i'm seriously considering to end everything this night, i just give up at life, nothing changes, not even making my game will change anything, i'm just condemned.
I've been deluding myself with the idea that I will eventually make a game for a decade now.
I used to love video games and I'd constantly think of game ideas but now I don't even play video games anymore.
But every now and then I still have this phantom feeling, the neural pathways left by the passion that used to be there can still get triggered but there's no reaction and there never will be, I really need to accept that.
Bro... same here.
I've made a huge ton of progress on my game. Been working on it for a long time. But it's literally a drop in the bucket of what needs to be done. Just thinking about it all is overwhelming and discouraging. I get so many thoughts of "this isn't worth it" and "it's too much, it'll take decades to finish". Hobby gamedev has not brought me more joy than pain.
I'm stupid and annoying everyone in the thread with my stupidity but I want to learn somehow, someday.
All I've been thinking about for the past decade is disappointing my parents when I failed college they paid for because of my poor learning abilities.
At least you can do it yourself unlike me and I envy people like you every day, you're like wizards to me doing magic I'll never comprehend. Don't give up because even though you think you're not making progress it's infinitely more than I have in almost 20 years.
That's what progress is. There's a hump to doing anything, even just living. If you've never seen seen a hump before youve never really pushed yourself to improve. If you can bring yourself to keep pushing, you'll find that it gets easier, and eventually you'll look back and think about how small all your problems were.
dude, this is a process, you'll be giving up multiple times, but you have to keep going, your clock doesn't have to go the same way society's tells you
blind faith sounds like it's never a good thing, but as someone who's on the same rollercoaster, now on a high point, just keep going
I know the next year I'm going to be considering throwing it all out the window again, just like I did last year, and the year before, but that's who I am, and society can suck my dick
How do you even game design?
Do you carefully place assets, enemies, challenges ,backgrounds and foreground room by room to prove something to the player? or Do you randomly add stuff to your game until you see it fit?
I personally do both. I have a general idea about what should be there, sometimes in case of level design I may even draw it to get the idea, but once I have the basics in, I play around with things and add/delete stuff to see if it works.
I dunno. I have limited assets and game mechanics to justify something meaninful to the player for each metroidvania room that i would like to add. But when I meassure the "good" rooms, the playtime is 5 minutes, so i just add rooms with variations of enemies and terrain, and stuff like kong corridor with a couple of enemies the player can shoot, but it feels lazy.
I wish unity had libraries of filler metroidvania stuff like breakable blocks, falling rocks, lava/spike pits, dropping platforms, vanishing platforms, etc. All bundle up with royalty free assets. It would be generic but i could focus in my good rooms with my own game mechanics.
all of my design is usually deliberate. I have an experience in mind I want for the player. if i'm stuck on something I didn't realize I needed i'll force myself to noodle around randomly. it's important to do that instead of waiting for the solution sometimes.
>basic feature lacking engine, not-python (lmao) edition >buggy mess shovelware
I really hate that the chink proxy engine is the only serious alternative. Why can't you fricking morons make a proper c++ engine without all the disorderly gay shit you put on the other two?
>Why can't you fricking morons make a proper c++ engine
you can literally make your entire game in C++ with godot, gdscript is there for rapid prototyping or if you're lazy
mapped the dodge to the right stick.
not sure how it will work in KB, I guess i can use the arrows keys although you would be somewhat limited in directions
I originally had it so the player would dodge in the direction they are currently facing, but when playing Furi I didnt like that set up, it was like an extra fraction of a second plus movement you had to do to dodge to the correct position, which sometimes you couldnt afford given the very quick gameplay
I've been deluding myself with the idea that I will eventually make a game for a decade now.
I used to love video games and I'd constantly think of game ideas but now I don't even play video games anymore.
But every now and then I still have this phantom feeling, the neural pathways left by the passion that used to be there can still get triggered but there's no reaction and there never will be, I really need to accept that.
How is learning Godot? I fricked with it a few years ago but it seemed way different than anything I'm used to. Most of my "experience" comes from using Game Maker as a teen, but I've messed with programming languages a little bit.
If you want to make an irrelevant 2D pixelshit no name game that will die in obscurity, it's the engine for you. If you want to make a proper 3D game with a decent scope, learn to fricking code and then use some other engine.
I don't need to write the fricking Encyclopedia Britannica to be able to write in English, you stupid moron. But go ahead and develop in Godot anyway. Prove me wrong, ahahahahah.
I've been learning it this past month and it's... Okay? Like for 2D shit it seems insanely good but i work with 3D and it's just alright. I can't compare it to other engines besides GMS since that's all ive ever used but it definitely features a "different" way to work. Hard to explain but it's just GMS has everything all there on a platter. Godot requires you to look into the node settings, animation timeline and project settings to make sure you didn't frick up something. Plus the tutorials are few and far between. Have a go anon. It's free so you got nothing to lose.
It's alright to make a 2D game, but you will have to have solid coding and software engineering bases to really get the most out of the node system. A lot of the tutorials are sub-optimal. The engine itself is still a work in progress and some bugs you can't resolve will appear in your game, since they're engine issues that are still getting sorted out. It has a good animation system that is very flexible and can do things that go above and beyond merely animating sprites, however. In some ways it's closer to what Flash MX was but not so good at producing web games.
She cute, hope you get fanart of her involved in your favorite fetish
Thank you.
Does she get fricked by slimes or any other monsters?
Do you have any other characters planned for your game so far?
She doesn't get fricked. It's a short game about a the vampire girl Eliza and how she will interact "surprise guests" in her castle. In total there are 8 girls:
- Eliza, proud vampire girl, owner of the castle.
- Ceres, smug demon girl, invader of the castle.
- Lucia, the maid slime girl, who wanna work in the castle.
- Taura, the shy cow Girl, selling milk from her farm door to door.
- Melapis, the chef bee girl, proudly chef who only knows how to make honey.
- Iris, doctor cyclop girl, or at least that's what she says...
- Galenia, acient plant Girl, who wanna make the castle look beautiful for the forest.
- Ishinagi, the homeless ghost girl searching a place for rest...
- Ceres, the smug tomboy demon girl, true invader of the castle who wanna take it from Eliza.
I am making also the music here is an example:
https://vocaroo.com/162H6yZWXZn6
Very cool. Good music. What do you use to make the music? Do you use a Midi controller/DAW/software arpeggiator? What software/hardware?
2 years ago
Anonymous
I'm using Flstudio stock plugins and Labs, my hardware its just a ryzen 5 2600x/gtx 1660/ 8gb ram.
>She doesn't get fricked
Surely you are expecting or even anticipating lewd fanart with a cast like that no?
Cute cyclops
Glad you liked the cyclops, I already made her idle animation.
I think anyone who makes a game with a primary female cast is doing it for the popularity.
Look, I like monster girls and I will never hide that fact, so I decide make my first game ever be about monster girls. I also like games like castlevania, ghost and goblins and demon's crest, which made a fan of castles, harpychord, organ pipes and things like that.
2 years ago
Anonymous
Based monster girl anon
Gonna lewd the cyclops too I love drawings lewds of WIP projects like yours, in the hope people like it and helps motivate people
2 years ago
Anonymous
you just want attention and recognition
if you didnt you wouldnt put text in spoilers to draw curious eyes to see if its something worth reading
spoiler abuse is the defacto sign of insecurity teehee is this something interesting for you to read?
2 years ago
Anonymous
I meant to spoil the second sentence, might just be too tired
2 years ago
Anonymous
thanks anon I appreciate it. Do you have this one
[...]
in higher resolution?
2 years ago
Anonymous
No sorry, I made it in small res to draw it fast.
2 years ago
Anonymous
oh ok, no problem.
2 years ago
Anonymous
I want to draw more lewds of your vamp girl Eliza, but I gotta go for now. Do you post in these threads often?
2 years ago
Anonymous
Yes, I always check these gamedev threads on Ganker, but it looks like the janny are deleting the images.
2 years ago
Anonymous
Even that was too much, huh? I'll just post it elsewhere some other time, catbox or other board and crosslink. Hope I dont get banned for a slingkini pic lol
Anything you like in particular for your vamp?
2 years ago
Anonymous
Something red and black striped tights like pic related.
2 years ago
Anonymous
>just striped tights
Nice choice, and sure! See you again some other time in one of these threads.
2 years ago
Anonymous
Take care dude.
2 years ago
Anonymous
Here's a quick edit for the road.
Keep working hard on your game, anon!
https://litter.catbox.moe/qpyqqn.png
2 years ago
Anonymous
Sure, I will keep working on my game, I am finishing some idle animations for the ghost, plant and bee girl, when it's done I will post them here. Nice detail.
Don't worry about that, I have plans on making more stuff with characters after I finish the game.
[...]
please invest in good art when the game is near finished. It looks really smooth and fun but the art will guaranteed that the only sales you will get will be when you put it on sale in the bargain bin for $2
I will gladly put money for upgrade the art quality and animations, BUT all the animations are frame by frame handraw, and it will be very expensive to hire someone to do it, probably thousands of dollars which I cannot afford.
But on the other hand, because there no thousands of dollar in investment in the project, I don't have pressure to sell it, which allowed me to decide to make it free to play.
I guess he can publish his prototype somewhere and use Twitter hashtags among other social media tools to network and publicize his indie game, dude.
2 years ago
Anonymous
so he's going to start out with 0 followers on his twitter and randomly grow a patreon, you're completely clueless and I hate when people like you give input
2 years ago
Anonymous
I sure hope he considers my input and not yours, because then even if he gets only ten cents a month and a handful of followers that shit on his hitboxes he'll have more than what he'd get listening to your excuses to do frick-all.
2 years ago
Anonymous
so he's going to start out with 0 followers on his twitter and randomly grow a patreon, you're completely clueless and I hate when people like you give input
I already thought all this stuff, I have no background on game dev and people don't know my stuff, so I decide make a short game for introduce the characters and raise interest on them. I already share my progress on Twitter and have a small amount of followers (+130), but what I want is that people play my game, that's why this game is gonna be on steam for free, I just want people to know my characters, draw my characters if possible (some anon already make a nice fanart in this thread, and I'm happy about it)... and if they wanna support me in the future, I will gladly make more stuff.
please invest in good art when the game is near finished. It looks really smooth and fun but the art will guaranteed that the only sales you will get will be when you put it on sale in the bargain bin for $2
~~*payment processor fees*~~
~~*itch.io share*~~
~~*adjustments?*~~
payment processor fees don't cost over 10% that's an absolute scam what the frick are """adjustments"""
on what planet does it make sense to keep only ~30% of your total revenue?
2 years ago
Anonymous
And most of the payment were done through donations with small amount of barely 2 dollars since the game is free with an option to donate to support between 1 and 2 dollars.
I don't understand why they're taking 30% tax. How does that work? As an independent business you pay your own taxes. And they charge you $3 each time for "tax identification" like what they have to make sure it's you every time someone buys a copy that doesn't make any sense. I could see you getting $8-$9 out of every $12 purchase after the israelites take their share but less than $4 I would just frick off from that bullshit.
Tax withholdings default to 30% until you actually start to withdraw your money, then they ask you to prove where you live and then they figure out what it REALLY is.
If it's still 30% after you go to actually withdraw it, file a support ticket.
I wanna know more from someone who has published something on itch, like this 3$ of adjustments it's a fixed fee or goes in %?
This is crazy, it's not even on a bought product, it's on a fukkin donation
Programming is impossible to me >Want to make harvest moon/reccettear hybrid game with the focus of developing the town you are in to attract more and richer customer >Finally done with basic movement after a week watching tutorial >Need to implement the very basic item system(?) where at the very least I can spawn the item on map and interact with it >Don't even know how to begin >Ask in certain programming forum >0 answer
I don't use either of those but even so they're excellent to use, if you're looking to spawn an item during gameplay (which it sounds like that's what you mean) you can simply pass the item information to a spawning item function and call that whenever you want 🙂 basic example is like >if I interact with this lever with given item picture above it >pass that item info to spawning item function >enjoy item
It's up to you on how to design the spawning item function
>>Need to implement the very basic item system(?) where at the very least I can spawn the item on map and interact with it
You need to store and create operations which allow you to access and modify that item system, think of it like a database.
Menu system is separate,
menu system calls your inventory up, inventory system access database, inventory system displays what items you have in your inventory, you select item, it appears.
Where to begin is workflow diagrams. Logic first. Programming second.
Then depending on the engine you will determine how to do specific logic steps in the engine.
Unity c#.
google >inventory system in unity
and do the tutorial
this is how you learn to do everything in this world.
the devs of the engines want you to use it, they will/should have guides on it.
I'm also making this gun now for something else that's furry related.
>godot... lmao >unity is already unity but now it's part of a more scummier company >unreal is from EGS
I just want to build a definetly-not-dark-souls game as a passion project but none of the options are appealing and building an engine from scratch as a one man developing team isn't feasible. > The only realistic options is to use unreal.
Not that happy about this.
If you want to build a souls-like, use Unity together with the Invector Shooter (which also includes Melee) template together with Invector world components. 150 bucks and you got a lot of the core components for a souls-like set up for you.
the arms and legs look too much like a guy in a suit. especially how the (hind) legs are way longer, suggesting that this is not the normal posture for this creature. humans look like this when we go on all fours. meanwhile an animal that's actually meant to spend time on all fours would have similarly long hind and front legs ("arms").
an exception are frogs and some insects which have very long hind legs for jumping. their shapes and posture are very different from a man on all fours though.
It's a "Moonbeast". Its a fictional creature described to be "Toadlike".
Everything about its design is intentional, don't worry about it. It's supposed to be very alien.
I have some keys left for this asset if anyone wants/needs it.
https://cladius.gumroad.com/l/adorreneko twtneko03
Rigged low-poly anthro catto with some outfits.
Everything
I don't even know how to start learning or what engine, theres so many different tutorial videos are all slightly different or at different levels of understanding but I can't find the one that comes before it if there is one.
I'm moronic and can't learn without some type of actual guidance please help.
There's about a thousand different YouTube tutorials, just follow one. Heartbeast is pretty simple for starters though he has a habit of saying "put this code in, don't worry i'll tell you what it does later" but the later never comes.
I've never coded anything in my life but I want to try, theres just too much information for me to handle on my own. What you described is one of the things I regularly see in tutorials and it makes me anxious that I'm constantly doing something wrong because theres poor documentation and even less explanation.
I cannot focus on something without help from another person or I end up looking at everything at once without understanding anything.
homie you gotta start somewhere. And so fricking what if you mess up, that's part of the learning process. Can you write English? Can you do basic math? Boom, you can code. Get learning fricko.
2 years ago
Anonymous
I can't do any math beyond basic single digit multiplication without a calculator
2 years ago
Anonymous
Ok? Well what do you want me to tell you? "I want to do X but I can't do X and I can't learn X and I won't be able to do X and I-". So many excuses and you probably haven't even downloaded a game engine yet. I think you should look into other hobbies before tackling game dev if you're this much of a pussy. And I'm saying that in the nicest way possible.
2 years ago
Anonymous
I tried unity but I couldn't even install it properly and get it to run while simultaneously watching a random tutorial I picked on youtube.
I went around downloading miscellaneous windows files I supposedly needed but that didn't help and when I asked other people they said unity isn't a good engine to start with and I should try something else.
2 years ago
Anonymous
For someone like you I unironically recommend Gamemaker Studio, Godot or RPGMaker. Good enough to make and publish games, not complex enough to waggle your brain too hard and plenty of documentations/plugins/you-name-it. Going balls deep into a 3D game requires a WHOLE different skill set which you'd never understand unless you already know 2D game development. I know you probably wanna make your dream hundred hour MMO with a bazillion players and you got this "awesome" story about some ancient evil awakening or some bullshit, just curb your enthusiasm for a second and get to grips with the basics.
2 years ago
Anonymous
I honestly just want to make a simple 2d platforming/action game like
even if it's completely garbage and sells no copies. Someone recommended me godot but never told me anything else about it beyond a link to the site. I asked others about it and they all said that it's functional but theres very little support for it if you run into issues since it has a small userbase.
That's a huge problem for me because I don't know anything about it and would need someone to constantly ask questions about it.
2 years ago
Anonymous
I think an online or irl course might be up your alley. Unless you're a cute girl than I'm sure a few thirsty anons might help you out.
2 years ago
Anonymous
I tried taking a rl course years ago but I failed because I constantly got lost and couldn't keep up with the class as the professor was teaching. Due to it being a classroom environment they expect everyone to follow at the same pace but I just can't.
I actually need somebody by my side to keep me oriented or I can't focus on a single aspect of something.
2 years ago
Anonymous
You might have dyslexia anon
2 years ago
Anonymous
I can read and write just fine, I just can't do specific tasks unless I physically see someone doing it beforehand to guide me.
It's a shitty disability that made me miss a lot of opportunities in life but I keep my hopes up that some day it'll just make sense someday.
Since I have such difficulty I try doing art too like
I am I just can't code so I'm polishing and honing my art skills generating enough assets until I can honeypot the right coder.
though nowhere near as good.
2 years ago
Anonymous
Damn that really sucks. Sorry but I'm not sure how else to help you other than recommending YouTube tutorials, joining a Discord community or maybe by doing a course in
Do this
https://www.codecademy.com/catalog/language/c-plus-plus
It's free and teaches you to code step by step with an inbuilt code program so no need to download. Obviously this isn't a game engine but you'll at least understand what code even is.
2 years ago
Anonymous
Do this
https://www.codecademy.com/catalog/language/c-plus-plus
It's free and teaches you to code step by step with an inbuilt code program so no need to download. Obviously this isn't a game engine but you'll at least understand what code even is.
I'll try these for sure thank you for your patience.
2 years ago
Anonymous
It's alright man. God speed, I hope it helps.
2 years ago
Anonymous
Even if I don't really get anywhere I really appreciate the help in this thread so I won't shit up these threads anymore unless I have actual progress made. It doesn't seem fair to people that have stuff to share.
2 years ago
Anonymous
keep grinding brother, we're all gonna make it
If I were to make a game with my own, handmade, shit graphics, you'd be interested in replacing those graphics to make it look great?
Or do you have your own vision of a game, and are looking for a programmer to make it real?
Depends on how our goals align, I'm always down to chat and/or do a game jam to see how people work.
There are three games I want to make, all stemming from an obsession with tarot cards and wanting to change the gacha industry. One basically Mahjong Soul + Poker, one has an existing prototype in GMS2 that plays like a fricked up hybrid of MMBN and OSU, and the last one would be a 3D platformer where the emphasis would be on different classes of movement like how mario vs sonic vs kirby move but you throw them all into the same environment for racing/minigames.
Pic related is my blank model for the third one.
2 years ago
Anonymous
Do this
https://www.codecademy.com/catalog/language/c-plus-plus
It's free and teaches you to code step by step with an inbuilt code program so no need to download. Obviously this isn't a game engine but you'll at least understand what code even is.
2 years ago
Anonymous
I started using Gamemaker to do basically what you're describing on a whim about a week ago, it's so simple that even a moron such as myself isn't having much trouble with it despite the extent of my coding experience being fricking around in Roblox a decade and a half ago. Just read the manual and check out a few tutorials and you'll basically be set.
>I've never coded anything in my life but I want to try
So... try.
Trust me, college and universities even if they can teach you something they will never teach you all there is to programing. At best they open the door with small crumbs of information about possibilities. At worst they don't teach you shit.
My advice is learn to learn. Take your time, practice what you studied, don't go binging a 4h course or take a full 30h+ course online without writing a single line of code.
Also start small. Learn the fundamentals of programming which apply basically to every language and start small.
The vast majority of those tutorials will get you a code snippet to accomplish what you wanted but it doesn't actually teach you how it works. There ARE so many tutorials that you can probably piece together the game you want by stealing all their snippets. The issue comes in when bugs start occurring and systems aren't meshing with each other and since you didn't actually learn anything you don't know how to resolve it and there's not going to be a tutorial to fix your exact amalgamation of shit to make it play nice with each other.
Pick an engine. It literally doesn't matter which one. Just pick one and dedicate a few months to it. Remember school? How you had an hour every day of the week for like 9 months of the year? That's dedication.
Pick a tutorial set. Find a popular one. Watch the first video. Then watch it again and follow along.
If there's anything you don't understand, look it up in the Knowledge Base/manual/a Wiki/whatever. Know that sometimes you won't know why a thing works instantly. You'll learn some things over time.
I barely passed high school and I still have nightmares about being stuck there forever even as an adult.
you start very small, if you're the one using unity/c# then just look at a common example online:
using System;
namespace Simple
{
class Program
{
static void Main(string[] args)
{
Console.WriteLine("This is C#");
}
}
}
continue looking at that example until you understand all of those parts and then start adding to it by creating variables of your own and outputting those, you have cold feet in all of this and you just have to take the leap and start gaining some experience and then slowly over time build on that experience with new things
Open wide, here comes the big code redpill There is nothing about coding that can't be solved with problem abstraction, divide and conquer, data modelling and interfaces. If you understand this the only challenge to coding is to correctly understand and formulate the problem you're trying to solve.
For example, if you want to implement A: >Abstract the problem so that you solve the set of all possible problems (e.g. all variants of problem A) >Divide the problem into atomic problems and solve each individually >Model the data the problem needs >Pipe the data through interfaces (as abstract and fine-grained as you can make them) to transform the data as necessary
I don't even know what variables and stuff are this hurts my head trying to understand it.
Pick an engine. It literally doesn't matter which one. Just pick one and dedicate a few months to it. Remember school? How you had an hour every day of the week for like 9 months of the year? That's dedication.
Pick a tutorial set. Find a popular one. Watch the first video. Then watch it again and follow along.
If there's anything you don't understand, look it up in the Knowledge Base/manual/a Wiki/whatever. Know that sometimes you won't know why a thing works instantly. You'll learn some things over time.
>If there's anything you don't understand, look it up in the Knowledge Base/manual/a Wiki/whatever.
If you don't want to try, that's fine. You don't have to be a programmer and make games.
>I don't even know what variables and stuff are this hurts my head trying to understand it.
this is my last response not because I don't like you but because you're just being stubborn now, how do you think anyone else felt when they started programming? It's a fricker at the beginning because it's like learning a new language no pun intended but think about where you can be years from now if you stick with it
>I don't even know what variables and stuff are this hurts my head trying to understand it.
You have the entirety of online programming resources in your hands. There is nothing you can't find a free tutorial about regarding programming.
Once you're semi-comfortable with one language then learning another language is just transfer & apply.
Then just pick an engine (preferably unity, unreal or godot) and look for tutorials for those.
If you can't learn with the internet then you're not going to make a game, ever.
2 years ago
Anonymous
I genuinely don't even know where to start and
>I've never coded anything in my life
Then you should start with that instead of thinking about making a videogame
Google "C++ beginner tutorial" and go from there
goes back to the problem of
I've never coded anything in my life but I want to try, theres just too much information for me to handle on my own. What you described is one of the things I regularly see in tutorials and it makes me anxious that I'm constantly doing something wrong because theres poor documentation and even less explanation.
I cannot focus on something without help from another person or I end up looking at everything at once without understanding anything.
and
Everything
I don't even know how to start learning or what engine, theres so many different tutorial videos are all slightly different or at different levels of understanding but I can't find the one that comes before it if there is one.
I'm moronic and can't learn without some type of actual guidance please help.
2 years ago
Anonymous
you're one of the best trollers on the internet if you're trolling this whole time
2 years ago
Anonymous
>I genuinely don't even know where to start
I just told you you schizo, that's how everyone learned it.
If you don't understand it you must hit your head against it until you do. That's part of the process.
Yes, programming is hard to learn for someone new. If you want an easy way out then programming is not for you.
you start very small, if you're the one using unity/c# then just look at a common example online:
using System;
namespace Simple
{
class Program
{
static void Main(string[] args)
{
Console.WriteLine("This is C#");
}
}
}
continue looking at that example until you understand all of those parts and then start adding to it by creating variables of your own and outputting those, you have cold feet in all of this and you just have to take the leap and start gaining some experience and then slowly over time build on that experience with new things
Go to Udemy and pick up a Unity starter course that's highly rated when it is on sale. Never pay full price on Udemy, because they have price cuts every two weeks or so.
That's a shame, since there is great teaching material out there. You might save in money, but not in time. I rather pay twenty bucks and get the exact information or product I need immediately than fiddling around for a week and not spending any money. When you are young, time is more affluent than money.
2 years ago
Anonymous
If I can't hold it in my hand it's not real and doesn't deserve my very real money. simple as.
2 years ago
Anonymous
Now I just know you are trolling.
2 years ago
Anonymous
>Buy online course >Burn footage to disk >Own physical item >Hold physical disk in hand
You've probably been meme'd into thinking that you don't need to properly learn programming to start making games. Unsurprisingly though, you actually do need to learn your tools in order to actually use them. You could get by with scraping up prefabs and existing code (which you'll still need to spend a while learning to know how to actually jerry rig everything together), but actually making something properly will require a full course.
Its with a heavy heart that I must inform you that you'll have to actually pick up a book or go through a course first. The better you understand the fundamentals behind code the easier of a time you'll have actually making games.
Think of it this way, you either spend a couple months now and then spend like a couple minutes programming what you actually want to make, OR you can open up the engine now, not really knowing much of anything, and trying to make a duct tape construct for 5 hours for every little thing that'll require miracles to work properly.
Head over to Ganker, there's usually a general for programming beginners. Just pick whichever resource you fancy there and do things properly one step at a time. You can toy around in game engines during your learning period to get some practice, naturally, but don't expect to crank out your dream game so soon when you barely know the most important aspect in game dev.
Open wide, here comes the big code redpill There is nothing about coding that can't be solved with problem abstraction, divide and conquer, data modelling and interfaces. If you understand this the only challenge to coding is to correctly understand and formulate the problem you're trying to solve.
For example, if you want to implement A: >Abstract the problem so that you solve the set of all possible problems (e.g. all variants of problem A) >Divide the problem into atomic problems and solve each individually >Model the data the problem needs >Pipe the data through interfaces (as abstract and fine-grained as you can make them) to transform the data as necessary
Here is a webm of my personal project. I am using facial mocap/ARKIT blendshapes/Iphone 10 in combination with Auto rig pro (with mixamo animations retargeted to it). I am testing the export to Unity at the moment and trying a multi-channel setup, so that I can switch out body and face animations on the fly and seperate from each other.
The character is totally custom and super low poly. Clothes are still placeholder, though. I am using Realtoon shaders in Unity. Gives me a bit of a disney vibe.
Target platform is the Meta quest 2.
Does Ganker like it? Don't mention the hands, I know they are too big and will change that in the future.
1. Create a character using blender or other modeling software and export as a single object.
2. Bring it into blender and use Auto rig pro plugin to make a body rig (no facial bones).
3. Use Faceit plugin to make the ARKIT blendshapes, remap to Faceit names
4. Use Facecap app on Iphone 10 to record mocap, export as .txt
5. Import .txt using Faceit and save the mocap as an action on the face control rig.
6. Repeat 4 and 5 for every facial mocap you want to do.
7. Import mixamo or other body animations and retarget the animations onto the body rig (using Auto Rig pro).
8. Repeat 7 for every body animation.
9. Export to Unity using Auto rig pro exporter.
10. Fix my shaders (basically replace the standard shaders with Realtoon shaders from the Unity Asset Store) and textures in Unity (only have to do this once).
Budget mocap using Faceit (about 70 dollars), Facecap app (about 70 dollars), Auto rig pro (about 50 dollars) and a second hand Iphone 10. A way to speed this up and to mocap hands together with body and face simultaneously is buying a Rokoko mark 2 suit for 4000 dollars, which I might do in the future. A lot of the steps mentioned above are still needed though, including making the blend shapes and rigs.
mario party clone
FTP on mobile
paid but cheap on every other device
i have the perfect idea for the next amongus and fallguys but the execution is gonna be hard
>make video games >but figure it out completely on your own >and get belittled by everyone you ask for help >also don't try asking for help because everyone should be able to do it by themselves
Wow great thread.
making videogames is about the most complex software project you could imagine aside from maybe current deep learning models
nobody can give you concrete answers because what you're asking for is not and cannot be concrete
only thing you can expect is advice on how to start learning
if you can't do that, you won't last a week making a videogame, because it's a continuous learning process
you will fail a thousand times and you'll have to learn, no other way around it
also works on arrows as well.
it'll take the highest +damage stat and make that your primary elemental effect that'll slow/poison/whatever the target, while still dealing all the different damage types. the main reason is that some elemental damage doesn't affect certain enemy types - like how you can't poison skeletons - so dealing only poison damage to them if you had a poison bow would be stupid.
I love seeing your progress. How is your attack logic set up? Is it something like 'if sword is equipped and left click is pressed, then attack animation and check if enemy is within attack collider'?
thanks for the kind words!
Yeah that's basically it on the attack logic. It needed to be a collider check since I want to add some sweeping attacks that could hit multiple enemies using your large two-handed weapons, so I designed it with that in mind.
Only difference is that it will only damage the highlighted/selected/targeted enemy and not his friends next to him, since you can get some situations where a bunch of enemies and their colliders overlap, like when you get surrounded by big foes.
Ah ok, but is not damaging his friends intentional? I don't understand why overlap of colliders is a problem. If you make them trigger colliders (given that your game engine supports that), would that not solve the issue of overlap?
yeah it's working as intended right now and there aren't any problems - the overlap just something I had to take into account when designing the attack scripts!
If I were to make a game with my own, handmade, shit graphics, you'd be interested in replacing those graphics to make it look great?
Or do you have your own vision of a game, and are looking for a programmer to make it real?
If you're at a shitty street corner restaurant you don't expect the food to come with a glass of wine or champagne
If you're at a 5* restaurant you'd leave if they did were not able to offer that
In videography, they have a saying: Video is 50 percent audio. Try playing a game with the sound muted. You don't need music per se, but you do need audio cues/feedback for the player. A game without feedback is not a game.
I redid the UI in my RTS, I added production ques for buildings that produce units, added unit patrol behavior, building waypoints, unified hotkeys between menus, shift-click pathing order ques for units, and made the pathing asynchronous which made the game run better allowing for bigger maps and more units. Also I added a coconut faction called the gogonauts, and reduced loading times.
I was able to squish a whole match against the CPU-controlled team into this sped-up webm. It was originally three minutes and 48 seconds long.
Kinda feeling like pic related, it's a daunting task doing literally everything art wise same goes for the programmer but I'm trying to push through and be consistent. Worked on some assets for when the main characters health is low, she'll move & shoot all tired and worn out looking for that extra charm. Gonna get a lot of the enemy assets taken care of though before moving onto tiles, props, effects and everything else.
I don't know, it still needs to be tinkered with and much needed polish in terms of mechanics. Me and programmer feel it'd be best to get everything implemented and sorted out before some final polishing and fixing things.
I already got almost all of the programming done, and all the features implemented with a little adjustments here and there.
Now it is purely content creation. Deciding the quests, NPCs, scenes, and making the right sprites for them.
It is amazing that I barely touched the lore and characters, but I think it was necessary so I wouldn't spend my time elaborately daydreaming about all the cool moments my game would have, and instead got to make a workable demo.
Speaking of which, if you had one animal or mythical creature/person to be your guardian spirit, who or what would it be?
Added a primitive message log. I need to refine its code a bit, though. Right now it's hard coded to 3 lines just because that's what I did to get it working, when maybe I actually want 5.
I love the way this level feels. If I ever wind up releasing a demo of Mayhem League this is gonna be the map I think. New assets: billboard (with ads that can be assigned, though I haven't really made any yet), and a "diamond wall" which is made of little pyramids, that does nothing of consequence except prevent the player from wallrunning on it by being uneven. Just to make things interesting.
The bigger part of what I've been grappling with is getting cloth on players (in this case, the enemy's cape) to collide with the environment. It's kind of necessary when characters can be knocked down, and it's a b***h and a half to get working in UE. I ended up with a solution that's performant and functional but I hate how hacky it is. This is supposed to be getting more work in future UE versions (5 and 5.1 apparently do it somewhat better) so hopefully some of it can eventually be deprecated.
What are some ideas to spice up a boring walking simulator game (with pretty landscape)?
Conditions:
- No NPCs
- No combat
- No heavy puzzle
- No platformer
This is unironically a good idea, even though I know you're being sarcastic. Zineth was a game about just moving around (and it was way more fun than a walking sim) and it gave you a little game boy to play on while you were skiing through the level and it was actually a crucial component of the game.
I think my game is coming together. The combat system is almost done.
I'm now working in the UI so people besides me can figure out what the frick is going on.
>Made a demo last year >Rushed everything to get it done in time, everything is good >Change a few bits of dialog so it flow better, don't bother checking >Everyone absolutely hate it because the dialog is out of order and seem completely broken >No one will believe it, just roll with it and get back to work
I'll get a new demo eventually
a vertical slice of whichever part of the game is most finished, is the usual approach I see. think like deltarune part 1
From this thread, [...] and [...] have submitted demos for /agdg/'s Demo Day event, which is here: itch.io/jam/agdg-demo-day-46/entries
First one is an RTS, the second a Diablo Clone.
Some other entires are also quite good, some are porn. Take your pick
stealing that free diablo clone,
Instead have the full game for free
https://goseb90.itch.io/curse-of-the-underdark
I redid the UI in my RTS, I added production ques for buildings that produce units, added unit patrol behavior, building waypoints, unified hotkeys between menus, shift-click pathing order ques for units, and made the pathing asynchronous which made the game run better allowing for bigger maps and more units. Also I added a coconut faction called the gogonauts, and reduced loading times.
I was able to squish a whole match against the CPU-controlled team into this sped-up webm. It was originally three minutes and 48 seconds long.
and
also works on arrows as well.
it'll take the highest +damage stat and make that your primary elemental effect that'll slow/poison/whatever the target, while still dealing all the different damage types. the main reason is that some elemental damage doesn't affect certain enemy types - like how you can't poison skeletons - so dealing only poison damage to them if you had a poison bow would be stupid.
have submitted demos for /agdg/'s Demo Day event, which is here: itch.io/jam/agdg-demo-day-46/entries
First one is an RTS, the second a Diablo Clone.
Some other entires are also quite good, some are porn. Take your pick
It was nice. Maybe it would be more fun if the player character could move slightly faster? Then again the game is obviously constructed around the low movement speed. It's cute, thank you for clearly labeling the buses as バス
2 years ago
Anonymous
>Maybe it would be more fun if the player character could move slightly faster? Then again the game is obviously constructed around the low movement speed
Yeah, it was. You can go pretty fast using the suitcases and slope physics but it takes a bit of skill to do it.
>It's cute, thank you for clearly labeling the buses as バス
Thanks
could anyone point me in the right direction on this?
I'm trying to make an ingame flightstick (like VTOL VR for example) in Unity but I can't get the rotation clamping right. It ends up an uneven square with most methods.
I'm thinking about angle or vector magnitude from neutral for clamping would make circle, but the problem is that I use one number to clamp with all axes would lock-up the second I hit the clamp on one side.
And then the IRS takes the rest basically
Paypal is fricking scum, never use them
t. had ~850$ stolen by them which they would not return and support was apparently instructed to ignore me in the hopes I finally stopped bothering them about it
This is shocking. I wanted to put my commercial game at 1€, but if this are like this I better grind out a product worth of at least 5
Maybe kofi is better for small donations?
Yeah it always sounds fun until you realize how much actual work that is. >Animations for every character >Movesets for every character >Balance needs to be effective >A different character needs an "AI" that will effectively use the different move sets
It's hell.
Yeah it always sounds fun until you realize how much actual work that is. >Animations for every character >Movesets for every character >Balance needs to be effective >A different character needs an "AI" that will effectively use the different move sets
It's hell.
the biggest issue is getting an audience, which makes indie fighters a bad idea.
its a genre that lives off multiplayer. it needs to have many players, unlike a single player game where you can have a couple hundred people spread across the globe and its fine.
on top of that its sensitive to lag so you need many players across multiple regions.
What's the laziest way to crank out comic book style panels? Should I just use MS paint as a stickerbook and copy paste shit? Or are there any nifty tools for that?
need it for cutscenes
something that you with composing scenes would be great too
realistically how long would it take me to make a top down game like darkwood or hotline miami. I dabbled in code here and there but I still fall into the beginner category. I'm kind of willing to grind it out through the years and approach it like going to the gym.
Break your project down into realistic goals.
Don't obsess over making everything perfect right at the start.
You can always look for other people to help with stuff you suck at.
the movement looks fun but man it needs to transition to a running animation and a flying leap animation, those little mincing steps look so weird when the guy is moving like 50 miles an hour lol
itch.io?
>tfw started out on game design to make a coomer game and ended up settling on just making coomer vids in blender because it cuts out the middleman of having to deal with a game
But as we've learned anon, if you add a shitty game on top of your coomer vids (Or even just pictures) you can make hundreds of thousands of dollars a month on Patreon
The concept is interesting, but I worry about the longevity. It's not so much the visuals that are putting me off, it's more so that the gameplay loop has been done in other games outside of snake (both TRON and slither.io come to mind).
Something that would be cool is if you were to make it truly 3D, having the snake's tail follow along the x and y axis.
thank you for the constructive feedback I agree there's nothing novel gameplay wise, now that I've got the groundwork laid out I need to add a spin to it
I got this idea. It's going to be in multiple parts. Right now I finished a part with entering a base and killing a general. The next three parts will be this >Giant plane in the air, drops down robots for enemies to fight >Section where the plan shoots at bridges the player crosses and the layer has a timer to active canons to shoot back at the plane >Plane is shot down, a giant mecha who was driving it comes out of it for a boss battle
It's just one of the ideas I have for the area I am working on.
Does anyone else ever draw up a design, only to find that you are unable to translate it jsut right into your game's style? I have an enemy that I doodled casually, and I love how it came out, like it was perfection on the first try, but I just can't get the damned thing to look right when I sprite it
Nope, I'd show what I drew but it's a major spoiler thing I want to keep hidden (plus it would be recognizable if I showed it off so even if I didn't say the name of the game, it would still be obvious).
Basically I have a boss rush mode that remixes the fight, sometimes changing a bosses element, other times it will fuse two or more bosses together, ect. The design I made fuses both of the major villains into one climactic super boss. The sketch I did looks so good, like the face has the perfect vibe of being two villains that both hate you, but the sprite looks like a goofy monstrosity that's sort of just confused.
What engine do you use? I seriously hate how it feels like less and less games give you the amount of customisability you'd expect, graphically, UI wise, sound, camera, etc.
that's because I'm showing you a picture from the editor. The fps fluctuates even worse sometimes if I am outputting data. I've optimised the game to run 100+ npcs at 60fps on a steam deck
Is there a good source for decent free 2d assets?
I want do develop a TBS with an turbo autistic armor penetration simulation.
To be honest I only want to develop the simulation, the game is just a justification to waste more time on that, but I hate creating art, cause I suck at it
Im so confident in my idea's eventual success but its just going to take so much time to flesh it out
But a goal to always work towards for years is a great feeling
I know the feeling. It makes it easier if you really enjoy what you are doing. I always design characters and sprite for fun, so all the game design I've been doing over the last couple of years hasn't been too hard.
I know, I'm just starting out is all, fortunately I'm pretty young so I've got a ton of time ahead of me to learn more while I work.
But god damn I'm excited.
Best advice I can put out if you are just starting is to always be open to criticism and accept that theres always more to learn. Know that and you'll do fine. Either way, good luck, it's always cool to see a new project take form.
For sure. The genre I'm working on has been pretty much dead for over a decade and I think I've got what it takes to make something new for all of us that want more of it
Except not all criticism is valid, and people who give it also need to accept that their """advice""" can also be just as shitty as the games they're critiquing. So as a gamedev, you definitely need to develop a filter.
Well of course, I said be open to criticism, not blindly follow it. Granted, I suppose I could have been more clear on that considering I've seen people that blindly follow whatever feedback they are given which can be just as dangerous for a project (if not more so) as ignoring all feedback.
Same but recently I got tired of it, right about when I was about to start. Ngl it took me a while to learn and follow some tutorials related to this project (I finally started doing 3D stuff) and now that I learned every fricking thing, I kind of felt empty inside and didn't want to work on anything anymore.
I have two webdev projects that I need to work on that are emptying my soul too but still.
i'm seriously considering to end everything this night, i just give up at life, nothing changes, not even making my game will change anything, i'm just condemned.
just cut yourself and you will feel better
Bro... same here.
I've made a huge ton of progress on my game. Been working on it for a long time. But it's literally a drop in the bucket of what needs to be done. Just thinking about it all is overwhelming and discouraging. I get so many thoughts of "this isn't worth it" and "it's too much, it'll take decades to finish". Hobby gamedev has not brought me more joy than pain.
I'm stupid and annoying everyone in the thread with my stupidity but I want to learn somehow, someday.
All I've been thinking about for the past decade is disappointing my parents when I failed college they paid for because of my poor learning abilities.
At least you can do it yourself unlike me and I envy people like you every day, you're like wizards to me doing magic I'll never comprehend. Don't give up because even though you think you're not making progress it's infinitely more than I have in almost 20 years.
western society has failed you
That's what progress is. There's a hump to doing anything, even just living. If you've never seen seen a hump before youve never really pushed yourself to improve. If you can bring yourself to keep pushing, you'll find that it gets easier, and eventually you'll look back and think about how small all your problems were.
that's what they all say. do it anyway.
dude, this is a process, you'll be giving up multiple times, but you have to keep going, your clock doesn't have to go the same way society's tells you
blind faith sounds like it's never a good thing, but as someone who's on the same rollercoaster, now on a high point, just keep going
I know the next year I'm going to be considering throwing it all out the window again, just like I did last year, and the year before, but that's who I am, and society can suck my dick
How do you even game design?
Do you carefully place assets, enemies, challenges ,backgrounds and foreground room by room to prove something to the player? or Do you randomly add stuff to your game until you see it fit?
I personally do both. I have a general idea about what should be there, sometimes in case of level design I may even draw it to get the idea, but once I have the basics in, I play around with things and add/delete stuff to see if it works.
I dunno. I have limited assets and game mechanics to justify something meaninful to the player for each metroidvania room that i would like to add. But when I meassure the "good" rooms, the playtime is 5 minutes, so i just add rooms with variations of enemies and terrain, and stuff like kong corridor with a couple of enemies the player can shoot, but it feels lazy.
I wish unity had libraries of filler metroidvania stuff like breakable blocks, falling rocks, lava/spike pits, dropping platforms, vanishing platforms, etc. All bundle up with royalty free assets. It would be generic but i could focus in my good rooms with my own game mechanics.
Use placeholders, like assets that don't fit or are taken from other games. And replace them with original assets by paying an artist or something.
all of my design is usually deliberate. I have an experience in mind I want for the player. if i'm stuck on something I didn't realize I needed i'll force myself to noodle around randomly. it's important to do that instead of waiting for the solution sometimes.
Both are the same essentially
One is taking 60 seconds to carefully get the food on your plate
The other is taking 5 seconds to get the food on your plate asap and then spending the rest 55 seconds to clean the mess
>basic feature lacking engine, not-python (lmao) edition
>buggy mess shovelware
I really hate that the chink proxy engine is the only serious alternative. Why can't you fricking morons make a proper c++ engine without all the disorderly gay shit you put on the other two?
>Why can't you fricking morons make a proper c++ engine
you can literally make your entire game in C++ with godot, gdscript is there for rapid prototyping or if you're lazy
mapped the dodge to the right stick.
not sure how it will work in KB, I guess i can use the arrows keys although you would be somewhat limited in directions
Why are you designing thinking consoleplebian first?
I originally had it so the player would dodge in the direction they are currently facing, but when playing Furi I didnt like that set up, it was like an extra fraction of a second plus movement you had to do to dodge to the correct position, which sometimes you couldnt afford given the very quick gameplay
I've seen plenty of games on steam that are designed for controller only.
I've been deluding myself with the idea that I will eventually make a game for a decade now.
I used to love video games and I'd constantly think of game ideas but now I don't even play video games anymore.
But every now and then I still have this phantom feeling, the neural pathways left by the passion that used to be there can still get triggered but there's no reaction and there never will be, I really need to accept that.
how do i get over the hump that is feeling like i need sprites first but being a shite artist
How is learning Godot? I fricked with it a few years ago but it seemed way different than anything I'm used to. Most of my "experience" comes from using Game Maker as a teen, but I've messed with programming languages a little bit.
If you want to make an irrelevant 2D pixelshit no name game that will die in obscurity, it's the engine for you. If you want to make a proper 3D game with a decent scope, learn to fricking code and then use some other engine.
Where's your proper 3D game with a decent scope more successful that Cruelty Squad?
I don't need to write the fricking Encyclopedia Britannica to be able to write in English, you stupid moron. But go ahead and develop in Godot anyway. Prove me wrong, ahahahahah.
Godot 4 fixes all your concerns
I've been learning it this past month and it's... Okay? Like for 2D shit it seems insanely good but i work with 3D and it's just alright. I can't compare it to other engines besides GMS since that's all ive ever used but it definitely features a "different" way to work. Hard to explain but it's just GMS has everything all there on a platter. Godot requires you to look into the node settings, animation timeline and project settings to make sure you didn't frick up something. Plus the tutorials are few and far between. Have a go anon. It's free so you got nothing to lose.
It's alright to make a 2D game, but you will have to have solid coding and software engineering bases to really get the most out of the node system. A lot of the tutorials are sub-optimal. The engine itself is still a work in progress and some bugs you can't resolve will appear in your game, since they're engine issues that are still getting sorted out. It has a good animation system that is very flexible and can do things that go above and beyond merely animating sprites, however. In some ways it's closer to what Flash MX was but not so good at producing web games.
okay, which games should I develop?
full feature MMORPG with open world pvp
Cute vamp
Do you have a sprite? Would love to make some fanart.
Sure, here you go.
Ill do a sketch but should I do the clothes you got there or a bikini micro or other
Draw the option that more you like, I like all those options you mentions and I am fine with whatever you choose.
I love the design, very kawaii.
Thank you.
She doesn't get fricked. It's a short game about a the vampire girl Eliza and how she will interact "surprise guests" in her castle. In total there are 8 girls:
- Eliza, proud vampire girl, owner of the castle.
- Ceres, smug demon girl, invader of the castle.
- Lucia, the maid slime girl, who wanna work in the castle.
- Taura, the shy cow Girl, selling milk from her farm door to door.
- Melapis, the chef bee girl, proudly chef who only knows how to make honey.
- Iris, doctor cyclop girl, or at least that's what she says...
- Galenia, acient plant Girl, who wanna make the castle look beautiful for the forest.
- Ishinagi, the homeless ghost girl searching a place for rest...
- Ceres, the smug tomboy demon girl, true invader of the castle who wanna take it from Eliza.
I am making also the music here is an example:
https://vocaroo.com/162H6yZWXZn6
Very cool. Good music. What do you use to make the music? Do you use a Midi controller/DAW/software arpeggiator? What software/hardware?
I'm using Flstudio stock plugins and Labs, my hardware its just a ryzen 5 2600x/gtx 1660/ 8gb ram.
Glad you liked the cyclops, I already made her idle animation.
Look, I like monster girls and I will never hide that fact, so I decide make my first game ever be about monster girls. I also like games like castlevania, ghost and goblins and demon's crest, which made a fan of castles, harpychord, organ pipes and things like that.
Based monster girl anon
Gonna lewd the cyclops too
I love drawings lewds of WIP projects like yours, in the hope people like it and helps motivate people
you just want attention and recognition
if you didnt you wouldnt put text in spoilers to draw curious eyes to see if its something worth reading
spoiler abuse is the defacto sign of insecurity teehee is this something interesting for you to read?
I meant to spoil the second sentence, might just be too tired
thanks anon I appreciate it. Do you have this one
in higher resolution?
No sorry, I made it in small res to draw it fast.
oh ok, no problem.
I want to draw more lewds of your vamp girl Eliza, but I gotta go for now. Do you post in these threads often?
Yes, I always check these gamedev threads on Ganker, but it looks like the janny are deleting the images.
Even that was too much, huh? I'll just post it elsewhere some other time, catbox or other board and crosslink. Hope I dont get banned for a slingkini pic lol
Anything you like in particular for your vamp?
Something red and black striped tights like pic related.
>just striped tights
Nice choice, and sure! See you again some other time in one of these threads.
Take care dude.
Here's a quick edit for the road.
Keep working hard on your game, anon!
https://litter.catbox.moe/qpyqqn.png
Sure, I will keep working on my game, I am finishing some idle animations for the ghost, plant and bee girl, when it's done I will post them here. Nice detail.
>She doesn't get fricked
Surely you are expecting or even anticipating lewd fanart with a cast like that no?
Cute cyclops
I think anyone who makes a game with a primary female cast is doing it for the popularity.
Art reminds me too much of Four Elements Trainer
She cute, hope you get fanart of her involved in your favorite fetish
Does she get fricked by slimes or any other monsters?
Do you have any other characters planned for your game so far?
This movement looks so good. I hope this is at least somewhat successful on release and we get more with such freedom with movement.
Don't worry about that, I have plans on making more stuff with characters after I finish the game.
I will gladly put money for upgrade the art quality and animations, BUT all the animations are frame by frame handraw, and it will be very expensive to hire someone to do it, probably thousands of dollars which I cannot afford.
But on the other hand, because there no thousands of dollar in investment in the project, I don't have pressure to sell it, which allowed me to decide to make it free to play.
Start a Patreon to get your animation money, anon. This looks cool enough to become a small hit at the least with a bit of financial love.
sure and how exactly is he going to attract people to his random patreon guy
I guess he can publish his prototype somewhere and use Twitter hashtags among other social media tools to network and publicize his indie game, dude.
so he's going to start out with 0 followers on his twitter and randomly grow a patreon, you're completely clueless and I hate when people like you give input
I sure hope he considers my input and not yours, because then even if he gets only ten cents a month and a handful of followers that shit on his hitboxes he'll have more than what he'd get listening to your excuses to do frick-all.
I already thought all this stuff, I have no background on game dev and people don't know my stuff, so I decide make a short game for introduce the characters and raise interest on them. I already share my progress on Twitter and have a small amount of followers (+130), but what I want is that people play my game, that's why this game is gonna be on steam for free, I just want people to know my characters, draw my characters if possible (some anon already make a nice fanart in this thread, and I'm happy about it)... and if they wanna support me in the future, I will gladly make more stuff.
please invest in good art when the game is near finished. It looks really smooth and fun but the art will guaranteed that the only sales you will get will be when you put it on sale in the bargain bin for $2
Any artist here interested in making a visual novel adaptation of The Great Gatsby?
nah
I'd do infinite jest though
Infinite Jest isn't in the public domain though. If you have another public domain book to suggest, do share though.
Has anyone done a Mein Kampf VN?
I'm getting screwed over by itch.
~~*payment processor fees*~~
~~*itch.io share*~~
~~*adjustments?*~~
payment processor fees don't cost over 10% that's an absolute scam what the frick are """adjustments"""
the 30% tax withheld is bull
the 3.00 adjustment is for 'tax identity verification'
12.00 revenue and the guy keeps 3.67, there's major issues with that
yeah and that's me.
on what planet does it make sense to keep only ~30% of your total revenue?
And most of the payment were done through donations with small amount of barely 2 dollars since the game is free with an option to donate to support between 1 and 2 dollars.
>using distributor
>not just publishing on Ganker
I don't understand why they're taking 30% tax. How does that work? As an independent business you pay your own taxes. And they charge you $3 each time for "tax identification" like what they have to make sure it's you every time someone buys a copy that doesn't make any sense. I could see you getting $8-$9 out of every $12 purchase after the israelites take their share but less than $4 I would just frick off from that bullshit.
Tax withholdings default to 30% until you actually start to withdraw your money, then they ask you to prove where you live and then they figure out what it REALLY is.
If it's still 30% after you go to actually withdraw it, file a support ticket.
Wtf is this shit
Dev Bucks Stealing
I wanna know more from someone who has published something on itch, like this 3$ of adjustments it's a fixed fee or goes in %?
This is crazy, it's not even on a bought product, it's on a fukkin donation
Didnt know paypal takes 20% what the frick. Also what the hell is adjustments?
Adjustment fairy will adjust your money to be lower.
Paypal has also stopped paying fees back if someone refunds. They are in full on cash grab mode.
Programming is too hard I give up.
you sound like a cutie, don't give up
Programming is impossible to me
>Want to make harvest moon/reccettear hybrid game with the focus of developing the town you are in to attract more and richer customer
>Finally done with basic movement after a week watching tutorial
>Need to implement the very basic item system(?) where at the very least I can spawn the item on map and interact with it
>Don't even know how to begin
>Ask in certain programming forum
>0 answer
I <3 harvest moon
what language are you using?
Unity c#.
I don't use either of those but even so they're excellent to use, if you're looking to spawn an item during gameplay (which it sounds like that's what you mean) you can simply pass the item information to a spawning item function and call that whenever you want 🙂 basic example is like
>if I interact with this lever with given item picture above it
>pass that item info to spawning item function
>enjoy item
It's up to you on how to design the spawning item function
>>Need to implement the very basic item system(?) where at the very least I can spawn the item on map and interact with it
You need to store and create operations which allow you to access and modify that item system, think of it like a database.
Menu system is separate,
menu system calls your inventory up, inventory system access database, inventory system displays what items you have in your inventory, you select item, it appears.
Where to begin is workflow diagrams. Logic first. Programming second.
Then depending on the engine you will determine how to do specific logic steps in the engine.
google
>inventory system in unity
and do the tutorial
this is how you learn to do everything in this world.
the devs of the engines want you to use it, they will/should have guides on it.
nice gun
Programming isn't the hard part.
Marketing is.
Should I join Sage discord to promote my shit
>godot... lmao
>unity is already unity but now it's part of a more scummier company
>unreal is from EGS
I just want to build a definetly-not-dark-souls game as a passion project but none of the options are appealing and building an engine from scratch as a one man developing team isn't feasible.
> The only realistic options is to use unreal.
Not that happy about this.
use Sokol
You WILL sign the Protect Trans Kids pledge as a condition of using Unreal Engine as part of their new business agreement.
If you want to build a souls-like, use Unity together with the Invector Shooter (which also includes Melee) template together with Invector world components. 150 bucks and you got a lot of the core components for a souls-like set up for you.
I am!
Looks cool
the arms and legs look too much like a guy in a suit. especially how the (hind) legs are way longer, suggesting that this is not the normal posture for this creature. humans look like this when we go on all fours. meanwhile an animal that's actually meant to spend time on all fours would have similarly long hind and front legs ("arms").
an exception are frogs and some insects which have very long hind legs for jumping. their shapes and posture are very different from a man on all fours though.
It's a "Moonbeast". Its a fictional creature described to be "Toadlike".
Everything about its design is intentional, don't worry about it. It's supposed to be very alien.
except it's not alien at all. it looks like A GUY IN A SUIT.
It's not textured yet smartass lmao
You don't get to see it with the visuals, lighting, atmosphere and location yet, slow the frick down
textures etc don't change the shape of the body. it's a MAN, therefore not an alien.
People will enjoy it, they like my texture work.
You're better off sperging elsewhere
lol samegay
Holy Autism Attack, Batman!
Love it. Can't wait to see it textured.
Now make the frog creature frick the human!
I have some keys left for this asset if anyone wants/needs it.
https://cladius.gumroad.com/l/adorreneko
twtneko03
Rigged low-poly anthro catto with some outfits.
I'm also making this gun now for something else that's furry related.
rugged "old tech" look + far future floaty bits? nope. also there's no room for a finger to actually pull that trigger.
Are you successful selling 3d shit like this? I wonder if it's a good gig, I've seen a bunch of furry porn artists do it
Furry/anthro fetish shit will always sell. The problem is finding a hosting platform that won't eventually nuke your content due to TOS violation.
Teach or help me understand code. I'm hitting my head against the metaphorical brick wall and don't get it.
what exactly don't you understand, post an example
Everything
I don't even know how to start learning or what engine, theres so many different tutorial videos are all slightly different or at different levels of understanding but I can't find the one that comes before it if there is one.
I'm moronic and can't learn without some type of actual guidance please help.
There's about a thousand different YouTube tutorials, just follow one. Heartbeast is pretty simple for starters though he has a habit of saying "put this code in, don't worry i'll tell you what it does later" but the later never comes.
I've never coded anything in my life but I want to try, theres just too much information for me to handle on my own. What you described is one of the things I regularly see in tutorials and it makes me anxious that I'm constantly doing something wrong because theres poor documentation and even less explanation.
I cannot focus on something without help from another person or I end up looking at everything at once without understanding anything.
homie you gotta start somewhere. And so fricking what if you mess up, that's part of the learning process. Can you write English? Can you do basic math? Boom, you can code. Get learning fricko.
I can't do any math beyond basic single digit multiplication without a calculator
Ok? Well what do you want me to tell you? "I want to do X but I can't do X and I can't learn X and I won't be able to do X and I-". So many excuses and you probably haven't even downloaded a game engine yet. I think you should look into other hobbies before tackling game dev if you're this much of a pussy. And I'm saying that in the nicest way possible.
I tried unity but I couldn't even install it properly and get it to run while simultaneously watching a random tutorial I picked on youtube.
I went around downloading miscellaneous windows files I supposedly needed but that didn't help and when I asked other people they said unity isn't a good engine to start with and I should try something else.
For someone like you I unironically recommend Gamemaker Studio, Godot or RPGMaker. Good enough to make and publish games, not complex enough to waggle your brain too hard and plenty of documentations/plugins/you-name-it. Going balls deep into a 3D game requires a WHOLE different skill set which you'd never understand unless you already know 2D game development. I know you probably wanna make your dream hundred hour MMO with a bazillion players and you got this "awesome" story about some ancient evil awakening or some bullshit, just curb your enthusiasm for a second and get to grips with the basics.
I honestly just want to make a simple 2d platforming/action game like
even if it's completely garbage and sells no copies. Someone recommended me godot but never told me anything else about it beyond a link to the site. I asked others about it and they all said that it's functional but theres very little support for it if you run into issues since it has a small userbase.
That's a huge problem for me because I don't know anything about it and would need someone to constantly ask questions about it.
I think an online or irl course might be up your alley. Unless you're a cute girl than I'm sure a few thirsty anons might help you out.
I tried taking a rl course years ago but I failed because I constantly got lost and couldn't keep up with the class as the professor was teaching. Due to it being a classroom environment they expect everyone to follow at the same pace but I just can't.
I actually need somebody by my side to keep me oriented or I can't focus on a single aspect of something.
You might have dyslexia anon
I can read and write just fine, I just can't do specific tasks unless I physically see someone doing it beforehand to guide me.
It's a shitty disability that made me miss a lot of opportunities in life but I keep my hopes up that some day it'll just make sense someday.
Since I have such difficulty I try doing art too like
though nowhere near as good.
Damn that really sucks. Sorry but I'm not sure how else to help you other than recommending YouTube tutorials, joining a Discord community or maybe by doing a course in
I'll try these for sure thank you for your patience.
It's alright man. God speed, I hope it helps.
Even if I don't really get anywhere I really appreciate the help in this thread so I won't shit up these threads anymore unless I have actual progress made. It doesn't seem fair to people that have stuff to share.
keep grinding brother, we're all gonna make it
Depends on how our goals align, I'm always down to chat and/or do a game jam to see how people work.
There are three games I want to make, all stemming from an obsession with tarot cards and wanting to change the gacha industry. One basically Mahjong Soul + Poker, one has an existing prototype in GMS2 that plays like a fricked up hybrid of MMBN and OSU, and the last one would be a 3D platformer where the emphasis would be on different classes of movement like how mario vs sonic vs kirby move but you throw them all into the same environment for racing/minigames.
Pic related is my blank model for the third one.
Do this
https://www.codecademy.com/catalog/language/c-plus-plus
It's free and teaches you to code step by step with an inbuilt code program so no need to download. Obviously this isn't a game engine but you'll at least understand what code even is.
I started using Gamemaker to do basically what you're describing on a whim about a week ago, it's so simple that even a moron such as myself isn't having much trouble with it despite the extent of my coding experience being fricking around in Roblox a decade and a half ago. Just read the manual and check out a few tutorials and you'll basically be set.
>I've never coded anything in my life
Then you should start with that instead of thinking about making a videogame
Google "C++ beginner tutorial" and go from there
>I've never coded anything in my life but I want to try
So... try.
Trust me, college and universities even if they can teach you something they will never teach you all there is to programing. At best they open the door with small crumbs of information about possibilities. At worst they don't teach you shit.
My advice is learn to learn. Take your time, practice what you studied, don't go binging a 4h course or take a full 30h+ course online without writing a single line of code.
Also start small. Learn the fundamentals of programming which apply basically to every language and start small.
Not that guy, but most of those unity tutorial don't work with each other.
The vast majority of those tutorials will get you a code snippet to accomplish what you wanted but it doesn't actually teach you how it works. There ARE so many tutorials that you can probably piece together the game you want by stealing all their snippets. The issue comes in when bugs start occurring and systems aren't meshing with each other and since you didn't actually learn anything you don't know how to resolve it and there's not going to be a tutorial to fix your exact amalgamation of shit to make it play nice with each other.
Pick an engine. It literally doesn't matter which one. Just pick one and dedicate a few months to it. Remember school? How you had an hour every day of the week for like 9 months of the year? That's dedication.
Pick a tutorial set. Find a popular one. Watch the first video. Then watch it again and follow along.
If there's anything you don't understand, look it up in the Knowledge Base/manual/a Wiki/whatever. Know that sometimes you won't know why a thing works instantly. You'll learn some things over time.
I barely passed high school and I still have nightmares about being stuck there forever even as an adult.
I don't even know what variables and stuff are this hurts my head trying to understand it.
>I don't even know what variables and stuff are
>If there's anything you don't understand, look it up in the Knowledge Base/manual/a Wiki/whatever.
If you don't want to try, that's fine. You don't have to be a programmer and make games.
>I don't even know what variables and stuff are this hurts my head trying to understand it.
this is my last response not because I don't like you but because you're just being stubborn now, how do you think anyone else felt when they started programming? It's a fricker at the beginning because it's like learning a new language no pun intended but think about where you can be years from now if you stick with it
>I don't even know what variables and stuff are this hurts my head trying to understand it.
You have the entirety of online programming resources in your hands. There is nothing you can't find a free tutorial about regarding programming.
Once you're semi-comfortable with one language then learning another language is just transfer & apply.
Then just pick an engine (preferably unity, unreal or godot) and look for tutorials for those.
If you can't learn with the internet then you're not going to make a game, ever.
I genuinely don't even know where to start and
goes back to the problem of
and
you're one of the best trollers on the internet if you're trolling this whole time
>I genuinely don't even know where to start
I just told you you schizo, that's how everyone learned it.
If you don't understand it you must hit your head against it until you do. That's part of the process.
Yes, programming is hard to learn for someone new. If you want an easy way out then programming is not for you.
you start very small, if you're the one using unity/c# then just look at a common example online:
using System;
namespace Simple
{
class Program
{
static void Main(string[] args)
{
Console.WriteLine("This is C#");
}
}
}
continue looking at that example until you understand all of those parts and then start adding to it by creating variables of your own and outputting those, you have cold feet in all of this and you just have to take the leap and start gaining some experience and then slowly over time build on that experience with new things
Go to Udemy and pick up a Unity starter course that's highly rated when it is on sale. Never pay full price on Udemy, because they have price cuts every two weeks or so.
>paying for digital content
I haven't paid for a digital item in 16 years
That's a shame, since there is great teaching material out there. You might save in money, but not in time. I rather pay twenty bucks and get the exact information or product I need immediately than fiddling around for a week and not spending any money. When you are young, time is more affluent than money.
If I can't hold it in my hand it's not real and doesn't deserve my very real money. simple as.
Now I just know you are trolling.
>Buy online course
>Burn footage to disk
>Own physical item
>Hold physical disk in hand
Couldn't you just download udemy courses somewhere online?
You've probably been meme'd into thinking that you don't need to properly learn programming to start making games. Unsurprisingly though, you actually do need to learn your tools in order to actually use them. You could get by with scraping up prefabs and existing code (which you'll still need to spend a while learning to know how to actually jerry rig everything together), but actually making something properly will require a full course.
Its with a heavy heart that I must inform you that you'll have to actually pick up a book or go through a course first. The better you understand the fundamentals behind code the easier of a time you'll have actually making games.
Think of it this way, you either spend a couple months now and then spend like a couple minutes programming what you actually want to make, OR you can open up the engine now, not really knowing much of anything, and trying to make a duct tape construct for 5 hours for every little thing that'll require miracles to work properly.
Head over to Ganker, there's usually a general for programming beginners. Just pick whichever resource you fancy there and do things properly one step at a time. You can toy around in game engines during your learning period to get some practice, naturally, but don't expect to crank out your dream game so soon when you barely know the most important aspect in game dev.
Try using a physical one.
Open wide, here comes the big code redpill
There is nothing about coding that can't be solved with problem abstraction, divide and conquer, data modelling and interfaces. If you understand this the only challenge to coding is to correctly understand and formulate the problem you're trying to solve.
For example, if you want to implement A:
>Abstract the problem so that you solve the set of all possible problems (e.g. all variants of problem A)
>Divide the problem into atomic problems and solve each individually
>Model the data the problem needs
>Pipe the data through interfaces (as abstract and fine-grained as you can make them) to transform the data as necessary
Here is a webm of my personal project. I am using facial mocap/ARKIT blendshapes/Iphone 10 in combination with Auto rig pro (with mixamo animations retargeted to it). I am testing the export to Unity at the moment and trying a multi-channel setup, so that I can switch out body and face animations on the fly and seperate from each other.
The character is totally custom and super low poly. Clothes are still placeholder, though. I am using Realtoon shaders in Unity. Gives me a bit of a disney vibe.
Target platform is the Meta quest 2.
Does Ganker like it? Don't mention the hands, I know they are too big and will change that in the future.
Really interesting tech. Like a low budget mocap. What's your process?
1. Create a character using blender or other modeling software and export as a single object.
2. Bring it into blender and use Auto rig pro plugin to make a body rig (no facial bones).
3. Use Faceit plugin to make the ARKIT blendshapes, remap to Faceit names
4. Use Facecap app on Iphone 10 to record mocap, export as .txt
5. Import .txt using Faceit and save the mocap as an action on the face control rig.
6. Repeat 4 and 5 for every facial mocap you want to do.
7. Import mixamo or other body animations and retarget the animations onto the body rig (using Auto Rig pro).
8. Repeat 7 for every body animation.
9. Export to Unity using Auto rig pro exporter.
10. Fix my shaders (basically replace the standard shaders with Realtoon shaders from the Unity Asset Store) and textures in Unity (only have to do this once).
Budget mocap using Faceit (about 70 dollars), Facecap app (about 70 dollars), Auto rig pro (about 50 dollars) and a second hand Iphone 10. A way to speed this up and to mocap hands together with body and face simultaneously is buying a Rokoko mark 2 suit for 4000 dollars, which I might do in the future. A lot of the steps mentioned above are still needed though, including making the blend shapes and rigs.
mario party clone
FTP on mobile
paid but cheap on every other device
i have the perfect idea for the next amongus and fallguys but the execution is gonna be hard
>make video games
>but figure it out completely on your own
>and get belittled by everyone you ask for help
>also don't try asking for help because everyone should be able to do it by themselves
Wow great thread.
We've already given you pretty handy advice you dumb frick, what more do you want
making videogames is about the most complex software project you could imagine aside from maybe current deep learning models
nobody can give you concrete answers because what you're asking for is not and cannot be concrete
only thing you can expect is advice on how to start learning
if you can't do that, you won't last a week making a videogame, because it's a continuous learning process
you will fail a thousand times and you'll have to learn, no other way around it
>making videogames is about the most complex software project you could imagine
I'd argue making an OS is worse.
>want to make quake mod
>no good tutorial for making models
all the links are dead
added some basic VFX to elemental attacks
also works on arrows as well.
it'll take the highest +damage stat and make that your primary elemental effect that'll slow/poison/whatever the target, while still dealing all the different damage types. the main reason is that some elemental damage doesn't affect certain enemy types - like how you can't poison skeletons - so dealing only poison damage to them if you had a poison bow would be stupid.
I love seeing your progress. How is your attack logic set up? Is it something like 'if sword is equipped and left click is pressed, then attack animation and check if enemy is within attack collider'?
thanks for the kind words!
Yeah that's basically it on the attack logic. It needed to be a collider check since I want to add some sweeping attacks that could hit multiple enemies using your large two-handed weapons, so I designed it with that in mind.
Only difference is that it will only damage the highlighted/selected/targeted enemy and not his friends next to him, since you can get some situations where a bunch of enemies and their colliders overlap, like when you get surrounded by big foes.
Ah ok, but is not damaging his friends intentional? I don't understand why overlap of colliders is a problem. If you make them trigger colliders (given that your game engine supports that), would that not solve the issue of overlap?
yeah it's working as intended right now and there aren't any problems - the overlap just something I had to take into account when designing the attack scripts!
I am I just can't code so I'm polishing and honing my art skills generating enough assets until I can honeypot the right coder.
If I were to make a game with my own, handmade, shit graphics, you'd be interested in replacing those graphics to make it look great?
Or do you have your own vision of a game, and are looking for a programmer to make it real?
I'm interested, what kind of game will it be?
Making a puzzle turn based RPG in Godot.
Just got the idea last week, things are proceeding well but I've never made a game before.
How important is music in a video game? Will everyone hate it if it's just silence?
Depends on the game
If you're at a shitty street corner restaurant you don't expect the food to come with a glass of wine or champagne
If you're at a 5* restaurant you'd leave if they did were not able to offer that
I've never been to a restuarant in my life where wine was complimentary. It always costs extra and a lot at that.
In videography, they have a saying: Video is 50 percent audio. Try playing a game with the sound muted. You don't need music per se, but you do need audio cues/feedback for the player. A game without feedback is not a game.
this tbqh, make sure there are sounds that play when the player interacts with stuff. Even if it's just basic transients.
CAN SOMEONE TELL ME HOW THE FRICK TO MAKE A GAME I'M FREAKING OUT
Sometimes I get so overwhelmed with the idea that my architecture isn't correct even though I get 300 FPS in editor on my mid-tier PC.
You can do it bros, just keep on keepin on.
what does performance have to do with architecture?
I fear if my architecture is too messy my code will get too convoluted to do anything 🙁
That fear is exactly correct
Has little to do with performance though
im trying
Why is she humping?
fleas
I redid the UI in my RTS, I added production ques for buildings that produce units, added unit patrol behavior, building waypoints, unified hotkeys between menus, shift-click pathing order ques for units, and made the pathing asynchronous which made the game run better allowing for bigger maps and more units. Also I added a coconut faction called the gogonauts, and reduced loading times.
I was able to squish a whole match against the CPU-controlled team into this sped-up webm. It was originally three minutes and 48 seconds long.
>RPG Maker shit like Ib is in Switch now
So where's your cult classic vidya, Ganker?
Kinda feeling like pic related, it's a daunting task doing literally everything art wise same goes for the programmer but I'm trying to push through and be consistent. Worked on some assets for when the main characters health is low, she'll move & shoot all tired and worn out looking for that extra charm. Gonna get a lot of the enemy assets taken care of though before moving onto tiles, props, effects and everything else.
Cute character. Post gameplay please.
I don't know, it still needs to be tinkered with and much needed polish in terms of mechanics. Me and programmer feel it'd be best to get everything implemented and sorted out before some final polishing and fixing things.
how to I do equipment switching so it's smooth?
I already got almost all of the programming done, and all the features implemented with a little adjustments here and there.
Now it is purely content creation. Deciding the quests, NPCs, scenes, and making the right sprites for them.
It is amazing that I barely touched the lore and characters, but I think it was necessary so I wouldn't spend my time elaborately daydreaming about all the cool moments my game would have, and instead got to make a workable demo.
Speaking of which, if you had one animal or mythical creature/person to be your guardian spirit, who or what would it be?
I recently started education on Software Development. More chance on a job.
Game Dev is basically the Art School equiv and it's a big hit or miss to land anything.
Unreal bros... why is Chaos so fun yet so hard to implement well into a game
I keep thinking about chaos destruction but the issue is it utterly fricks the navmesh
>have idea
>can't tell anyone about it for feedback because they'll plagiarize it
Sigh
if your idea is so simple that people can just yoink it easily then it's probably not a good idea to begin with
Who said its simple
And simplicity is good
>Who said its simple
Implicitly you, because you're worried people can just steal it. A complex idea cannot be easily "taken"
>And simplicity is good
Try making a "simple" game and see how good it turns out lmao
Ideas are worth shit. I got dozen of ideas. It's the execution that makes or breaks a game.
Added a primitive message log. I need to refine its code a bit, though. Right now it's hard coded to 3 lines just because that's what I did to get it working, when maybe I actually want 5.
finished the combat skills and now i'm designing a proper UI for this game
I love the way this level feels. If I ever wind up releasing a demo of Mayhem League this is gonna be the map I think. New assets: billboard (with ads that can be assigned, though I haven't really made any yet), and a "diamond wall" which is made of little pyramids, that does nothing of consequence except prevent the player from wallrunning on it by being uneven. Just to make things interesting.
The bigger part of what I've been grappling with is getting cloth on players (in this case, the enemy's cape) to collide with the environment. It's kind of necessary when characters can be knocked down, and it's a b***h and a half to get working in UE. I ended up with a solution that's performant and functional but I hate how hacky it is. This is supposed to be getting more work in future UE versions (5 and 5.1 apparently do it somewhat better) so hopefully some of it can eventually be deprecated.
Doing a weekend jam with my wife. Last one was really fun.
https://chucklow.itch.io/kanji-kendai
What are some ideas to spice up a boring walking simulator game (with pretty landscape)?
Conditions:
- No NPCs
- No combat
- No heavy puzzle
- No platformer
Dynamic weather, rain, storms, hail, snow, lightning.
Good idea
I was wondering about gameplay though. Something besides just walking around, kinda boring.
A gameboy to play a better game while you walk
This is unironically a good idea, even though I know you're being sarcastic. Zineth was a game about just moving around (and it was way more fun than a walking sim) and it gave you a little game boy to play on while you were skiing through the level and it was actually a crucial component of the game.
Photography
Some vintage e-girl hentai clips playing on a monitor that only the most grizzled walker could ever hope to find.
obstacles like rivers, ravines, mountains (mountains don't have to be climbable, player can just find a route around it)
I'm confusedd
I think my game is coming together. The combat system is almost done.
I'm now working in the UI so people besides me can figure out what the frick is going on.
give me your demo Ganker
I wanna play it
>Made a demo last year
>Rushed everything to get it done in time, everything is good
>Change a few bits of dialog so it flow better, don't bother checking
>Everyone absolutely hate it because the dialog is out of order and seem completely broken
>No one will believe it, just roll with it and get back to work
I'll get a new demo eventually
what kind of games do you like?
rpgs and fps and platformers and uh 3d action games
I'm making an RPG but don't really know what to put in the demo.
a vertical slice of whichever part of the game is most finished, is the usual approach I see. think like deltarune part 1
stealing that free diablo clone,
aaaand stolen, thanks nerd
>somebody stole my game
took you long enough
From this thread,
and
have submitted demos for /agdg/'s Demo Day event, which is here: itch.io/jam/agdg-demo-day-46/entries
First one is an RTS, the second a Diablo Clone.
Some other entires are also quite good, some are porn. Take your pick
>platformers
https://store.steampowered.com/app/1834950/Salaryman_Shi/
https://www.nintendo.com/en-ca/store/products/salaryman-shi-switch/
Here you go, enjoy the demo
I swear I've pressed every button on my keyboard... what am I missing lol
jump on it and press down
It was nice. Maybe it would be more fun if the player character could move slightly faster? Then again the game is obviously constructed around the low movement speed. It's cute, thank you for clearly labeling the buses as バス
>Maybe it would be more fun if the player character could move slightly faster? Then again the game is obviously constructed around the low movement speed
Yeah, it was. You can go pretty fast using the suitcases and slope physics but it takes a bit of skill to do it.
>It's cute, thank you for clearly labeling the buses as バス
Thanks
Instead have the full game for free
https://goseb90.itch.io/curse-of-the-underdark
could anyone point me in the right direction on this?
I'm trying to make an ingame flightstick (like VTOL VR for example) in Unity but I can't get the rotation clamping right. It ends up an uneven square with most methods.
I'm thinking about angle or vector magnitude from neutral for clamping would make circle, but the problem is that I use one number to clamp with all axes would lock-up the second I hit the clamp on one side.
i would love to but FRICK learning how to code
hundreds of hours of bullshit frick that
Join an existing project I guess
how
Ask what kind of project you'd like to join and what you can offer I guess
still working on that turn based bomerman 64 thing
>1 buck of donation
goes through
56 cents fees + 10% of itch.io share
fricking hell
So it's basically ~~*paypal*~~ super israeliteing you on small donations? Why does it vary between 54 cents for 1 USD and 24 for 3 usd? Country?
I honestly don't know. I'm a Leaf, not sure if it makes any sense.
And then the IRS takes the rest basically
Paypal is fricking scum, never use them
t. had ~850$ stolen by them which they would not return and support was apparently instructed to ignore me in the hopes I finally stopped bothering them about it
This is shocking. I wanted to put my commercial game at 1€, but if this are like this I better grind out a product worth of at least 5
Maybe kofi is better for small donations?
finna make my own fighting game, bros!
Just don't put any penis characters in it, you might get sued by Marvel
Yeah it always sounds fun until you realize how much actual work that is.
>Animations for every character
>Movesets for every character
>Balance needs to be effective
>A different character needs an "AI" that will effectively use the different move sets
It's hell.
the biggest issue is getting an audience, which makes indie fighters a bad idea.
its a genre that lives off multiplayer. it needs to have many players, unlike a single player game where you can have a couple hundred people spread across the globe and its fine.
on top of that its sensitive to lag so you need many players across multiple regions.
HOW do I come with a company/studio name? it's the hardest part of game deving
just call it OPIsgay
>nodevs get stuck on making a company name and logo before they even have a game
>meanwhile world renowned yesdevs (pic related)
Just take a leaf out of Kojima's book and use your own name.
What's the laziest way to crank out comic book style panels? Should I just use MS paint as a stickerbook and copy paste shit? Or are there any nifty tools for that?
need it for cutscenes
something that you with composing scenes would be great too
realistically how long would it take me to make a top down game like darkwood or hotline miami. I dabbled in code here and there but I still fall into the beginner category. I'm kind of willing to grind it out through the years and approach it like going to the gym.
You can shit out a hotline miami prototype in an hour
So it's easy as far as I can learn to draw assets fast?
Yea that's why 99.9999% of indie games are just shitty downgraded assetflips of much better games
>download top down sample for X game engine
>change assets
>???
>profit
Depends how fast you can churn out shitty pixel art
i kneel to my godots master, my sissy game maker ass needs correction NOW
bend over and spread that game maker bussy. NOW.
I'm seriously considering to start everything this night, give me all your best advice and strength anons!
Break your project down into realistic goals.
Don't obsess over making everything perfect right at the start.
You can always look for other people to help with stuff you suck at.
Why tonight? Wait for tomorrow morning when you're rested
You know what, I'll finally get to it as well, I think. I want to make something like Dark Messiah, too. Going to use UE5.
I'm pitching a tent.
still working on movement
At last, Metroidvania
Are those rewind time mechanics dev tools or a part of the game? Frick, I love time manipulation stuff.
That's the central game mechanic
wouldn't be fair to let everything kill you in 1 hit otherwise
>wouldn't be fair to let everything kill you in 1 hit otherwise
Don't be silly, anon.
the movement looks fun but man it needs to transition to a running animation and a flying leap animation, those little mincing steps look so weird when the guy is moving like 50 miles an hour lol
itch.io?
Dude this looks fun, it also remind that game called Braid.
Oh yeah, i like the metroidmania.
looking for a scratch guide. I want to look into doing a quick super mario 1 clone doesnt matter if it is and pdf ebook or video guide.
WTF
the scratch game engine has you coding with blocks of code that you don't have to have any experience with writing code in order to use.
>tfw started out on game design to make a coomer game and ended up settling on just making coomer vids in blender because it cuts out the middleman of having to deal with a game
You just need to make a basic RPG with a half-assed narrative for the blender animations to take place and you'll have a game!
But as we've learned anon, if you add a shitty game on top of your coomer vids (Or even just pictures) you can make hundreds of thousands of dollars a month on Patreon
maintaining the code is not worth it
it's easier to just make the animations, that's what people come for anyways (in both meanings)
I'm making a "3D" snake game in python using tkinter and some trigonometry, sorry for the bad quality webm
>snake, except bad
but why
I wondered how snake would play if I added verticality to it, are the visuals what make you tick ? or was it just a bad idea overall
The concept is interesting, but I worry about the longevity. It's not so much the visuals that are putting me off, it's more so that the gameplay loop has been done in other games outside of snake (both TRON and slither.io come to mind).
Something that would be cool is if you were to make it truly 3D, having the snake's tail follow along the x and y axis.
*x, y and z axis.
thank you for the constructive feedback I agree there's nothing novel gameplay wise, now that I've got the groundwork laid out I need to add a spin to it
I got this idea. It's going to be in multiple parts. Right now I finished a part with entering a base and killing a general. The next three parts will be this
>Giant plane in the air, drops down robots for enemies to fight
>Section where the plan shoots at bridges the player crosses and the layer has a timer to active canons to shoot back at the plane
>Plane is shot down, a giant mecha who was driving it comes out of it for a boss battle
It's just one of the ideas I have for the area I am working on.
A pictionary/among us style game where players are competing to present their own AI generated artwork for various challenges
Does anyone else ever draw up a design, only to find that you are unable to translate it jsut right into your game's style? I have an enemy that I doodled casually, and I love how it came out, like it was perfection on the first try, but I just can't get the damned thing to look right when I sprite it
Let me guess, you drew a creature with shitton of legs too
Nope, I'd show what I drew but it's a major spoiler thing I want to keep hidden (plus it would be recognizable if I showed it off so even if I didn't say the name of the game, it would still be obvious).
Basically I have a boss rush mode that remixes the fight, sometimes changing a bosses element, other times it will fuse two or more bosses together, ect. The design I made fuses both of the major villains into one climactic super boss. The sketch I did looks so good, like the face has the perfect vibe of being two villains that both hate you, but the sprite looks like a goofy monstrosity that's sort of just confused.
i admire every single game dev here
you guys are awesome and im a little jealous
thansk for admirirng my gaem ^:))
im gonna sell mak many money
Added a game window for fiddling with previous options you had open. This is useful when customising your own camera.
Looks nice, anon.
Appreciated, I try my best to provide the QOL that I believe is needed in most games.
eagerly awaiting the goblin shortstacks
What engine do you use? I seriously hate how it feels like less and less games give you the amount of customisability you'd expect, graphically, UI wise, sound, camera, etc.
Unity. Yeah, we should be seeing more customisation as time goes on but it doesn't look like developers really care.
this looks cool. where can i follow this
Don't expect much just yet
https://ytcgame.com/
>FPS: 21
that's because I'm showing you a picture from the editor. The fps fluctuates even worse sometimes if I am outputting data. I've optimised the game to run 100+ npcs at 60fps on a steam deck
Why do you never post that then
Is there a good source for decent free 2d assets?
I want do develop a TBS with an turbo autistic armor penetration simulation.
To be honest I only want to develop the simulation, the game is just a justification to waste more time on that, but I hate creating art, cause I suck at it
did that recent unity fearmongering lead to any problems or can I still use that to make my babbies first 2D game?
just use it, it lead to jackshit.
no
you can't make me
Im so confident in my idea's eventual success but its just going to take so much time to flesh it out
But a goal to always work towards for years is a great feeling
I know the feeling. It makes it easier if you really enjoy what you are doing. I always design characters and sprite for fun, so all the game design I've been doing over the last couple of years hasn't been too hard.
I know, I'm just starting out is all, fortunately I'm pretty young so I've got a ton of time ahead of me to learn more while I work.
But god damn I'm excited.
Best advice I can put out if you are just starting is to always be open to criticism and accept that theres always more to learn. Know that and you'll do fine. Either way, good luck, it's always cool to see a new project take form.
For sure. The genre I'm working on has been pretty much dead for over a decade and I think I've got what it takes to make something new for all of us that want more of it
Except not all criticism is valid, and people who give it also need to accept that their """advice""" can also be just as shitty as the games they're critiquing. So as a gamedev, you definitely need to develop a filter.
Well of course, I said be open to criticism, not blindly follow it. Granted, I suppose I could have been more clear on that considering I've seen people that blindly follow whatever feedback they are given which can be just as dangerous for a project (if not more so) as ignoring all feedback.
Same but recently I got tired of it, right about when I was about to start. Ngl it took me a while to learn and follow some tutorials related to this project (I finally started doing 3D stuff) and now that I learned every fricking thing, I kind of felt empty inside and didn't want to work on anything anymore.
I have two webdev projects that I need to work on that are emptying my soul too but still.
Are there any communities out there (other than here) that aren’t full of blue haired, pronouns-in-bio twats? They seem to be everywhere these days.
It's incredibly hard to find any, because as soon as you open the doors and allow anyone to join the community, it's inevitable they'll join, too.
No that anon
but how about non English communities, like for example Japanese.
Has anyone tried AI texture development? Does it work well?
>Does it work well?
Nah, using filters in Photoshop is still faster with a more fitting result