choice, too fucking hot during the day, my laptop started turning itself off
>launching the character
>not using root motion
moron, what are you doing?!
In my untrained non-gamedev eyes, it looks like it is resetting your coordinates
btw in my game, instead of changing capsule half height and world location, I just raise my character in Z a little and temporarily mess with friction and damping settings. This allows me to do a dash movement with physics so you glide along the wall instead of dead stopping.
I'm an amateur codelet though so take my advice with a grain of salt
What is even happening? I see the flicker, but what happens on that frame? Do you pop out of existence or do you blend into some other state or what? The rest of it seems smooth, does the pop happen when you scale the capsule back on? Do you interpolate or just straight set it to new size?
Most of the time shit like this is a conflict between a montage blend out and a state blend in. I normally make sure the entry poses on states and montages are the same and then turn the blend duration to 0 to avoid shit like this.
Since when 3ds Max required a monthly subscription?
since they decided to go the way of the dodo
Based on feedback i've changed over the ship painting system to use dyes that you find via gameplay/buying from merchants instead of typical color sliders.
I like this, since it gives me more rewards to hand out.
Also updated the lovely and robust requirement system to now be able to process what the player is wearing or what color they've painted their ship or what decals they have or what they hung in their cockpit. Could lead to some cool stuff in mods, where you can't get into a certain area unless you make sure your ship is wearing the colors of a pirate group or whatever.
text over text
Yeah, normally you don't get comms in an open menu, I just wanted to demonstrate.
cool. multiplayer?
Multiplayer and singleplayer with campaigns for each.
Big E.Y.E. vibes
Nice
More stuff. Added color/intensity controls to the spotlight hangar.
This looks cool. What about the optimisation? Will this run on a toaster?
Waiting for RPG Maker Unite to come out to see if I continue with MV or I switch to the more "versatile" unity version. Hope it gets immediately pirated so I can test it before buying it.
Based and same. But so far all the new features teased so far is really good and should have been in the main engines for years now. 2.5D shouldn't be any harder now.
>2.5D shouldn't be any harder now.
That's what I'm looking for the most. Well, that and more animation frames. Hope 2.5 is already implemented into the base engine.
What things have been shown? Too lazy to look for them.
>2.5D
That's like Metroid Dread where everything is a 3D model but locked to a 2D plane right? I don't know much about 2D games but it's interesting to read about. Too bad so many just go with the same overused pixelated art style when there's so many other options that could look a lot more distinct.
Yes, also stuff like Octopath traveler. MV3D is very good for that feel,but dealing with tilesets is annoying
Godot is free, tho.
There is no engine that is worth buying, not after GMS going subscription-based and even that was debatable.
it pains me that Game Maker is a subscription-based service now
i just found a copy of 5.3a from 2004, gonna see if i can still use it on a modern pc
I just confirmed that it works in Linux under Wine set to Windows 10 mode, so I'm almost certain it'll work on modern Windows. I've got a serial key for it too. Might fuck around with a Zelda-like or something
Took some time off dev to make this, still preparing the structure of the video and testing the style and color palette
Nice.
Thanks
By the way, I might need background music, any suggestions?
What the fuck is a “Waga Tamashii”
And why did this dude make an ad for a game that doesn’t exist.
the link leads to nowhere?
Why would you use Godot through Steam?
It doesn't even track your hours properly so what's the point?
Here's a fix for that
>https://gist.github.com/MechanosG/51eaf95d60e9a63e0a65782c7e31a519
Why would I buy an engine? They aren't that hard to make.
Post 15 of your engines, including the first and the last you made.
>They aren't that hard to make
Only those ones that aren't able to make a decent game.
big companies spending millions of dollars and years of highly trained coders to develop amazing engines.
>yeah I'd do that with coffee in a week
sure anon, sure.
They do say dream big, but dang..
Brotip; By "engine" he means simply using SDL to print a cube on screen
>making fangame
>bro you should change your character to avoid copyright and you can make moneyz!!
>me when I try making my own character
Hey it worked for 20XX just design something then maybe give it to a better artist later to make it more unique.
Or just make it a different species.
Not sure if I should "learn to code" by using Godot in practice or just do a course on Python and then return to Godot. Or do both at the same time?
>export a JPG from CSP
>2ish MB
>open it in photoshop and just resave it
>no loss in quality, goes down to like 1.2 MB
Is CSP bad at exporting or something?
possibly different codec but most likely difference is they just have different default quality settings
Why even bother drawing when everyone and their unskilled mothers are prompting AI shit like no tomorrow?
At least for now Ai games have a "pozz" mark to them.
I wouldn't spend a cent on a game with Ai art. They got their assets for free so they don't deserve my money. Feels like cuck behavior to give them money.
That's just me though.
>They got their assets for free so they don't deserve my money.
as free as someone who just spends his time drawing something in photoshop or alternatives.
terrible argument.
Is it only good if they spend money on stock images or what?
I don't really care, that' just my opinion like I said.
If they wanna put out for free, even better.
your >they're getting their assets for free
was invalidated.
>that's just my opinion.
I don't give a shit, retard.
Still not giving a single cent to any devs that uses Ai art because I don''t fucking want to. It's not an argument it's a PERSONAL OPINION do you understand the difference, you mong?
You can go ahead and buy those games, I don't give a shit.
>retard
> It's not an argument it's a PERSONAL OPINION
the word you are looking for in this case is "choice", personal choice.
your opinion may be wrong but you are free to choose to go down that path.
Are you stupid? An opinion is subjective, not a fact.
an opionion on a face is objective though.
>they don't pay a cent
>neither do artists with other tools
both only spend their time with the tool
so the "opinion" on that matter is objectively baseless.
your choice to still take that for your reasoning is your free choice in that case.
But they are getting their assets for free.
No, it's not at all like Photoshop. You can't open photoshop and snap your fingers and get an image.
It's not comparable whatsoever.
>But they are getting their assets for free.
and painting your stuff in photoshop also doesn't cost a single cent.
And since AI art is mostly just pretty pictures, it's barely usable for game assets anyway.
It can get you concepts to build upon manually, or maybe do a character portrait for text boxes.
But you won't get usable animations or full environments without a LOT of manual editing work.
Still wrong.
Somebody who can actually create assets from scratch had to invest a ton of time (which is money) and practice in order to be able to create such things.
For a mediocre artist that's a least 5k-10k Hours. On top of buying the Software/Drawing Hardware.
With Ai you don't need any skills or time investment whatsoever, therefore it's truly "free".
>For a mediocre artist that's a least 5k-10k Hours.
I give you that, practice takes longer for that art. But that's hardly a good reason to use that.
It''s like a programming language, the normal customer does not care if you coded in C#, C++, python, Java, or whatever as long as the end result is appealing.
No one cares how much sweat or effort you put into it.
It only matters if the result is good.
>On top of buying the Software/Drawing Hardware.
AI Art (at least locally, which grants you way more flexibility) requires at least a somewhat expensive rig with an expensive graphics card with lots of vram.
And you most likely still need to edit the results, so you better also have a drawing tablet and editing software ready.
>With Ai you don't need any skills or time investment whatsoever, therefore it's truly "free".
To get close to what you want from AI you also need to be able to put in the right words and then gamble for the right result, which can take hours, all while fully utilizing the GPU driving energy costs up, especially nowdays where electricity has gotten expensive.
>You can't open photoshop and snap your fingers and get an image.
why? you can get a wooden texture in a couple of filters
you might need to still do minor edits.
Language models are an overglorified search engine. All it does is snitch a bunch of bullshit, no better than you searching stock images on google for a reference. But if you're that easily demoralized, you're not cut out for this hobby. What's next? You gonna cry about why learn to model and animate when 3D photo scanning, motion capturing, and endless asset libraries exist?
I still draw as a hobbyist, less so nowaday. Some words of encouragement though, thanks.
drawing is fun
I don't mind devs using AI art as long they are upfront about it.
>28,739 sales with AI art
it's literally over
forgot the pic
Why don't devs make their own engines any more? It has tons of advantages. For indie games especially.
like what?
terrible graphics?
huge time investment?
low flexibility?
questionable compability / target hardware?
the 90's are over, you most likely need more than a 128kb windows only 2d sprite platformer to get noticed.
>Why don't devs make their own engines any more?
Aren't you asking too much? 99.99% of indie devs don't even know what OpenGL is.
What type of RPGs are you working on? And what kind of art style are you looking for?
Meant for this anon.
>making bank
ahaha but no
Damn
Explain adjustments
upload to Steam and generate keys to sell outside of the main sales from Steam. I made 6 dollars through keys today and it costs nothing to do with little involvement.
I'm having fun.
How do I learn Unreal Engine? Do I need to learn C++ too? Do you guys know any good beginner video tutorials? I want to make action games like DMC and fighting games btw
If you are an absolute beginner
stay far away from "I want to make action games like DMC and fighting games btw" for at least a year.
Start small, learn the logic.
C++ is not absolutely necessary but It can help a lot. Some things are easier and quicker to code than to create blueprint monstrosities.
You can either start with youtube videos and exploring the engine yourself or pick up some courses from various learning sites for a price (there are often discount codes when you do google searches for these courses)
Thanks anon!
>You can either start with youtube videos or pick up some courses
Any good examples?
Sorry, not really, I started many years ago with C# and Unity, when doing the switch to unreal i started with paid courses right away.
>i started with paid courses right away
I don't mind them
This one should be alright.
https://www.udemy.com/course/unrealcourse/
Although I did an earlier version of it for UE4, they have since updated this course and I'm not sure how different it has gotten.
this link should give a decent discount:
https://www.udemy.com/course/unrealcourse/?deal_code=2021PM20&ranMID=39197&ranEAID=Kzz30XxWgII&ranSiteID=Kzz30XxWgII-3iDRnDcG51DHDSTxQS4Piw&utm_source=aff-campaign&LSNPUBID=Kzz30XxWgII&utm_medium=udemyads&couponCode=2021PM20
But I think some basic coding knowledge could be helpful before jumping into UE5 with C++ combined from nothing, it may become very overwhelming quickly.
searching for
>simple game in unreal engine 5
or
>beginner game in unreal engine 5
might get you some better suited results.
Thanks!
Plz respond
I dont use unreal
In the same boat as you, friend. I only just dipped my toes in the water, but these helped me so far to get a baseline:
I would highly recommend starting up the Third Person Template, and take notes of everything, including the code/blueprints. A lot of things are already clicking for me.
>Bank collapse
>Layoffs soon
>Deciding to whether scramble to find another job or clutch it out and work on my game fulltime
I'd start applying NOW for new jobs anon.
Get a new job, i took some time off after being laid off and dug too deep into my savings.
I feel like killing myself half of the time
Name me ONE that has no chud devs, no one who has written code for it crying on Twitter about blacks not being above the law or supporting abortion or whatever, no pronoun-toting Discord "community managers"
And I will use it
DirectX7
source
>spy_saying_oh_please.mp3
Languages and libraries are not game engines.
Besides why wouldn't I just use pygame
If its a 2D game, you don't actually need a game engine.
It's a bit annoying to make your own editor, assuming you just use some tile map editor and import it's format, but other than that it's very simple overrall.
Brainfuck
Can I get a tutorial on making textures for low poly 3D?
Not how to draw the textures. But how to unwrap them properly so I can draw pixel art textures for the 3D model?
I don't know why you gays keep debating about AI. What's happening right now is normal when revolutionary technology becomes popular. Of course you are going to see people that will hate on it, and you are going to see people loving it. If AI is really just at the start, and there's potential for it to become way better, what will happen is that people will eventually stop caring about it being 'easy' or 'fake', they are just going to use it otherwise they are going to fall behind other people who take advantage out of using AI, just like how nobody rides horses anymore unless it's their hobby.
It reminds me of when anime was starting to be made digital or when 2000s cartoons were using flash
Digital anime and flash cartoons are soulless garbage though. That isn't a great argument for AI vidya.
Yet MLP was highly successful, even got it's own board on Ganker.
I don't like it either, but it is what companies do / request from the workers, and what customers suck up and celebrate.
Oh god and happy tree friends.
>Digital anime and flash cartoons are soulless garbage though.
tell that to newgrounds, lol.
“If I had asked people what they wanted, they would have said faster horses.” - Henry Ford
Apparently this quote isn't real but whatever, it still sounds badass
Cars ARE faster horses
I just think it's funny that all of the AI predictions from just a few years ago are basically obsolete and now we have to work like dogs through economic destruction while AI is taking over every creative field
just bought a bunch of cool vsts for cheap, time to finish the rest of my ost
Friend music anon, what is this program. I want to make music so damn bad but I'm too poor to get a good recording setup to record live instruments. This shit looks amazing though.
not him but it seems to be the Arturia Jupiter-8V
you may also be interested in Propellerhead Reason, though only versions up to 5 are pirateable
based, i'm a musician first and gamedev third, arturia makes some pretty solid plugins. for future reference though, a lot of these older hardware synths have free software clones that are very competent. check out the PG8X plugin, for example
i have had stuff like analog lab and stuff for a very long time and i havent used them over just some braindead stuff like nexus
i dont know why but i always hated nexus, rompler type synths never appealed to me the same way that "actual" synths do
it's quite easy to hate nexus and i understand why. but im the kind who thinks "well if it sounds good i'll use it" and not much more thought goes into it. nexus is a crutch, a shortcut, and i regularly take it.
thats fair, if it fits whatever vibe youre going for then its perfect enough. i'm just autistic as fuck and need to start with basic oscillators and spend all day tweaking them into fancy sounds lol
i on the other hand never do that. as a result i know only the most rudimentary aspects of sound design. i am lost without presets in plugins like Massive
So if I use unreal or something for 3D, is it doomed to have that "Unreal Engine" look, or is that just a consequence or people using the default presets?
100% default presets. Write your own customs shaders and it will go away.
How flexible is it? Can I get some really unique stuff that resembles some retro style lighting/fidelity with effort?
If you put the effort yes.
But i would say one that you can actually write shaders as code like unity or godot are better for "retro visuals".
You can make something that look different, but you have to run from the realism shit and make some fancy shaders.
Unless you know how to write shaders, else you are doomed to have that unreal engine oily as fuck look.
Yes unless you put insane amounts of effort into graphics pipeline but this is true of ALL engines because you're beholden to the look of the shaders that come prepackaged with your engine of choice. There's an "Unreal Engine" look just as much as there's a "Unity Engine" look and a "Godot Engine" look because you're using the default shader programs.
In order for there to be a "godot engine look" there would need to e enough games made in it for anyone to recognize a pattern
Here's your "Godot Engine" look chud
An AI created image of a PS1 game imported into photoshop with ample use of the smear tool?
The game doesn't really look like that
Honestly that effort is worth it
99% of games look the fucking same and it drives me nnuts
it's a catch 22. one of the main points of using a pre-existing engine is to not have to program your own shaders (for common materials, not counting unusual stuff like very specific particle effects). if you gut an engine to look unique you're losing the advantage that a premade engine grants you. you're losing the time that decision was supposed to save you.
Most people can't use the post-processing volume properly. Also can't be fucked with playing with the materials until they get a distinct look. Not to mention relying too much on niagra.
My first unity game used the default shaders, nobody cared.
My next game is using all custom shaders, but thats only because I spent literally 5+ months learning to write in HLSL. What a dreaded language that is.
what's the best AI tool for generating pixel sprite assets?
Type in "pixel art 8-bit mario"
Type in the prompt "pixel art, 2d, I'm a talentless brown gay".
Your brain.
pixel art is painfully simple to draw, specially if you get some tricks with references but make your own thing on top of it.
Now nothing stop you from using the AI to generate high resolution references you use to create your pixel art.
>AI
>pixel sprites
Good one, buddy.
Even if it's made up of 4000x4000 resolution, it's still pixel art. retard.
Just like how a 10million triangles 3D model and a 10 triangles 3D model is both called "3D model"
He said he wanted pixel SPRITES specifically, you double retard.
Also the definition of pixel art itself specifies that "It's a form of digital art wherein images are created and edited at the pixel level with individual pixels serve as the building blocks that make up the image. The effect is a visual style very similar to that of mosaic art, cross-stitch and other types of embroidery techniques."
Just because something is DIGITAL art doesn't mean it's also PIXEL art, you triple retard.
Even though your poor eyesight can't see it, there's "pixels" inside the digital art, so it's considered a pixel art.
Yes because all digital art are made of pixels, which is exactly what makes them digital.
However, pixel art is a specific style of digital art meaning that all pixel art are digital but not all digital art are pixel art. This isn't anything too hard to understand.
>Even if it's made up of 4000x4000 resolution, it's still pixel art. retard.
You don't have to sign your posts.
what's the opposite for this?
i love animating and arting, but coding even in easy shit like GML just gets me so frustrated after a while. is there an AI that can create and layout the groundwork for basic mechanics in like maybe C# or something?
Ask ai chatbots to write code for you
i've been told the popular stuff like ChatGPT doesn't work because it doesn't understand what it's outputting aka the same problem that non-artists are running into
I once asked ChatGPT to come up with some title names and it gave me the most run of the mill answers. When I said those were boring and to come up with something else it outputted the exact same list, even AGAIN when I told it the list was the exact same. Whereas Character.ai seems to learn and remember things from both sides of the conversation, ChatGPT only ever learns what the user is saying, not what it itself is answering. That's why a character.ai will argue with you can straight up call you stupid for trying to convince it 2+2=5 whereas ChatGPT will just go "Oh yeah, 2+2 does equal 5, of course.".
dream maybe. draw some clothes on in ms paint. (you can half ass it) and then feed the image in with a prompt like "fantasy sprite sheet character sheet" you might need to do one at a time
maybe not..
Mine
You still need to clean these up heavily, which breaks the purpose of creating them on the first place, it would be way better to just derive from existing actual pixel art.
I'm being outshined by literal Twitter trannies earning 100k a year on their shit and I want to kill myself.
So become a chud then if you're so obsessed with them
I'm obsessed with monster cocks too but that doesn't mean I get to have one
gitgud, stop complaining on 4chins
100k a year doing what?
Being a chud on twitter
where do I sign up
Making a shitty visual novel
https://www.patreon.com/hitsujigoods
They're producing decent enough quality 2D art and writing that people actually want to pay money for, what exactly is there to seethe about?
There are way fucking worse VNs being made that make way more money, like this:
https://www.patreon.com/Runey
Runey's making well over $50,000 a month using absolutely garbage looking Honey Select 1 models and no plot beyond a Black Lives Matter equivalent except its elves instead of morons.
I'd look the other way any day of the week if there were actually more art/content in it. Seriously I'm being generous with the image, and the game itself is such a shallow imitation on 4chabble content that I keep getting bored within minutes. At least Runey's game has porn and that's the nicest thing I'll ever say about that piss stain of a game.
>At least Runey's game has porn and that's the nicest thing I'll ever say about that piss stain of a game.
Runey just uses default Honey Select animations and poses, you can get all of the porn in HH for free by just playing the actual game he uses to make millions of dollars.
Too old
you can make vns about ugly lesbians too, do you want to?
Where can I find some codemonkeys? I can draw better than this, but can’t code shit.
Ren'py requires basically no coding knowledge whatsoever.
But I don’t wanna be limited to just words words words and showing jpegs once in a while.
Then you're going to need exponentially more effort put into your game beyond just a code monkey.
>He does his work grinding out content despite being a drunk and a pot head
>ATMOST gets 6300 bucks a month, not counting the cut Patreon gets
Stop being such a fag and git gud
As I said here though
there really isn't much content to begin with. Also 6300 a month is life changing money and all that chud spends it on is drugs, alcohol and trips to Japan. Am I jealous? Fuck yeah I am
Hitsuji's patreon has at the very least weekly content from what I've seen just not related to the game. Didn't play the game but I assume there's more content than just the talking sprites as well.
My implementation flow goes like this:
1. Brain storm on implementation
2. Plan on what to do
3. Write some test code out
4. Repeat 2 and 3 until you get a good feeling that the implementation will work
5. Write the implementation and tests/adjust
6. Fix any edge cases
7. Bug fix until all working
8. Clean up and optimize, go through the entire thing and clean up and confirm everything is clean and optimized
Steps 1 to 7 are fun, especially 2 to 4. But step 8 is just pure motivation killer. I'm OCD perfectionist so I'm not satisfied until I know for sure the implementation is super clean.
I'm on step 8 now.
with programming clean and optimized usually involve very different solutions to the same problem, its difficult to do both
the more you program the more you understand what should be done cleanly and what needs to be done optimally
>godot the open source engine has a price?
what?
Gamedev is the comfiest pastime
It would be if it didn't make me feel like killing someone when I get stucked in something
Which one should I buy if I have no skill or talent?
I already own RPGMV. Actually started messing with it lately. Is MZ that big of an upgrade?
thinking about the same thing, after playing fear and hunger now and I feel like rpg maker games aren't just shitty meme/hentia games only. Orange used MZ though so might go with that one instead.
After comparing some before and after photos I noticed that I went overboard with the bloom and also the exposure was too low, so I'm adjusting it to make it look more realistic.
I think I got the style down for my new world. Most of the game takes play outdoors though, so that'll be the real test to see if I can get that looking right.
Link as always:
https://store.steampowered.com/app/955200/Spurdo_D/
neat
cool style
the best indie game ive ever played was zombie panic, co-op horror, free on steam
No it isn't stop lying
worked on the protag of my game a bit
Who is he?
a knight fights an evil wizard when an orb explodes and isekais the knight to the wild west where he is nearly bullet proof because of his cool plate armor
Honestly, if you're going to bother you might as well shit something out in UE and get Uncle Timmy to pay for it.
>Uncle Timmy
>Pay
Too late for that
Are Unreal Engine's blueprints actually easier for an artist brainlet than real coding or is it just a meme?
UE itself is easier to work with because it is more specialized (for 3D action FPS). Unity is a general purpose that can do literally almost anything, but that has the downsides of you having to do more work since it is not specialized.
If you compare that to a super specialized game engine like RPG, where basically everything is done for you, but you can only do 2D RPGs.
Having that said, yes, blueprints are easier to visualize in general and if you're a non-programmer it's probably going to be much, much more easier to visualize.
I see, thank you. I don't really have shooter in mind so i'll look around.
What game are you thinking?
UE is also good for 3D action RPGs like Dark Souls or Diablo.
It's easier than C++
It's worse than a normal, non-shitty language in a long run
>NOOOOOO FOR LOOPS AND IF STATEMENTS ARE TOO HARD
Just learn C++ already
No, it's
>NOOOOOO FUCKING POINTERS AND REFS
Thanks, but I'll stick with C#
>getting filtered by pointers
truly the real divide between prorgammers and coders
>YOU HAVE TO USE THIS ARCHAIC SHIT BECAUSE.... BECAUSE YOU HAVE TO, OKAY?
It's not about complexity, it's about not being a retard and using objectively a better languageengine.
Lol. Any programmer with at least some ability MUST understand pointers. You may not use it in your everyday tasks but you should understand it.
C#, Java, blueprints, all use references behind the scenes. To not understand that is quite silly.
>MUST understand pointers
Why? They're referencing them behind the scenes for a reason, you know.
"Why are my values changing for no reason?"
If you don't understand something as important as references then this will trip you up. You WILL have to learn and understand it at minimum some day.
No arguments there. NO ONE wants to work with C++.
>"Why are my values changing for no reason?"
But here's the thing: in normal languages, this never happens.
It's just not a problem
I didn't say all programmers were incompetent and couldn't work with C++.
I said C++ is an archaic piece of shit and no one wants to work with it anymore.
Even in python C is extremely important and not knowing C or memory practices will limit you.
Just because people solved the problems properly knowing understanding memory safety doesn't mean it's not important anymore or is deprecated.
C++ is killing rust and that is a good thing
Having free access is worth having good practice.
You will always benefit better using the native language of the engine, and it will help you in the long wrong.
I don't think there's anything wrong with learning the basics with the visual script, but you are really limiting yourself because it's somewhat uncomfortable learning something that is extremely valuable and has broader use than just game scripts.
>NOOOOO I'M TO STUPID TO UNDERSTAND POINTING AND MEMORY LOCATION
Bro... what?
Why do people think this is hard?
A reference is a reference to memory. Const stops alteration and it's just good practice to use it if you're only reading not writing. A pointer pointers to a reference in memory.
If you're done with memory deallocate it always.
If you're done with a pointer set it to nullptr for safety.
Don't dereference dangling pointers or a nullptr.
These are obvious things, like why would you try to do these things? There is never a time you'd want to do that, so don't do that.
Don't do that is the most important phrase in C++.
No one but your fellow autists wants to learn an engine-specific offshoot of your dogshit memory management boomer language. Not even programmers want to work with it, just look around for how many Senior Programmer and Engine Programmer positions there are for studios using Unreal. These are 120k annual positions, you literally cannot pay people enough to want to work with that garbage.
At some level you will have to understand memory.
Just because you obfuscate it with bandaids doesn't mean that it's never not important.
Don't be an enduser, especially in programming.
yes, and are also the reason why games no longer have soul, games made that way turn out generic becaue you use generic tools
spent the entire day working on art for my kusoge
how am i still not capable of making any art that looks decent
i feel like I'm going to cry
If it's a kusoge just use ai art
How to make a RPGM game that doesn't look and feel like a RPGM game?
Don't use RPGM if you're not planning on making a RPGM game. Don't fight against the game engine, it's just more trouble. Use Unity or Godot instead.
Too low iq for them
True. To even ask that they're definitely NGMI without question.
Knowing coding but not art.
Knowing art but not coding.
Glad I'm the former.
Coding is way easier than art.
In the next few years AI will completely obsolete art. It'll generate sprite sheets, 3D models, animations, etc.
yeah yeah ai fuck off dude ai will never be relevant in full feature game development
>"ai will never be relevant in full feature game development"
Lol come on now. Art if not full used can be used at least partially. Music can be generated from nothing.
yes I'm an ai hater you can tell. Even if this or that happens or is happening I guess I'll just be one of those folks that pretends it doesn't exist. Trust me I really hate borrowing traits from boomers but I guess that's just the way it is with me and ai
You see, I find parallels to people hating on UE's visual programming (blueprint) compared to traditional text-based programming. They say visual programming is "not real programming".
Same with those that say "you didn't make a game if you didn't make your own game engine".
Or "You didn't make a game if you used RPGMaker".
The fact is, are you trying to prove to yourself (or others) that you can make a game? Or are you actually trying to make a game?
Honestly, who gives a shit if you can make a game or not. People just want to see the game.
With that said, not using tools at your disposable is just stupid. AI is a tool, just like Photoshop or Blender. Purposely not using it for whatever reason like "I just hate it, it's not ME", frankly, just stupid and pretentious.
The problem with visual programming is that it doesn't scale well, making it non-viable for making most games in full. Blueprints are designed so non-programmers can do simple stuff. It falls apart when you bring it to the kind of scale that a game needs.
What if I'm making a simple game?
you would have to be make it incredibly simple to have no issues. Like simpler than what you're probably thinking. But there is a point where it's fine, yes.
What about an FF1 clone?
lol good luck.
What do you mean?
FF1 is very complex, it's nowhere near a "simple game". For you not to understand that means you probably don't know programming at all.
If you want to make a FF1-like game with your skills then you'll have to use RPGMaker. Everything's already done, except the art.
Let me be blunt. Anything more complex than Pong or other early arcade games and you will have BP spaghetti
>projecting your own lack of coding ability onto others
You're embarrassing yourself.
I see this argument so many times.
Visual programming IS programming.
If you're shit at programming, then it doesn't matter if it's visual or text. It's going to be spaghetti.
Besides, UE works best with both BP and C++. I personally would prefer text based but I just find people that parrot and show spaghetti BP images so dumb. Or even worse are those that think visual programming isn't programming.
Being a god at programming isn't going to make your visual stuff any less spaghetti homie.
>Decades of experience with C++
>First day of working on visual programming
So what's your point...?
Even if you got good at it there are technical limitations to drawing it as a graph due to the complexity of connections between code. That is not going to go away no matter how good you are. It'd get worse, if anything. But hey, whatever you have to tell yourself to sleep at night.
>technical limitations to drawing it as a graph due to the complexity of connections between code
Lol. Trying to confuse people with random words ain't winning you any arguments, bud.
If you're too stupid to understand that, you're too stupid to argue this topic. Which was clear from the start due to advocating for making whole games out of blueprints. I'm in favor of blueprints but it has a pretty specific niche.
>"I am so much smarter than you if you can't understand my random shit I'm sprouting then you cannot argue with me and I win"
Lol... what an embarrassment.
>"advocating for making whole games out of blueprints"
??? Who said that? You gotta take your pills. I said BPs and C++ should both be used in UE.
Just stop, you're embarassing yourself. I didn't even say anything hard to follow. I'll concede the second half of it as I might be confusing that part as someone else, but if you truly think any of those words were random then I don't know what to tell you. I guess I would suggest learning how to make modular and reusable code and actually sitting down and following the code paths, seeing how complex they are, and jotting down the paths for all of possible paths as a graph, which is what visual programming does. As you can imagine, this is a complete mess and an inherent flaw of visual programming. You can reduce it some via various strategies but it's not possible to eliminate it. If you still don't understand it after all that, then I don't know what to tell you.
There you go with another picture of visual spaghetti. I bet the same person that made that would be the same person that would have 10000 if/else-if/else, and put literally everything in one class, and not use any functions.
It's so simple to understand... I'm not sure why you're getting confused?
A shit programmer writes shit code; regardless of if it's visual or text.
You need to learn how to gaslight better. I'm disappointed in you, anon.
>"Should I form a valid argument for the discussion...? Or should I just say they're gaslighting me...?"
Ignoring the arguments of issues that don't pertain to skill to try to push your agenda with skill-based arguments can't be anything other than gaslighting. It's okay to not be able to follow this stuff, but if you're gonna be stupid and gaslight you may as well try to not halfass it. Come on now.
I see. You're ESL, that's why what you're saying seems like complete gibberish.
Anyways, I'd like to summarize again with:
A shit programmer writes shit code; regardless of if it's visual or text.
Please use Google Translate to translate that to your native language.
>can't understand basic english
>calls another ESL
Are you even trying? Come on. You can't push your own problems onto other people and magically have them work.
You know, this is called "projecting". That's what you're doing.
>projects own incompetence onto someone else
>claims that they're the one projecting
Your gaslighting game is weak as shit. If you're gonna do it, at least try. You're not fooling anyone here.
>gaslight gaslight gaslight
You sure love that word. It's quite ironic because it's you that's trying to gaslight me into thinking I gaslighted.
There you go! Now you're getting it.
Good job.
That is, doing everything you can to avoid addressing my argument.
Except I addressed it twice and you're too incompetent to have a basic understanding of the issue, trying to pass it off as a skill issue where there's fundamental flaws of the technique. To address your argument, yes, shitty programmers make shitty code, but this is completely irrelevant to the conversation, as I was talking about actual issues that are not subjective. Of course it's all just "gibberish" because you don't have a good grasp of the english language and/or of code paths, lol.
Oh yeah? What kind of issues then? What are these "fundamental flaws of the technique"?
I explained it twice. I don't owe it to you to do it a third time.
So basically "following graphs are more difficult to follow than text code".
Again, if you know what you're doing as a programmer then it doesn't matter visual or text.
It's basically that 2D graphs are a poor choice to display something with near infinite complexity in its flow. There's a tipping point where the graph becomes impossible to humanly follow, and while there are a lot of things you can do to increase readability, that tipping point will always exist. For visual scripting, it comes earlier than it does for text-based code, which also has a similar issue once the scale gets larger. This is a fact in all languages, past a certain size, regardless of skill, they become incredibly hard and infeasible to maintain. My argument is that it comes much much MUCH sooner for visual scripting than it does in many other languages. Remember, just because you can learn how to deal with something and make the best out of a bad situation does not make it good.
Sure, I can agree that tipping point comes earlier for visual programming. But for most UE gamedevs, it's not going to be an issue if you know programming and can keep things clean/modular. That limit simply won't be reached for most of us. BPs can be cleaner than you think, you know.
As I said before, UE is best used with both C++ and BPs. It takes programming knowledge to know when to use what.
Also, stop posting those stupid visual programming spaghetti images. It has absolutely nothing to do with anything. You might as well post images of yanderedev and his thousands of lines of if/else-if blocks.
I can agree that if you're using it in the way it's intended for you're not likely to reach that limit, especially if you're using C++ for the core of the game.
Also no I will keep posting these awful blueprints simply because I love them. None of them were meant to actually illustrate my point, I just like them. I guess that's misleading though so that's my bad.
I will never understand why people can't be bothered to learn traditional programming.
It's so simple and intuitive that visual programming sounds like you're handicapping yourself.
Don't get me wrong, sometimes it makes sense (Blender's visual scripting tool for materials, for exmaple), but most of the time it sounds like laziness.
Because programming isn't simple or intuitive
Modern scripting languages are. Ever tried GDScript?
You can teach that to a kid.
Stuff like recursion can confuse people a little, but the bottleneck for most game devs is having clean, modular code.
Yes. I'm a fucking retard though
Can you give an example of a programming concept or GDScript concept that you're having trouble with?
If I had to try and describe my biggest issue with programming, it'd be that I simply don't know what's possible within the engine
Like, writing a function. The tutorials I've seen feel like the author has every possible function memorized.
Honestly, it's practice practice practice. Follow tutorials and keep doing it until you know it. It's extremely tough to learn programming starting out. It takes years for it to "click" in your head.
There are engine-built functions and custom functions.
Engine-built functions mean that a node has a pre-built function that you can already use.
Usually you will have to keep looking them up on the Godot documentation website.
They are hard to use or understand at first, so feel free to ask about them, even if the question is very newbie.
Custom functions are functions you write yourself.
You can type "func movement( ):" and define your very own code, because the engine doesn't have a custom-built function that has the name "movement".
That's still a part of my problem. It's like dunning kruger or something; I get that I can write my own functions, but even then my problem is knowing what it is I'm supposed to be putting into the functions. I don't even know all of the options available
>I get that I can write my own functions, but even then my problem is knowing what it is I'm supposed to be putting into the functions.
Can you give a specific scenario or example of what you may want to implement?
Not really, since it's everything.
Because you're using UE. Literally no one except maybe artists that don't know any better would want to use blueprints. I use BPs because I use UE, that's all. And don't talk to me about UE C++, yuck.
Truthfully I'd prefer to use BPs over C++. I haven't had a good time with C++ at all.
>those huge pools of red
is this yanderedev after transitioning to UE and chud state?
As long as you organize properly and be somewhat efficient, using visual scripting isn't an issue for making a bigger game. The picture here, I have all states labeled and color coded for easy, readable flow. However if you never label anything or organize, you run into trouble, fast.
Yeah, that's still a bit messy. You did pretty good in reducing the mess, but that mess is just something inherent to trying to display something with infinite complex connections as a graph. I don't blame you personally for it.
>Game Creator
Come on, you already have a pretty good and easy language and you're still using VS?
You guys realize visual UE has functions right? It is still possible to obsfucate with it so you don't end up with a mess of wires. You just make your own nodes with whatever input/output you want and their own specific functionality within..
He's just a troll. See:
>Music can be generated from nothing.
AI music is basically complete shit right now
>right now
What's your point?
You implied present tense.
Don't be so quick to say that, I'm going to be working on creating art assets soon and the universe will surely make AI generation of such assets quite good the second I finished doing it the hard way. It's just how my luck works, I'm really sorry for ruining it for everyone.
>obsolete
To you, maybe, someone who can't understand art of course see it as the end. For me, it's nothing, I use art to express myself, and unless my own self is replaced by AI, art will always be relevant. Coding not so much, just a set of instructions, breezed through programming on college.
>Coding not so much, just a set of instructions, breezed through programming on college.
>on college.
right right
What? First I learned art then I went to engineering school.
Programming is programming, never said anything about validation, just that I, would never use that on my work.
How do I learn coding and art?
Been working on the first pass of some mugshots the past couple of days.
cute catgirl
Thanks. She's still a bit crusty but it's not like her other forms are much better.
So now that Godot 4 kinda released, how is it?
Buying an engine? Lol I use godot.
what name?
Eris Dysnomia
I wish.
The game has no name yet.
"Head On"
I don't get it
its catchy
if the pricing of a game engine was what was holding you back, then you're never going to make it
gamedevving is some of the most soul crushing independent work you can do, and you don't have the dedication to do it.
i have some really nice gameplay ideas, and i think i can live with godot. problem is i cant really just sit down and learn.
i already make music for a living so ama if you want.
I'm sure 90% of people in this thread think they have some good gameplay ideas. Unfortunately, ideas alone won't get you anywhere. In fact, I'd go so far as to say that an individual good idea is just about worthless if you can't regularly come up with more.
But being able to actually make something, is valuable, music no less. Stick to what you know and join a team or buckle down and focus on learning. There's no shame in either.
i have worked in several teams now but yeah ive been looking to be a solo dev for a while. its just quite difficult to buckle down. i have had years to do it too.
I made a bar fly.
No I've already bought the full price ones some time ago and achieved nothing.
RPG Maker MZ or MV?
Neither, wait exactly 1 month
Turn based dark souls
Then it's just a JRPG
what
how would that even begin to work
It's like dark souls, but the combat is turn based
Most JRPGs are quite story driven and heavy handed (traditional JRPGs, anyway)
I'm not good enough at art to make a game that will sell without viral marketing, which I will not get because I don't know anyone influential, I'm penniless so I can't pay for it, and I'm not lucky
Any place where I can get hired as a H game artist? Hell any of you are willing to hire artists at all?
You're about a month late my dude, I just found my replacement. It took me fucking long enough, too. It's really tough to find a good artist for a project. From the side of someone hiring though, let me tell you what I was looking for.
>A portfolio or listing of your art online. Twitter works, Artstation is better, a linktree to everything is excellent.
>Unique style. Doesn't have to be technically amazing, but it there should be something human to it.
>Available for freelance or commissions, listed somewhere.
>Not a Chinese national. No one wants to work around the Chinese government, their shitty censorship, or their firewall.
>An e-mail address listed somewhere. You would not believe how many people miss this step.
>Having a Patreon is a big red flag. It probably means you can coast on coomerbux and aren't interested in work.
Interesting notes, I’ll keep these in mind. Thank god I’m not a Ch*nese.
Can you get an invite link if possible?
I'm not sure if it's possible. Last I had checked invites were turned off. I can refer you to the admin, Sacboy, though. He should be hanging around the AGDG discord still. Hit him up and see if he's taking new blood.
Right, what is your Discord, how does referring work?
I'm not in the AGDG discord anymore. There are people here that are, and you can get the link from them. And by referring I just meant to go DM him asking about it.
There's a Ganker ero dev discord for this but last I checked they closed their doors for a while. I don't know if they ever reopened, I haven't been very active there other than perusing job offers.
sick
does he animate?
POST PROGRESS NO MATTER HOW SMALL
Remade my Text System.
Good job homie. What kind of game is it?
Just an Engine so far. I plan to make all kinds of game jam games with it this year.
Disappointing tbh, but enjoy yourself and have fun!
Oh wow that's really cool. I wish I knew how to make an engine.
Do you have any advice for a noob that can barely program?
>Do you have any advice for a noob that can barely program?
nta but heres some advice: don't make your own engine, lol. its a technical feat that should be respected, but ultimately most existing engines will do basically anything you can conceive of while doing all the heavy lifting away from your eyes. just pick one and make a game.
That's the most retarded advice I've ever heard.
Everyone who ever made a Flash game (before flixel, etc) had to learn to create an engine in Flash. it's not that hard and the knowledge you learn from doing it is unparalleled.
if that anon revealed to the thread what he wants to do with a video game, i can almost guarantee one of the engines or frameworks in the OP will work fine. i'm not saying nobody should build their own engine, but its a massive timesink to do so, and trying to do it as a beginner would most likely just put a beginner off of gamedev for life.
But what if I want to stop being a retarded baby?
Then read a book
which book?
Cool, does it use raycasts to see the direction?
how would you theoretically implement dark souls-esque enemy attack tracking in a game that essentially looks like this, where sprites don't really "rotate" like 3d models do? would you make a ton of different sprites for every angle, or is there some some clever workaround anyone can conceive of
i dont know why the fuck it rotated
I've tried some stuff involving left/right to circle around the enemy like in Tales of Graces, but I didn't find that it felt good, and it was often confusing. I didn't find a good answer for this either.
the only thing i can think of is, instead of the boss tracking the player by angle, have the boss quickly "float" toward the player as they're telegraphing an attack, so the player has no choice but to dodge. its gonna be a very dodge-heavy game like bloodborne and beyond. but idk that feels lazy and would look sort of stupid with a lot of attacks i think
I actually tried something almost exactly like that back in 2018, 'Link's Awakening Souls'. I got it working with Paper2D in Unreal (because I'm quite familiar with it) but it definitely bit me in the ass trying to get to work, the physics constantly got in the way. The prototype was really fun, but way too frenetic and very hard to balance. It meant I'd have to spend a lot more time working on things like enemy telegraphs and proper hitboxes. Ultimately I had to drop it because the scope of the systems got way big - but I never really killed the project, just moved on.
Anyways, I think you could give it a shot, maybe with a more sane engine choice.
That sounds sick, i'm doing basically that but with a unique aesthetic and sprites and stuff so i can potentially sell it. the thing that really makes a lot of nu-souls boss encounters hard is the tracking. it doesnt matter what your position is relative to the boss, if you don't evade or shield at the right time, you're fucked. i'm trying my damndest to conceive this in top-down 2d perspective.
Tracking isn't too big of a problem, but if the attacks are big or frequent enough, it's probably not as necessary as you think. It's not really in the boss of the picture you linked, for example. To that end, difficulty came from simple things like locking your direction and making you strafe while you block. You might think that's kinda lame, but if there's multiple enemies, or they're mobile enough to jump away or quickly get to your side, it can get really hectic trying to keep your shield up to block to them. I had a really heavy stamina penalty for blocking too, something like only being able to block two hits in a row, and no stamina regen when it was raised.
Oh, also worth mentioning that the melee character didn't have a roll dodge, they only had a sliding backstep, so you could only dodge with i-frames in the opposite direction you're facing. This made for some dumb fun moments where you could do a "nothing personnel kid" teleport behind a charging enemy by turning your back to them and dodging at the last moment, it was a little bit like Witch Time or Dark Step.
Anyways- that's just how I did it. I'm sure you can come up with something just as good.
>nothing personnel kid
lol thats good actually, i probably wont go that wonky but that sounds rad. i'm gonna make mine like a really distilled bloodborne style gameplay. 3 classes, each with a light and heavy attack, and a dodge, all of which use stamina. there'll be a souls flask system and similar combat but otherwise no real RPG aspects, no builds or anything, you beat the entire game with your starting weapon. 4 color palette. its gonna be sick
Sounds like a really solid concept, good luck anon.
thanks anon hope you finish whatever youre workin on
>buying
Assuming I was actually making something, I would just pirate it until I had something finished then buy a license before I started selling it. Or you know, just use one of the many engines that don't cost anything upfront. Paying in advance is what retards do.
Wish steam would sell Substance painter for pennies.
I've litterally never done any coding and my only experience with making games is making 2 simple mods for monster hunter rise and mod for FNAF 1 so I could have green screen footage
Redpill me on this shit
you unga bunga till you get smarter and unga bunga less stupidly
Can I do this on steam deck? I am unfortunately only able to use my PC on days off work
Theoretically?
Currently I'm working on a vampire Survivors clone with catch having to say in a small radius with others friends (npcs not online) while hordes attack.
I haved coded the basic stuff so far like shooting, enemy collision and spawn etc.
And i should be able to make a playable demo in 3-4 weeks
Campfire survivors
is gdevelop any good? i have some ideas for some side scrollers but unity and ue look huge and complex. just want an engine to flesh out ideas, not a pro-level development platform.
I dunno, but it does seem pretty interesting
Unity overkill for a game not more complicated or graphically intensive than Harvest Moon or Links Awakening?
At that level it's really just about what you're most comfortable using
Disable the packages you don't want
>b-b-but the exe is 17.435% larger than
no one cares
Programming on Game Builder Garage goes from piss easy visual programming to needlessly complicated depending on what you want to program.
Is PICO8 good for a long game?
No, it's 32KB, give or take.
at this point why not just draw your game on paper and switch sheets to do stuff. It might be a game you actually finish
I don't even know man, I can't program
Which one is better?
>Generalized soldier armor for friendlies
>Unique variations for friendlies
Unique is always better if you can manage the extra work.
Why would they be unique?
Just giving those pests something to shoot
Lookin' cool.
Thanks
I managed to salvage my inventory!
Gotta sort out her momentary spin when the camera goes back to where it was - it's to do with how soon it tries to reference it's y axis to get the right facing direction on her sprite. can't be fucked fixing it tonight though.
Feels good to be working on this dork's game again.
And it's gonna have her in the foreground - like pic related. I just haven't remade the sprites I lost yet.