>people still use unity
If you're getting into gamedev, don't. All the large companies are swapping to Unreal now, so learn that and get yourself employed
Wow, the large companies are swapping to an engine that better fits large companies. Incredible. I don't think many large companies used Unity to begin with, my dude. Unity is the absolute best engine to use as a solo/small indie dev in 95% of cases.
I have literally no idea where the frick to begin. My brother said I have to learn coding, but I don't know who's the best and I don't want to watch moronic leftist cancer that wants everything I like banned either.
>get employed
And help make the latest AAAshit instead of having 100% control over whatever difficulty or fap material I want to put in or how I handle b***hing to change it? Frick off.
>I have literally no idea where the frick to begin. My brother said I have to learn coding
I'm not good at making games so my advice might be worthless but I just slap shit together with UE's blueprint system. Then again, that might be part of why I'm not good.
>Voluntarily aspiring to become a cog in a machine ran by cold business analysts
Yeah frick you and your npc take. I'd rather starve and do my passion projects than be a mindless npc.
Wow, the large companies are swapping to an engine that better fits large companies. Incredible. I don't think many large companies used Unity to begin with, my dude. Unity is the absolute best engine to use as a solo/small indie dev in 95% of cases.
to me its very good that aspiring game devs get trolled into using unreal because it means there's less competition for me
Ugly godot 3d reporting in
I'm adding real art soon, rather make sure the proof of concept is legit though
Trying to make Kirby's Air Ride City Trial + marble platformer game
Going to add elemental abilities after I wrap up multiplayer combat
This one keeps looking better and better every time I pop into one of these threads.
Ugly godot 3d reporting in
I'm adding real art soon, rather make sure the proof of concept is legit though
Trying to make Kirby's Air Ride City Trial + marble platformer game
Going to add elemental abilities after I wrap up multiplayer combat
Looks interesting. I loved Marble Blast Ultra. But PLEASE change the pink to a less brighter pink or change it to something else.
Did you make that? Doesn't look bad IMO, but the other anon is right, character is kinda androgynous looking. If that is on purpose then kys and ignore my compliment.
She's meant to be sporty and athletic (she's running around kicking people to death in the desert), but if she's not easy to read as a young woman, I should tweak the design.
But I'm going to be honest here, she's 75% legs and has a pencil-thin waist, so I don't know what you want other than huge breasts and a prom queen haircut.
made a lot of progress lately >save/load >music >updated textures and models >new movesets and weapons >cutscenes, dialogue, quests
it feels good to finally have a semi playable game. from here to the finish line will mostly “just” be adding content, features, and polish
>video
my side project is actually farther along now and i’m probably going to release it first ehehehe
sure
it’s pretty unrealistic for solo devs working in 3D to aspire to anything more in my experience, unless they’re making asset flip crap, which universally looks worse than handmade stuff
[...]
nice lightning burst, how does it choose the sequence of which enemies it passes through? randomized array or..?
also, do you have a release date set yet? game looks pretty far along.
My thoughts exactly. I use an art style I can realistically make assets for. Cobbling things together that I can't change would look terrible.
I mean it's okay but by decent I meant something "realistic" without too much details like picrel without being too restricted by the engine
Realistic graphics at a decent performance are pretty difficult in Godot. The global illumination causes a massive performance hit (even for baked lighting, despite the light captures barely doing anything), the screen-space reflections aren't very good, the shadows are pretty bad, and the performance in general needs some work.
Even now I'm dealing with framerate drops, and the game is 80% empty.
>She's meant to be sporty and athletic (she's running around kicking people to death in the desert), but if she's not easy to read as a young woman, I should tweak the design. >But I'm going to be honest here, she's 75% legs and has a pencil-thin waist, so I don't know what you want other than huge breasts and a prom queen haircut.
Its the face
Godot 3. Godot 4 has a much better renderer in both appearance and performance, but the new physics engine isn't ready yet. Colliding with large terrain chunks tanks the framerate to like 1-2 fps.
Did you make that? Doesn't look bad IMO, but the other anon is right, character is kinda androgynous looking. If that is on purpose then kys and ignore my compliment.
I meant PS2 completely sincerely. The big inspiration for the game is the Jak and Daxter series. If I were a better artist, that's what the game would look like.
>She's meant to be sporty and athletic (she's running around kicking people to death in the desert), but if she's not easy to read as a young woman, I should tweak the design. >But I'm going to be honest here, she's 75% legs and has a pencil-thin waist, so I don't know what you want other than huge breasts and a prom queen haircut.
Its the face
I guess the face is androgynous, in a simple cartoon sense.
Eventually I'm going to redo the lower half of the face to have a fully modeled mouth (I already redid the eyes), so I'll think of what I can do to make her more feminine.
still realtime though. The difference between that and the regular game is micromanagement of camera angles, light sources and object placement. If they gave you the ability to walk around that room you could, but then you'd see that there's nothing outside the window and the back of the room isn't modelled, but that's all fixable.
made a lot of progress lately >save/load >music >updated textures and models >new movesets and weapons >cutscenes, dialogue, quests
it feels good to finally have a semi playable game. from here to the finish line will mostly “just” be adding content, features, and polish
>video
my side project is actually farther along now and i’m probably going to release it first ehehehe
sure
it’s pretty unrealistic for solo devs working in 3D to aspire to anything more in my experience, unless they’re making asset flip crap, which universally looks worse than handmade stuff
workin on it
got some new blood visuals now
based but the colors are actually melting my eyes. i think the pink is just a bit too bright
nice lightning burst, how does it choose the sequence of which enemies it passes through? randomized array or..?
also, do you have a release date set yet? game looks pretty far along.
those are some nice animations anon! i especially like the ragdolling enemies.
the lightning picks the closest enemy with a few random parameters so that it doesn't look identical every time. it also stops at a point close to halfway between enemies and alters its course slightly to prevent straight lines between targets
no clue when i'll release it or where/for how much. i'm hoping it'll be in a state i'm satisfied with sometime in 2023, then i'll worry about releasing
[...]
She's meant to be sporty and athletic (she's running around kicking people to death in the desert), but if she's not easy to read as a young woman, I should tweak the design.
But I'm going to be honest here, she's 75% legs and has a pencil-thin waist, so I don't know what you want other than huge breasts and a prom queen haircut.
[...]
My thoughts exactly. I use an art style I can realistically make assets for. Cobbling things together that I can't change would look terrible.
[...]
Realistic graphics at a decent performance are pretty difficult in Godot. The global illumination causes a massive performance hit (even for baked lighting, despite the light captures barely doing anything), the screen-space reflections aren't very good, the shadows are pretty bad, and the performance in general needs some work.
Even now I'm dealing with framerate drops, and the game is 80% empty.
head too big, face too angular, distance between nose and mouth too large!!, eyes too high on the face!, ears too large!!!
I couldn't do anything about the angularity in this rough sketch because paint is not quite that advanced yet, but any day now. technology gets better over time, right, Microsoft?
if you can't fix it from imagination simply copy Mrs. Incredible or NOLF's Cate Archer, some other CGI character that already looks similar (but like a woman).
Actually pretty solid of a change, fits nicely with the body shape. Do you have any animations for the mouth, eyes or eyebrows? Assuming those are in fact 2d parts of the material/texture
2 years ago
Anonymous
Thanks. The brows are animated, the eyes are modelled but not yet rigged or given blend shapes (currently split on what approach to take, but it won't bee too hard), and the mouth is just painted on.
The big challenge will be how I want to animate the mouth, which is where a lot of these cartoony/anime models fall apart.
I may just settle for sprite animations with a few drawn expressions, since I'm not doing voice-acted closeups or anything.
Poorly.
Put 200 bucks to Unity assets in the past 5 years, and now the whole app (its "Pro" version) is subscription-based and filled with spyware.
Would love to switch to Godot but that'd mean learning brand new set of tools, and at the moment it lacks easy graphix-gay -friendly EZ mode visual scripting like the Unity's PlayMaker.
Try to move the assets to unreal? Unless it's shaders or specific unity plugins there is a good chance it can be transferred with a bit work. I have been "stealing" a couple assets from the unity store for a unreal project.
>Try to move the assets to unreal? Unless it's shaders or specific unity plugins
All my "Assets" in Unity are "plugin" types.
I'm an art-gay that loved level-design and baby-level game makers like TGF as a wee lad, it's the coding / logic I suck at, hence the numerous engine add-ons.
I guess fine? I've made a lot of progress mechanically but like two-third of it is behind the scene things.
Nevertheless I am getting close to a playable demo.
Neat! Though I would hope the real thing doesn't update time simply because you moved through a screen. You end up with the pacing time-warper like in the webm.
Thanks. It updates through delta time, so it goes on even if you are standing in one place. It stops when in a conversation, shop screen, or checking menus.
Honestly the most time is added off-screen, when you transition between bigger maps to show time is passing. But I didn't want it to be completely still in case the player is just sitting in one place either.
NTA but how many years of programming experience you reckon is needed for a 1:1 tony hawk's underground ripoff? I read and followed a C# book once upon a time but no actual real world experience. I have design docs and know exactly how I want every single mechanic to work (and the thug source is online) but I just don't really know where to start and keep putting off just diving in because "what if I waste a year working in the wrong engine / whatever" but now its like 10 years later and what the frick am I doing with my life?
Would Godot work for that or would I need to use bloated ass unreal?
>How many years of programming experience you reckon is needed for a 1:1 tony hawk's underground ripoff?
Super tl;dr answer: MANY.
More detailed attempt:
The coding teachers try to preach about this mythical "programming mindset" thing these days, which is essentially like an artistic mixture of problem solving, math, and understanding "language" that can be as convoluted as some law books. Sounds "fun", huh? Yeah, that's apparently what you should adapt first, not a set of "do this like this" instructions.
On the flip-side, my HS friend was a self-taught code monkey, and his advise (15 years ago) was to go to your local library, borrow the thiccest newbie bible of the language of your choice, read it and follow it from page 1 to 1001, and boom - you're a haxxor now dog!
In case all that babble left you even more confused, there is not definitive answer, because the problem you are presenting has more dimensions than you might think.
Learning how to code from scratch?
You either get the hang of things within a few weeks, few months, or fricking never. I'm kinda in the last category, no matter that I "understand" the systems. This is a very subjective thing.
Mastering the code side well enough to figure out how to do your own goals?
Again, subjective.
How about the visual side? Audio? Optimization and polish?
Things most people don't even think about when they start planning games.
>I have design docs and know exactly how I want every single mechanic to work
Congraz mate, you're already ahead of most Ganker tards.
>I just don't really know where to start...
Welcome to the true walls of game development: your own mind.
You either don't know what the hell to do first, or hit a road block later on that stumbles you completely. And it's always up to you to psyche yourself up and tackle these issues.
>Godoth / Unreal?
Really a choose your poison at the moment.
Unreal has more documentary and easier visual scripting.
Godot is totally free and lighter.
Started writing a giant blogpost responding to all of this but I don't think you or anyone else really cares for the details. I appreciate you writing this, I'll start dicking around in Unreal and spending time learning to actually program. The art will definitely be a problem (even if only aiming for 2003 tier fidelity) but we'll cross that bridge when we get there I guess lol. Maybe in 10 years you'll see some shitty tony clone on itch.io.
What are some good resources or starting points for the 3d math parts? Not trying to undermine or dismiss what you said but what you have going there is infinitely more complicated than old THPS games. When I say THUG ripoff I mean copying physics and mechanics as close to 1:1 as possible, even going as far as to look at the source code which is actually available online.
Not that put off by the prospect of it being a years or decade long process anyway, I've been playing this game autistically for nearly 20 years now anyway.
It looks more complicated, but nearly everything Im doing is applicable.
Understanding trigonemtry, understanding geometry, how to do math with vectors are important. Any 3d game this will be needed in.
Quaternions solve alot of problems for you as well, its a 4d math, you don't need to understand it tho, just learn how to apply it.
The best way to Start learning is to try. Hit a road block, google an answer and keep trying. Most of the time learning is just hard because you don't know the words to google.
Watch youtube devlogs that are more than just "i used unreal to do some garbage" and they never teach you math or game concepts.
I know this isn't specific but idk I don't look at one place, i just look for the knowledge when i need it.
There are NOT alot of good tutorial for skating/biking games i can tell you that, i've had to figure most of this stuff on my own.
Getting a CS degree is useful for knowing how to set up code, but like 20% of what I do in my career or schooling has ever really applied to game stuff. Don't let that shit gate keep you.
Start by trying with unity/unreal/godot how to make a character move like you might think a skateboard would feel. Look up vehicle tutorials if you need an ever easier start.
2 years ago
Anonymous
Thanks for the advice anon, I'll dive in and start messing around I guess in Unreal for now and see what I can make happen with what I remember from the aimless and unmotivated attempts of years past (just as far as making a character move, maybe 'attach' to a rail object for a grind or something). Once I hit a wall I'll just follow someone making other simple games on youtube and dive into the math stuff.
Good luck with the BMX game, forgot to mention but it looks really good so far especially with the gesture based controls that's really cool.
I joined the metroidvania game jam on itch 5 days ago thinking I was going to be able to whip out a nice game in a month, but no. I'm good at programming, at music, I'm even better since I've been at it for almost two decades, but my art is super shiiiiiiiiiiiieeeeeeeeeeet, so I dropped out of it. Maybe next year I'll be ready.
need good unity tutorial. i search youtube and all i see are "X years of game dev in X minutes" "how to make popular game in 15 minutes" "i pay game devs on fiverr to make game" "learn unity in 17 minutes!"
NTA but Blender is easy. I learned from Grant Abbitt; he's an actual teacher so it was pretty good. But I think there is a new really good tutorial from Polyfjord, you could also start with a classic donut from Blender Guru.
I've scaled back my concept significantly. Currently trying to learn how to make grids in UE. most of the youtube tutorials give a very rudimentary examples that most of the time brake when you try to modify them a little bit.
If you think Unity sucks as an engine you’re a shitty programmer. The company has its flaws, but the engine itself is excellent. Much more flexible and user friendly than unreal imo. And both mog Shitdot.
>Much more flexible and user friendly than unreal imo.
In what way more flexible and user friendly? I have tried booth and from a noob view unreal was by far better. Mainly as the included tools are just much better and easier to understand.
wanted to do some more things before going on vacation but a day is only 24 hours long, now I have a week to cool my brain down and come back woth new stuff
Finally implemented backer names, for better worse. They still get filtered through that race's nomenclatural lens to fit the rest of the names in that category, but still.
Also implemented drop tables for about 150 or so shipwrecks, so that whole content block is done. Might also implement the entire fast travel system if I've got the time.
Okay bros give me a reality check. I know art and pixelart work, I plan to learn coding from next month on leading upto releasing my own 20minutes VN game from scratch by september 2023, is that a doable trajectory?
It's a lot less reasonable in unity since you need a decent idea of data structures and the like. You can buy a VN engine off the app store though, to offset it. Basically, I don't see you getting to "competent programmer" level within a year, much less finishing a game that requires basic competency. So if the timeframe is important, you will want to do something easier like Ren'Py, otherwise slap 1 or 2 years onto that estimation.
I wanted to switch to unreal after the ironsource deal was announced, but the autistic way that Unreal requires skeletal meshes to be set up, along with its really clunky and busy UI and dinosaur slow compile times, sent me scurrying back to comfy Unity.
Anyway, Unity did not get bought out by AppLovin, and their stock is way up now (doubled), so hopefully small devs will be able to feel some of the kickbacks from that sweet sweet IAP development funding. Updated ECS and DOTS would be damn nice. I hope they rehire some of their engineers…
retreading common ground. writing code and slapping together simple graphics for weapons / shooting / explosions, where nearly every feature is something I've already created twice or more times in other projects. and copying the old spaghetti is not an option. this project is quickly growing into my largest codebase. I can't afford any bloat (unnecessary or badly written code imported from old projects) stretching out the real content or it will become unmaintainable. this is a game I intend to finish and publish.
I know if I put my back into it this iteration will be the best thing I've ever made but all I can think about is, I wish I was doing something else, anything else. I'm not even worried about falling into the "new side project" trap because I don't have the energy any more. I feel so empty. sorry for making a downer post, I'm usually not a buzzkill ITT.
Why aren't you gays supporting O3DE, stride and love2d, they're actual, free, engines, capable of doing 3d and 2d. No chunk Spyware, no Israeli malware and they're not troondot
Godot is free. You could even release your own engine based on it for money. What more freedom do you need?
It's also much more popular than all the ones you mentioned so long-term support is more likely.
I want the inventory in my game be directly accessible by physically showing it on the hip of the heroine. The player should be able equip/swap an item directly in their hanh, with the press of a button. You are supposed to be able to stash for items max, plus one in your hand. Im thinking right how about how to arange the itemslots so that would work.
well i opened godot and started a totally original project
putting down bombs work (though they just disappear right now)
guess the easiest ways to handle the explosions would be 4 raycasts
Years ago I joked around with some anons in a /vp/ anime thread about making a VN h-game, and after all this time I kinda wanna tackle it.
VNs are kinda shit though so maybe not.
yes. Draw calls are the enemy, so it's all going to be done with trimsheets. We explored it for our last game but only really got into material optimization halfway through so it wasn't as slick as this is going to be.
Just design doc and making small technical proof of concepts to be sure the design isn't impractical. I will probably never actually make anything to the point that I'd share it, but it's fun to just putz around.
Anyone know shit about how to be a pro gamedev? I'd like to work remotely on missions instead of joining a company but can you gain well doing that? What are the best jobs? Is the market saturated or can you easily find work?
don't expect an entry level job doing fun shit like design. They need grunts. learn blender/texturing/rendering. or music. or sound design. Usable shit.
Gamedev doesn't make much money compared to jobs you could do with the same technical skills. It's easy to find work if you have any amount of professional experience, but getting that first foot in the door is pretty hard. Nobody seems to want to hire juniors.
I'm keeping rimlights mainly on characters and important stuff, just whipped up a quick "sphere" test for shading but the idea is: A base sprite3d is for middle color, a shadow layer is slightly behind it which is the proper full shape, then a rimlight layer is placed slightly in front. From there you can modulate everything parenting from the BASE, so you can do stuff like colored shadows. Here's an example with extreme (almost hylics-like) modulation.
Brehs, do you have any cool resources (paid or not) for artificial intelligence like making NPCs with activities and enemies with environement perception and that can also communicate with each others?
Modeling your AI with goals and actions that can satisfy these goals makes them extremely flexible.
Then you just need some kind of controller to roll dice and determine when they should choose a goal. The video also talks about sensors, if I recall which allows you to keep a list of things your AI can see to interact with.
>game dev thread on Ganker >full of barely functional demos and gaylords arguing about engines
i have never seen a finished game in these threads, does anyone ever deliver?
eric barone literally posts in /agdg/, he had to stop posting progress on his new game because it was causing thread derailments, so he just went full anon. this was like, last week.
you never know who reads these threads, my coping friend
Here, usually for a thread or two before dropping off. Not supposed to shill your own game on Ganker.
>game dev thread on Ganker >full of barely functional demos and gaylords arguing about engines
i have never seen a finished game in these threads, does anyone ever deliver?
Salaryman Shi release like a month or two ago. That dev was pretty active in these threads.
Definitely not in a progress thread, probably twitter or reddit.
Once you have a finished game you're supposed to market it to players, not other devs.
>why does a game development thread contain games in development and not finished releases?
Genuine moron.
Once the game is done, you don't need to post in a dev thread and can graduate to shilling your game on Ganker instead.
Redpill me on Maya vs Blender when it comes to rigging and animation. I always find people saying that Blender doesn't compare to Maya when it comes to this but it's never recent content and they NEVER explain what makes Maya superior except that it has been around for a longer time...
>but it's never recent content
That's because it's an ancient stereotype from the days when people still unironically used 3ds max. At most you might have more autistically specific settings and specialized plugins available for maya. Nothing an indie developer should worry about. Stick with blender unless you NEED something better.
> Stick with blender unless you NEED something better
Do you have specific example of what "better" represent? Like, you said specialized plugins, like what are these plugins that would make Maya better for some precise objectives?
In the past maya used to have a (paid) finite element method physics simulation plugin, but it's since deprecated. Not sure what happened to the company. Houdini is a better option for that now if you need it. If you NEED something better, you'll probably go looking for it when you need it.
>when people still unironically used 3ds max.
You mean like this very day, 8/2022?
Literally nobody even joked about Blender when I graduated from University back in 2014.
I'd switch to Blender instantly if it was as easy and intuitive to use as 3DS Max.
>wanted to make a basic 3D turn based rpg without any fancy lightning / graphics >picked Unreal to gain time and jump straight into asset creation >bullshit ass engine is so AAA graphics oriented that I'm wasting time / struggling trying to not do polish stuff
I'm done.
I want to make a top down adventure game sort of like A Link To The Past or something, which program or engine should I look into using? I don't want to make anything horribly complex, but I don't want to be limited to the simplicity of Super Mario Bros either. Is Game Maker a valid tool to use?
https://www.solarus-games.org/
this one is specifically focused on zelda type games
Can any of these handle stats frickery? Like gaining stats on level up or skill points, etc.? How about passive skill shenanigans? As a side, I'm familiar with a little bit of coding, especially if there's something already extant I can take apart I reverse engineered the first Xenoverse game for example. Thanks for sharing these.
>Can any of these handle stats frickery? Like gaining stats on level up or skill points, etc.?
Obviously. Those are like vidya 101.
That being said, truly few game creation apps just outright spell things out for you, and will require building even the basic systems your self. That's easier to do than it might sound, even an anti-code gay like moi could easily create a score, ammo and HP meters in TGF at the age of 15.
A random note from someone who wasted way too much time picking an engine.
Unreal is actually better than Unity, but you probably will need to do a paid tutorial to learn it. Once you learn it, you will wonder why you tried Unity though.
The only downside of Unreal is that you have to pay Timmy 5% after the first million. That's something you will have to weigh the trade offs on for yourself.
Unreal's more of a "single genre" type of thing.
It's fine for realistic / semi realistic 3D games, but proper celshaded visuals? 2D games? Anything abstract Yeah, naw.
>you are just making stuff up.
I am not though. The whole family tree of Unreal engine is engineered towards 3D first-person shooters. Trying to make anything but is like trying to slice bread with a hammer; doable but pointlessly complicated.
Still not proving anything I said wrong. And potentially not even following what I even told ya.
Sure, you can make a soccer game with Doom engine. It still wont be easy.
2 years ago
Anonymous
its ok we can all use what we want
I am building an RTS in unreal and I think its easier than Unity. I have used both.
I just wanted to share this with the thread because I think people have misconceptions about Unreal Engine that are unfounded.
You can definitely make stylized games in unreal just the same you can make them in unity. I hate working with unreal but it's just not true that it can only do realistic.
protip: use real maps and landscapes. real photography etc.
take 10 real towns and stitch them together.
just do funky shit like that.
this is the secret sauce that a lot of devs won't share
Try building everything around one main, central point. Take a look at the towns in most Monster Hunter games for example. All the important and necessary places to go are near one area with less important stuff further out of the way. It doesn't necessarily have to LOOK like it's designed this way, but having utility all near one spot is way less irritating than spreading it out.
Honestly, when I was spriting that, I realized how funny it is that minecarts are such a commonly known concept thanks to games and tv shows, but like, how many people have actually even seen a minecart in real life? It's just amusing to me that they are so common in media.
[...]
Can't remember which old nintendo dev it was, but one of them said something about making it fun to just move around in a game gets you like halfway to being a solid game.
I think it's only really the wall jump animation that looks all that stiff, the flipping and twirl-glide thing look pretty good imo.
I'm glad the movement looks good for both of you, I will keep in mind the comments about the animations.
Who's the target audience for these shitty platform games?
>Who's the target audience for these shitty platform games?
See
The designer's fetish of course
I like monster girls so I am making a game about monster girls.
The sprites are sorta stiff looking, but that looks really fun to just run and jump around.
Can't remember which old nintendo dev it was, but one of them said something about making it fun to just move around in a game gets you like halfway to being a solid game.
I think it's only really the wall jump animation that looks all that stiff, the flipping and twirl-glide thing look pretty good imo.
The character's body does not bend. This is what makes it appear stiff. And you're absolutely right about good movement being the most important thing in a game focused on movement. Look at the Luminous Avenger games for example or better yet, just play Blaster Master Zero 2 as Copen. It feels incredible to just zip around and bounce off the walls.
Movement looks cool.
Like I mentioned before though, it's pointless to have the character portrait on the top left unless you can play multiple characters. And even then, it's taking up space.
The portrait it's more a design choice at this point, I like when the games show me the character expression in a Doom guy fashion, that's why her expression in the portrait change depending on how much life she have or if she receive a hit.
>finally get good enough at programming to competently make a game >but now I'm too busy wagecucking as a codemonkey and don't have the time to make it
thats what you'll find. really the only time I've seen 40+ hour weeks is in entry or junior game dev positions.
just grind a couple years, then you get a mid level remote job and you'll most likely be working less than 30 hours per week.
grind a few more years and get to a senior dev position and you'll barely even be writing code anymore
I don't know how you frickers do it. I go to work, come home, and I don't have the will to learn Blender to make models for a 3d game or Asperite for a pixel game or whatever. Not to mention learning programming. I sincerely hope all you amateur devs make money from your efforts.
Thank you so much for your kind words. You can play it right now if you want. There's a free webGL version on itch io and on newgrounds, just search for Kyubu Kyubu Dice.
It's also available on Android and iOS, also free (with some ads).
The Steam version should include way more content in the future.
Nice v3 interview.
I would try to improve the graphics, even if you want to launch to the phone. Colors are very saturated, the background is as important as the foreground, and a screenshot (thumbnail) by itself is not attractive enough to get clicks easily (it could also mean the graphics are made for a big screen). I think the phone market should be one of the focus even if it requires having 2 set of interfaces, or just different scaling.
My game is going well, for what it's worth. I estimate I've finished around half of the first chapter of my game, and all I have to do is do the rest of the fricking chapter and the "switch characters" system I'm aiming on implementing, which will probably be a real doozy.
Main issues I have to contend with is that:
1: Godot's Camera2D smoothing system is iffy and lags a bit, which isn't an easy thing to fix.
2: hoping I get people that will actually give constructive criticism to it and suggest solutions when it releases
1. characters (design, backstory, style)
2. story
3. decent graphics
4. a gameplay that's not disconnected from the story, but instead using it to tie everything together
Bonus:
5. music
the rest is not important. stop making gay ass pointless platforming games.
>gameplay and music at the bottom
Awful taste. I will usually ignore a high graphics story-driven game if its gameplay is not fun, and either way, a soundtrack that is so good that I could listen to it on my own leisure almost makes the whole thing worth it.
By making a small game like a tetris clone, you get some practice and experience that you might later need when trying to make that dream project of yours.
Is this a bait post? How in gods name would story ever be above graphics or gameplay when those are the very first thing people see about your game and can completely make or break how they feel about it within the first few seconds? Story only effects people who are already engaged with the content to get far enough to understand it, meaning they would already have to be sold on what you have to care about it.
Should I make a Stardew clone as my project to learn C#? I haven't fricked with coding since taking CS classes in HS but I have frick all going on in my life at the moment and need a hobby.
Added in-game scripting. It's good for debugging certain stuff. Yeah, your game engine probably already supports that out of the box. Just enginedev things.
If you're never going to make them anyways, pitch the weakest of the 3 and we'll see if you actually have anything worth a shit. Nobody cares about your ideas more than you, "stealing" them really isn't as prominent as one might think.
VR title
You're a ghost trying to figure out your death
Because you're a ghost you can integrate all the VR weaknesses like awkward movement, no physical feedback and object phasing into the narrative.
>Ghost Trick
basically. But the addressing of the uncanny valley VR has with motion and touch feedback, or even emphasizing it for narrative impact is something I'm very surprised nobody has tried to do, since it's the biggest hurdle VR has, so I'm not sure why nobody has tried to do lemonade with those lemons yet.
Could use some guidance.I have two ideas for shooters I'd like to spend the next decade bringing to fruition, but I don't know if it would be harder to learn Blender/3D modeling or 2D skills. I see stuff like Ion Fury, Selaco, Wrath, Dusk, Project Warlock, and I just get lost on which style to commit to, let alone needing to develop a good sense of art direction no matter what I pick. I am also considering UE5 or Unity since I don't have the brains/programming skills for GZDoom or Godot or Serious Engine 1. I don't really know what I'm asking, just general advice? At work I'll write down ideas for environment design, weapons, character notes, boss design, arena encounters, and I just can't go back to a life where I didn't want to make a game.
I need to learn to code.
I thought I already knew a bit, but apparently it's not enough. Anything I do I look around online and some wizard has already done it better.
making pokeyman clone
the map will be based off taiwan because real pokeymans will never touch that. plus it's a nice little island. been working on the map
on the coding side i'm putting the project back together after i lost some work due to bad pc
I'm a pretty good coder (work as a dev + studied CS) and can write decent music, but am absolutely SHIT at art. Any suggestions? Should I just buy art via commissions? take the ascii art pill? make a rhythm game?
>Have spent almost five days now on these fricking textures and still hate them >Still having issue implementing a part break system for the combat
I want to unalive.
He also says it needs to be a basic platformer, but no ideas are motivating enough in case you get the misconception I only care about cooming and "owning" leftards rather than just wanting my interests left the frick alone.
Digging doesn't sound fun in 2D and too easy or expansive in 3D, but I only have Kirby as a reference.
You "own" just by having hot under 18 girls and shitting on or not supporting trannies.
The most I would do is make everyone hot or decent looking depending on role and gender moronation nonexistent rather than shoving my hatred down throats. Still can't think of a fun platformer idea. Was kicking around a cute morphing blob transforming parts of it's body to fight, solve puzzles and get around, but that's probably years away. Haven't even decided on 2D or 3D.
Tilesheets are the bane of 2D artists. Someone somewhere must have come up with a better way to composite sprites so that artists don't have to draw so many fricking sprites for each new tile they want to add.
Old progress because I spent the past few days designing another trailer after the feedback I got from the one at Ganker3. Still need to tweak a couple things. If we have another one of these tomorrow I'll post it to get some opinions.
I look at the x-axis of the map array for the z-layer order. When something has multiple considerations for layers then I also have a separate function that determines further changes to the z-layer draw order.
Okay bros give me a reality check. I know art and pixelart work, I plan to learn coding from next month on leading upto releasing my own 20minutes VN game from scratch by september 2023, is that a doable trajectory?
If I had someone good to work with who could do good art then I would make them whatever VN engine they wanted. If I have to do it myself then I'm would end up making a battle monster VN engine or something since I lack the present skills for the good digital art. For now I lurk/sit on this one while I work on other projects. I can't comment on Unity vs any other solution as I've never used a game engine.
Zomboid has a decent system for this shit. If you look at their map editor, there are tons of layers of tiles, mainly used for adding detail, but one tile can have a floor, wall, several layers of decals (sort and grime), trim, a second wall piece etc
>can program >don't know c++ >don't know unreal/unity/godot >can't model >can't texture >can't make music >can't make sound effects >can't animate >can't write
It's over for me.
>can program >know a bit of c++ >know unreal/unity >can't model, finished half of donut tutorial >can't texture >can't make music >can't make sound effects >learning to animate >can't write
I was you, but the trick is to slowly learn bit by bit. It's just a hobby for us after all. At least music and sound effects we can get in the marketplace. And gameplay is more important than writing in most cases.
>At least music and sound effects we can get in the marketplace
What do you sell music/sounds wise and what level of sales? I thought that was the hardest market to crack of all.
It's like Windows: it does something that upsets everyone, but that something is different for so many different people that it's not easily fixed, or easily communicated. And everyone keeps using it because despite the many, many flaws, the benefits tend to outweigh the negatives.
Also as a company they tend to make seriously questionable decisions that leave you in no doubt that you as a developer are not the person they intend to make happy.
>Ex-CEO of EA that was kicked out of EA is now Unity's CEO >This CEO called Unity devs "fricking idiots" for not adding shady monetizations in their games >A malware ad company merged with Unity >Layoffs the entire Gigaya team (as well as other devs), this was their chance to create and show a real working game >A huge amount of features in Unity has been "in development" for a long while >Many other features are abandoned or deprecated without any replacements (for example, networking is NOT available in Unity without having to rely on third-party) >Overall, Unity is a complete mess and has no good roadmap of the future >Most of the revenue made by Unity is made from their ad system. Therefore they are focusing their efforts on mobile ads, rather than actually improving their game engine
This isn't a Ganker thing, it's even on Reddit and YouTube. Unity is a decent tool by itself, but it has no future.
For those looking into the future, Unity is not a good choice.
People will always find things to hate on literally anything.
Epic has been heavily investing in UE and producing amazing results: Nanite, Lumen, etc. It shows they actively work on improving their game engine.
In general, people hate UE because it is owned by Epic. Epic has their own fair of criticism with their EGS (basically a Steam competitor).
Another thing people hate on UE is that there's only two options of programming: Blueprints (visual programming), and UE C++. Compared to Unity's easier-to-use C#. But it's not that big a deal, it gets the job done.
The biggest complaint toward unreal is that it has too much. It's insanely bloated in features that 95% of people will never use. Unreal gets used for movies so there are even features for that that are included in every version and have some place in the UI and system. This can make it very annoying or daunting when starting out or even as an experienced dev.
Personally, I don't really understand this "bloated". If you don't want to use it then don't use it. UE is already quite specialized in FPS/action 3D games. And it focuses on really giving you all the tools for that specific purpose.
Ty anon I'm going to go with UE5.
I'm a hobbyist UE gamedev, but what's more important than the tools is what you want to achieve. The best tool for the best job.
UE is heavily specialized in 3D, especially things like FPS or 3D action. It is not good for 2D sprites.
Unity is a general purpose game engine, you can make anything you want.
Godot currently is only good for 2D, but I personally haven't use it.
There are pros and cons for being specialized.
For an extreme example, RPG Maker. RPG Maker gives you basically a basic working 2D sprite RPG template game out of the box. You just have to fill in the blanks. It is extremely specialized. This massively reduces the amount of work you have to do. But it also makes it more difficult (although not impossible) to do something that is against the game engine. For example, making a 3D FPS in RPG Maker. You'll be fighting against the game engine design and creating extra work.
Use the best tool for what you want to create.
2 years ago
Anonymous
>It is not good for 2D
Shut up 🙂
2 years ago
Anonymous
You can do it, but you'll be fighting against the game engine. It's just extra work compared to a better tool. Also, UE's Paper 2D is abandoned. Why (start to) use something that has no future?
That’s simply not a valid criticism. You’re not gonna see or use any special features unless you’re looking for them and you certainly aren’t forced to use them
2 years ago
Anonymous
UE presents the user with a plethora of options in every dialog, all presented with equal importance. 99% of the time a new user just needs the basics but more often than not UE's defaults don't do anything useful so you need to find out which of the 20 separate but equal controls you need to adjust to fix an import issue. And typically after you've googled the problem and found the common solution, the option doesn't really appear to be named such that you could have figured it out on your own.
THIS is why it's "bloated", because they've added every option under the sun in a confusing mess to solve the immediate problems their fee paying customers had. Unity doesn't do as much as UE, however it tends towards discoverability more.
2 years ago
Anonymous
>UE presents to many options in every dialog
If a dev can't handle a few options in UE how can he even dream of ever being able to handle maya/blender to create a game?
the problem with unreal is that all their efforts are geared towards marketing the engine rather than making it actually good. you just listed off random features that are next to useless for actually making the game. they're just window dressing. the most important features in an engine are the general workflow and language, both of which are total ass in unreal because c++ is slow as shit and full of gotchas, blueprints were a horrible idea for scripting, and the editor integration and general asset management feels like shit. the end result is that every indie that would want to use unreal is going to burn out in about a month because their flow gets constantly interrupted by the engine getting into their way constantly in some way or another. unity has its own issues and the company is run by actual baboons, but at least it's fast, sleek and it uses a scripting language that doesn't suck, so you can actually develop with it and get shit done, even if the end result is a cheap looking shit game with amongus graphics
the problem with unity is that all their efforts are geared towards marketing the engine rather than making it actually good.
2 years ago
Anonymous
unity doesn't market their engine, in fact they wish it didn't exist at all. they make all their money with ads
2 years ago
Anonymous
>unity doesn't market their engine
That’s cap but you’re right that they wish it didn’t exist. When they created their IPO they didn’t even list unity as a game engine, they gave it some other bs glorified marketing term. Why bother doing anything with the engine when they can keep juicing and swindling it’s own devs. Sure the best decision would be to do what epic did and eat their own dog food but muh short term profits. Unity is going through what almost every modern big game dev is going through, the product itself is moot, what matters is the money
Blueprints are good enough for us hobbyist. Pros probably use C++. C# definitely better, of course. UE's workflow probably really shines in a professional setting with a huge team. For one person it isn't so impressive.
It really depends on what you want to make. I can see Nanite being useful for everyone. And at least they're working on adding new features.
2 years ago
Anonymous
some people swear by visual scripting but i just find them objectively inferior compared to text scripting. they come off as a kind of disability access feature, like people who are too afraid of text files can sometimes spend 2 hours doing something in blueprints (and a real programmer will have to spend 5 minutes to rewrite it at some point). it seems like unreal wants to push the idea that anyone can code in unreal, which probably seems interesting to companies who don't know better or something.
i don't think unreal is bad but i do think you do need a large team and a good time and resources to rely on it. it's not something you'd want to use at home to make a game after your real obligations
>It really depends on what you want to make. I can see Nanite being useful for everyone
my boggle here is that most indie games crash and burn sometime after or before prototype, even if the developers are doing everything right. so inherently a lot of these features like Nanite are more or less useless to smaller devs, because it's not going to help them get their game off the ground, which is the main challenge for them. I'm sure it's nice for AA or AAA, but those people can probably afford to implement their own version anyway, so it begets the question who it is all for (imo: it's basically marketing)
2 years ago
Anonymous
I'm just a hobbyist so I can't say.
But I agree with visual programming being inferior with text. I'd LOVE for UE to have C#, even though it won't happen.
Visual programming though, is still programming. You need to know the designs and architect it right just as you would with text. Bad design with blueprints is equivalent to bad design on text based programming.
IMO, blueprints work alright in UE because UE feels more specialized. A lot of basic game engine functionality is already there for what you want to do.
UE and Nanite is probably for big game companies. >probably afford to implement their own version anyway
Just because they can, doesn't mean they want to. It's just easier (and sometimes more cost effective) to use something that someone has already created and maintain. You just have to pay royalties for using it.
2 years ago
Anonymous
>I'm just a hobbyist so I can't say.
Anon we all are. Gamedev is a hobby first and foremost.
2 years ago
Anonymous
>Gamedev is a hobby >imagine dedicating your life and income to gamedev
2 years ago
Anonymous
There isn't really that much difference between visual scripting and coding. I write "for" in the blueprint window to get a for loop and connect the length-1 of the array. You write "for (int32 i=0; i<test.Num(); i++) { }".
The brain is used when figuring out what the best approach is and how to implement it not in the monkey typing process.
2 years ago
Anonymous
writing code is never the hard part, it's changing code, refactoring. Visual scripting just becomes messy with complexity no matter what it seems and then going in and changing shit is a nightmare.
2 years ago
Anonymous
>Visual scripting just becomes messy with complexity
How so? You should do the same as with code by splitting it into functions, classes and so on. If one of your blueprint becomes to complex for you to understand you are doing something wrong and should have split it up way before that.
Only big downside from my experience is their debugger is a bit of a mess compared to visual studio.
2 years ago
Anonymous
nta but holy crap you cannot be honestly arguing that blueprints are as easy to maintain and expand as text script. even in objective terms, you are missing a number of features like being able to easily grep and evaluate for certain pieces of logic, you can't copy and paste your logic for other people to look at, you can't mass edit freely, etc
>Visual scripting just becomes messy with complexity no matter what it seems and then going in and changing shit is a nightmare. >scared code monkey is scared of losing his only purpose and source of income in life
You should learn a trade.
the reason why projects get fricked up is because brainlets like you end up in management. programming is a task where if you don't take the time to do it right, you're probably going to have to spend a magnitude of that time fixing it later. and if you do it REALLY badly then the whole project is just going to be permanently fricked and you're going to have to essentially start from scratch
2 years ago
Anonymous
>you are missing a number of features like being able to easily grep and evaluate for certain pieces of logic
Visual script is often easier to get a general overview as you can usually get more of the functionality on screen vs code. >you can't copy and paste your logic for other people to look at
You can always make a screenshot. It's what they do on stack overflow. >you can't mass edit freely
You can rename functions, properties and such with blueprint figuring out where it has to make the changes. What kind of mass edit do you need?
2 years ago
Anonymous
>What kind of mass edit do you need?
The kind of edit you need to hire a programmer(him) to do. Anon is just looking out for his bread and butter.
2 years ago
Anonymous
>code monkey still afraid
Your fear is delicious. You spent all that time and money learning every single thing, grinding that memory, and now it all falls apart.
2 years ago
Anonymous
>Visual scripting just becomes messy with complexity no matter what it seems and then going in and changing shit is a nightmare. >scared code monkey is scared of losing his only purpose and source of income in life
You should learn a trade.
2 years ago
Anonymous
the reason i vastly prefer text scripting is because it's easier for me to run even large blocks of code in my head as i read and write it. it becomes kinda awkward to follow execution with blueprints. then again most people just write code and hit run so maybe that's whom blueprints are for
Nothing really, just a lot of devs in this board and r/gamedev have Stockholm syndrome with unity. You’ll see a lot of “unreal isn’t for beginners” “unreal is only for large teams” “unreal is only for realistic looking games” all of which is untrue but people will make this kinda stuff up to confirm their bias. Sure Unreal has its own problems but if you look at the decisions and developments epic and unity have done over the past 2 years the difference is astonishing and one has a much brighter future than the other
Peoples problems with unreal is that 99% of people who have opinions about it haven't actually used it, at least not to any serious degree.
Most of the stuff you read about unreal online is just people parroting something they read somewhere else, and not based on actual experience.
I have used unreal and it is a very nice engine. Maybe its not for you, but I don't think the opinions you read online can tell you that.
The problem with Unreal is that it is difficult to learn. The learning material you will find online for unreal quite often is telling you to so things the wrong way.
I ended up paying for a course, but I found it to be worth it completely. It's unfortunate that this is the case, but at the same time it was a professional investment for me so I didn't mind.
Professional game studios that use Unreal train their employees with courses so that's just kind of how the engine has come up u fortunately.
In my opinion, once you learn unreal from someone who knows wtf they are doing, it is a better choice for the major of indie devs. Most indie devs who are making games would be better served doing their games in blueprints instead of C#. The features built into Unreal will save you months of programming effort.
I did Tom Loomans course. It is not cheap but he used to work at Epic games so he knows what he's talking about. This course is actually used by professional studios.
Its for UE4 but it will be 99% still relevant for UE5
If you can't afford it there are other good courses out there but I can't remember any off the top of my head. You do have to be a bit careful though. I started off with some paid courses on Udemy, and some of them were obviously teaching the wrong way to do things.
2 years ago
Anonymous
4 payments of 99 USD per month is dirt cheap. Thanks man.
2 years ago
Anonymous
>Tom Loomans course
This one?
https://www.udemy.com/course/unrealengine-cpp/
>I ended up paying for a course
Which one?
I paid for a bunch of courses on Udemy and they were very good (not for unreal though) and i'd be interested to know what other ones are good?
It wastes a tremendous amount of cpu, even on modest applications. That may be of little consequence to you in the major market, but it's often overlooked by people who are letting their PCs carry them through the development process, which in and of itself results in mass adoption of badly designed software tools in general, not just Unity.
finally got all the steps working together
can go from a phrase like "die on zero health" and after a few seconds the components/system are set up and written to disk
Its been this far before, but now it has unit tests for each step and isn't full of fragile jank
Yes, it's over. When you sell a video game you sell a piece of art, not a program. If you're shit at art don't bother. It's like trying to hit on girls while looking like shit.
I'm studying game dev with unity, what are some good tutorials/guides? The teacher basically leaves us with very little in the way of technical knowledge and C# skills, we're just kind of expected to know it from Python last semester. Wtf are gizmos and attributes? Is there a difference between gameobject and GameObject? Reading the unity C# documentation isn't doing anything for me, reading the python w3 school documentation actually helped because all the methods were listed there.
How do you make a game when you realize you've spent the past 12+ years of your life thinking about games and making games while never actually writing a single line of code or learning how to draw even slightly passable anything?
>Everything in here looks like shit >Trying to bust into a troony infested market
You're only going to sell a few dozen copies so what's the point lmao
It's hard to believe people with no self-awareness exist.
>shitposting on lunch break is the same as investing hundreds of hours on some shitty game just to have it get beaten out by some troony platformer
lol
>Started sculpting in blender >with a mouse >did a donut >now I know blender
Need to invest in a cheap old tablet with big enough screen I can use to stream my PC screen to it and sculpt like that.
Too many of them. Every other indie dev goes >ooh, i want to make a pixelart game
and then >but i'm too lazy to properly apply myself, what do I do? >oh, i know - i'm gonna make a platformer! barely any work needs to be done and I can just steal the ideas of other indie devs who made a platformer
UE presents the user with a plethora of options in every dialog, all presented with equal importance. 99% of the time a new user just needs the basics but more often than not UE's defaults don't do anything useful so you need to find out which of the 20 separate but equal controls you need to adjust to fix an import issue. And typically after you've googled the problem and found the common solution, the option doesn't really appear to be named such that you could have figured it out on your own.
THIS is why it's "bloated", because they've added every option under the sun in a confusing mess to solve the immediate problems their fee paying customers had. Unity doesn't do as much as UE, however it tends towards discoverability more.
Fricking corporate drivel, go lick a boot homosexual.
Am I moronic for being concerned about GPU memory? According to Steam almost 10% of users have 1 GB or less VRAM, I did some math and it seems very easy to fill that with some textures even in a 2D game.
Am I moronic for being concerned about video memory? According to Steam 50% of users have less than 1 GB of VRAM, I did some math and a couple 2D sprite atlases will fill that right up.
I made a game with gamemaker for a class in college that I felt was pretty cool, anyone want to see it? Thinking of getting back into game dev just as a hobby. I saw some videos on Godot that made it look pretty fun to use, how does it compare to game maker? I'm a full time senior java backend developer, if it matters at all.
I feel like creating my own bare-boned 2D engine but also using something like Godot to dedicate more time to polishing something more.
My efforts of creating my own engine is very slow. Just recently managed the ability to understand the basics of file i/o to read crude maps from a file, after having shelved my attempt for over a year.
I started making a little side project using Game Boy color limitations. I underestimated how hard it would me to make pixel art with only four or three colors.
>early 2000s >people didn't think about it and just made flash games >was kinda shit but got the job done. people shipped games at a rapid pace >2022 >new devs have crippling decision anxiety choosing between godot/unity/unreal >game dev larpers shout at them from the sidelines that 'they need to make their own engine or they aren't a real dev' >'use a framework bro, it worked for stardew valley'
ay dios mio...
That is just the litmus test of gamedev. >constantly asking which engines/frameworks to use without actually trying out any of them >constantly switching your engines mid-project, thinking that your lack of progress is the engine's fault instead of lack of work and dedication >refuse to learn new things >complain you can't code without even checking a youtube tutorial >complain you can't draw despite not even picking up a pen (or mouse, whatever), >worrying how [new hyped up experimental tech] is just around the corner making your studies worthless >Spend all the time on social media stalking other devs
If you can't make the decision of just doing it, you were doomed to failure from the start.
The biggest problem is morons never learned how to learn, so all they know how to do is grind and memorize step by step solution without understanding anything. The constant search for mentors, self help books and what have you.
Game engine debates are literally a form of procrastination by indie devs who will never finish their games.
Think of all of the devs who made games you love. Basically none of them went around asking what engine to use. They figured it out then they shipped their game. simple as.
One more thing, should I get used to do my own stuff by code or using the unity tools and components?
Sometimes those things end up fricking me up because they aren't exactly what I want(example: grid, character controller...)
>The built-in components in Unity are generally ass.
I knew I wasn't imaginaging things.
I suppose then it's well known that unity sucks ass for 3D: character controller cameras... And I'm better of using any other thing. I'm not the only one right?
Should I just switch to Godot for 2d and unreal for 3D? My problem was that I learned C# and a bit of the unity scripting, but I just watched that Godot uses C# and doesn't have CEOs shitting on their own product, so maybe I should give it a try, and learn how to do my own tools.
With unreal the problem that I have is that is not intuitive, blueprints suck ass and basically I can't find a good tutorial.
There is too much stuff and everything does its own thing with its own UI and shit that I don't know where to pick it.
I don't like using external tools in general, I like to make my own stuff; I have more control and I understand it better rather than having to relearn a new set of rules in a tool.
Use what makes you happy anon. Unity is fine if you can make it work. Godot and Unreal are also fine.
If you really can't make your mind up, do a test project in each engine, and see which you liked better at the end. That is what I did.
Reading on the internet will never be able to tell what these engines are actually like, because the internet is full of amateurs with no clue what they are talking about. You have to get your hands dirty and work with the tools yourself.
Just picked up where I left off a few months ago, since I had to finish a couple of novels first.
Man, idgaf about whatever silly shit unity has done m, but I hate it simply for how c**ty timeline is to use. Switching back and forth between animation windows is a c**t.
Still, my demo is getting there. Just need to do a couple more environments, and make sprites for a few more enemies.
>people still use unity
If you're getting into gamedev, don't. All the large companies are swapping to Unreal now, so learn that and get yourself employed
Pretty sure unreal was always the standard
Motivation isn’t for losers
Wow, the large companies are swapping to an engine that better fits large companies. Incredible. I don't think many large companies used Unity to begin with, my dude. Unity is the absolute best engine to use as a solo/small indie dev in 95% of cases.
you don't know a fricking thing about game dev
you unironically know a lot about game dev
things like this is why people know you don't know anything about gamedev
enginewarring is the real sign of a nodev
thanks for your opinion CDPR that was not the poin
things like this is why people know you know about gamedev
reddit gold
this is indicative that you don't know how gamedev works.
this proves that proofs are provable given the correct proof and proofee have been proofified to the
>t. doesn't understand gamedev
>t. understands gamedev
Lots don't...
Additionally, most roles are pretty agnostic to engine. I don't mean bullshit like UX, Project management or Marketing either.
Picking up new tools isn't too hard if you have a solid grasp of fundementals.
good morning sir
I have literally no idea where the frick to begin. My brother said I have to learn coding, but I don't know who's the best and I don't want to watch moronic leftist cancer that wants everything I like banned either.
>get employed
And help make the latest AAAshit instead of having 100% control over whatever difficulty or fap material I want to put in or how I handle b***hing to change it? Frick off.
>I have literally no idea where the frick to begin. My brother said I have to learn coding
I'm not good at making games so my advice might be worthless but I just slap shit together with UE's blueprint system. Then again, that might be part of why I'm not good.
He just installed Unity on a gaming laptop I finished paying off.
ah yes i want to work at a big globohomosexual corp and make the newest pozzed troony Black person game
>Voluntarily aspiring to become a cog in a machine ran by cold business analysts
Yeah frick you and your npc take. I'd rather starve and do my passion projects than be a mindless npc.
to me its very good that aspiring game devs get trolled into using unreal because it means there's less competition for me
If your game isn't pandering to trannies and nostalgiagays you already lost
meme post
Unity is still way better for solo devs than Unreal will ever be
Is godot able to be graphically decent? Everything I see about this engine is either 2d or ugly 3d
Ugly godot 3d reporting in
I'm adding real art soon, rather make sure the proof of concept is legit though
Trying to make Kirby's Air Ride City Trial + marble platformer game
Going to add elemental abilities after I wrap up multiplayer combat
you don't count if it's placeholder assets, even if your video burnt my retina
workin on it
got some new blood visuals now
based but the colors are actually melting my eyes. i think the pink is just a bit too bright
It's like that die-ablo thingie.
you can't prove that
I can and i will, just give me three months to gather a team so i can start a worldwide quest to uncover the truth.
Very well, made this cool window to debug all types of RPG data
Cool stuff
thanks! glad you're still around and posting
Restructing, purchasing business stuff and applying for business stuff. Swapped accounts/emails to match my new website etc.
Tfw it costs over 1.5k to make a legit business
This one keeps looking better and better every time I pop into one of these threads.
Looks interesting. I loved Marble Blast Ultra. But PLEASE change the pink to a less brighter pink or change it to something else.
>This one keeps looking better and better every time I pop into one of these threads.
thanks! i appreciate it
You should obscure the enemies when they die.
why? I like going back to a room i've cleared and seeing the mess i've made
Do PS2-level graphics count as decent?
Is that a woman or a homosexual?
She's meant to be sporty and athletic (she's running around kicking people to death in the desert), but if she's not easy to read as a young woman, I should tweak the design.
But I'm going to be honest here, she's 75% legs and has a pencil-thin waist, so I don't know what you want other than huge breasts and a prom queen haircut.
My thoughts exactly. I use an art style I can realistically make assets for. Cobbling things together that I can't change would look terrible.
Realistic graphics at a decent performance are pretty difficult in Godot. The global illumination causes a massive performance hit (even for baked lighting, despite the light captures barely doing anything), the screen-space reflections aren't very good, the shadows are pretty bad, and the performance in general needs some work.
Even now I'm dealing with framerate drops, and the game is 80% empty.
thanks for the heads up about godot
>She's meant to be sporty and athletic (she's running around kicking people to death in the desert), but if she's not easy to read as a young woman, I should tweak the design.
>But I'm going to be honest here, she's 75% legs and has a pencil-thin waist, so I don't know what you want other than huge breasts and a prom queen haircut.
Its the face
Is this shit performance you're describing in Godot 3 or Godot 4?
Godot 3. Godot 4 has a much better renderer in both appearance and performance, but the new physics engine isn't ready yet. Colliding with large terrain chunks tanks the framerate to like 1-2 fps.
Did you make that? Doesn't look bad IMO, but the other anon is right, character is kinda androgynous looking. If that is on purpose then kys and ignore my compliment.
I mean it's okay but by decent I meant something "realistic" without too much details like picrel without being too restricted by the engine
it's funny to see zoomies use "PS2 graphix" as a curse word, when pic related is what comes to my mind first.
Even more embarassing when compared to the silent hill games that were a generation later.
>PS2
>1600x1200
Of course zoom zoom art-lets only stare at resolution, not the art assets themselves.
I meant PS2 completely sincerely. The big inspiration for the game is the Jak and Daxter series. If I were a better artist, that's what the game would look like.
I guess the face is androgynous, in a simple cartoon sense.
Eventually I'm going to redo the lower half of the face to have a fully modeled mouth (I already redid the eyes), so I'll think of what I can do to make her more feminine.
pic rel is a cinematic cutscene
Doesn't count
still realtime though. The difference between that and the regular game is micromanagement of camera angles, light sources and object placement. If they gave you the ability to walk around that room you could, but then you'd see that there's nothing outside the window and the back of the room isn't modelled, but that's all fixable.
made a lot of progress lately
>save/load
>music
>updated textures and models
>new movesets and weapons
>cutscenes, dialogue, quests
it feels good to finally have a semi playable game. from here to the finish line will mostly “just” be adding content, features, and polish
>video
my side project is actually farther along now and i’m probably going to release it first ehehehe
sure
it’s pretty unrealistic for solo devs working in 3D to aspire to anything more in my experience, unless they’re making asset flip crap, which universally looks worse than handmade stuff
nice lightning burst, how does it choose the sequence of which enemies it passes through? randomized array or..?
also, do you have a release date set yet? game looks pretty far along.
those are some nice animations anon! i especially like the ragdolling enemies.
the lightning picks the closest enemy with a few random parameters so that it doesn't look identical every time. it also stops at a point close to halfway between enemies and alters its course slightly to prevent straight lines between targets
no clue when i'll release it or where/for how much. i'm hoping it'll be in a state i'm satisfied with sometime in 2023, then i'll worry about releasing
Which engine do you use?
I imagine you have industry experience with modeling and animation and the like?
head too big, face too angular, distance between nose and mouth too large!!, eyes too high on the face!, ears too large!!!
I couldn't do anything about the angularity in this rough sketch because paint is not quite that advanced yet, but any day now. technology gets better over time, right, Microsoft?
if you can't fix it from imagination simply copy Mrs. Incredible or NOLF's Cate Archer, some other CGI character that already looks similar (but like a woman).
I'll give you credit, she looks better with her head shrunk by 10%.
I'm going to disregard your other suggestions because I don't like them.
forgot my picture
Actually pretty solid of a change, fits nicely with the body shape. Do you have any animations for the mouth, eyes or eyebrows? Assuming those are in fact 2d parts of the material/texture
Thanks. The brows are animated, the eyes are modelled but not yet rigged or given blend shapes (currently split on what approach to take, but it won't bee too hard), and the mouth is just painted on.
The big challenge will be how I want to animate the mouth, which is where a lot of these cartoony/anime models fall apart.
I may just settle for sprite animations with a few drawn expressions, since I'm not doing voice-acted closeups or anything.
Looks more like a PS3 indie game with those shaders
Looks like picrel with a tall woman's legs
Godot's 3D pipeline is kind of hard to use right now as far as I know.
delta V: rings of saturn has pretty good graphics id say, at least lighting wise
I made a capsule fall on a plane in Unity, that's about it
Poorly.
Put 200 bucks to Unity assets in the past 5 years, and now the whole app (its "Pro" version) is subscription-based and filled with spyware.
Would love to switch to Godot but that'd mean learning brand new set of tools, and at the moment it lacks easy graphix-gay -friendly EZ mode visual scripting like the Unity's PlayMaker.
Try to move the assets to unreal? Unless it's shaders or specific unity plugins there is a good chance it can be transferred with a bit work. I have been "stealing" a couple assets from the unity store for a unreal project.
>Try to move the assets to unreal? Unless it's shaders or specific unity plugins
All my "Assets" in Unity are "plugin" types.
I'm an art-gay that loved level-design and baby-level game makers like TGF as a wee lad, it's the coding / logic I suck at, hence the numerous engine add-ons.
Why assets are unique to unity? Most people make them for both engines nowadays. Unless you mean code
Unity store has a lot more assets. Especially for the cheaper indie look. Can't really mix wannabe triple A with lower poly assets.
hasnt unity always been subscription based though
Motivate me to make video game
great
why would you tell me I CANT cast spells..?
because the game crashes if you try (im struggling with implement spells)
dont laugh at me catard its not funny
>the game crashes
The frick? How can you be such a bad programmer that this happens?
The magic is too strong, crashes the game. Dev pls nerf.
I guess fine? I've made a lot of progress mechanically but like two-third of it is behind the scene things.
Nevertheless I am getting close to a playable demo.
Neat! Though I would hope the real thing doesn't update time simply because you moved through a screen. You end up with the pacing time-warper like in the webm.
Thanks. It updates through delta time, so it goes on even if you are standing in one place. It stops when in a conversation, shop screen, or checking menus.
Honestly the most time is added off-screen, when you transition between bigger maps to show time is passing. But I didn't want it to be completely still in case the player is just sitting in one place either.
I can't come up with an idea that I'm passionate about and I'm going out of my mind.
Why would you even want to make a game if not to make an idea real?
Do I really have to learn programming and computer science before using Godot?
yes.
Don't like that? Use Clickteam Fusion / their older tools like MMF or GF.
NTA but how many years of programming experience you reckon is needed for a 1:1 tony hawk's underground ripoff? I read and followed a C# book once upon a time but no actual real world experience. I have design docs and know exactly how I want every single mechanic to work (and the thug source is online) but I just don't really know where to start and keep putting off just diving in because "what if I waste a year working in the wrong engine / whatever" but now its like 10 years later and what the frick am I doing with my life?
Would Godot work for that or would I need to use bloated ass unreal?
Go with unreal, there's plenty of experienced people that will help you solve whatever problem you might have.
>How many years of programming experience you reckon is needed for a 1:1 tony hawk's underground ripoff?
Super tl;dr answer: MANY.
More detailed attempt:
The coding teachers try to preach about this mythical "programming mindset" thing these days, which is essentially like an artistic mixture of problem solving, math, and understanding "language" that can be as convoluted as some law books. Sounds "fun", huh? Yeah, that's apparently what you should adapt first, not a set of "do this like this" instructions.
On the flip-side, my HS friend was a self-taught code monkey, and his advise (15 years ago) was to go to your local library, borrow the thiccest newbie bible of the language of your choice, read it and follow it from page 1 to 1001, and boom - you're a haxxor now dog!
In case all that babble left you even more confused, there is not definitive answer, because the problem you are presenting has more dimensions than you might think.
Learning how to code from scratch?
You either get the hang of things within a few weeks, few months, or fricking never. I'm kinda in the last category, no matter that I "understand" the systems. This is a very subjective thing.
Mastering the code side well enough to figure out how to do your own goals?
Again, subjective.
How about the visual side? Audio? Optimization and polish?
Things most people don't even think about when they start planning games.
>I have design docs and know exactly how I want every single mechanic to work
Congraz mate, you're already ahead of most Ganker tards.
>I just don't really know where to start...
Welcome to the true walls of game development: your own mind.
You either don't know what the hell to do first, or hit a road block later on that stumbles you completely. And it's always up to you to psyche yourself up and tackle these issues.
>Godoth / Unreal?
Really a choose your poison at the moment.
Unreal has more documentary and easier visual scripting.
Godot is totally free and lighter.
Started writing a giant blogpost responding to all of this but I don't think you or anyone else really cares for the details. I appreciate you writing this, I'll start dicking around in Unreal and spending time learning to actually program. The art will definitely be a problem (even if only aiming for 2003 tier fidelity) but we'll cross that bridge when we get there I guess lol. Maybe in 10 years you'll see some shitty tony clone on itch.io.
I've been a software developer for like 10 years? You don't need that much, but any physics or vehicle games require alot of 3d math which is hard.
If you dont have like 2-3 years under your belt NGL your fricked.
Working on a VR BMX game. Shit is coming together. Got tricks that gesture based now.
What are some good resources or starting points for the 3d math parts? Not trying to undermine or dismiss what you said but what you have going there is infinitely more complicated than old THPS games. When I say THUG ripoff I mean copying physics and mechanics as close to 1:1 as possible, even going as far as to look at the source code which is actually available online.
Not that put off by the prospect of it being a years or decade long process anyway, I've been playing this game autistically for nearly 20 years now anyway.
It looks more complicated, but nearly everything Im doing is applicable.
Understanding trigonemtry, understanding geometry, how to do math with vectors are important. Any 3d game this will be needed in.
Quaternions solve alot of problems for you as well, its a 4d math, you don't need to understand it tho, just learn how to apply it.
The best way to Start learning is to try. Hit a road block, google an answer and keep trying. Most of the time learning is just hard because you don't know the words to google.
Watch youtube devlogs that are more than just "i used unreal to do some garbage" and they never teach you math or game concepts.
I know this isn't specific but idk I don't look at one place, i just look for the knowledge when i need it.
There are NOT alot of good tutorial for skating/biking games i can tell you that, i've had to figure most of this stuff on my own.
Getting a CS degree is useful for knowing how to set up code, but like 20% of what I do in my career or schooling has ever really applied to game stuff. Don't let that shit gate keep you.
Start by trying with unity/unreal/godot how to make a character move like you might think a skateboard would feel. Look up vehicle tutorials if you need an ever easier start.
Thanks for the advice anon, I'll dive in and start messing around I guess in Unreal for now and see what I can make happen with what I remember from the aimless and unmotivated attempts of years past (just as far as making a character move, maybe 'attach' to a rail object for a grind or something). Once I hit a wall I'll just follow someone making other simple games on youtube and dive into the math stuff.
Good luck with the BMX game, forgot to mention but it looks really good so far especially with the gesture based controls that's really cool.
To the guy who was asking if our game was coomer lobcorp it is not, it's coomer USAAF Mustang.
You have my attention.
Bit disappointing to see this is just a porn game.
I had always thought the mild lewdness was just part of aesthetic.
We'll it's likely that we can make the sex part alternative but the nudity will stay.
You're doing a great work anon. My dick approves.
Appreciated.
I joined the metroidvania game jam on itch 5 days ago thinking I was going to be able to whip out a nice game in a month, but no. I'm good at programming, at music, I'm even better since I've been at it for almost two decades, but my art is super shiiiiiiiiiiiieeeeeeeeeeet, so I dropped out of it. Maybe next year I'll be ready.
Despite all odds, I finished the final update. Just started on another project.
>no name
frick off
I have 0 skills. What tool do I pick?
>What tool do I pick?
a club
your nose
unity
need good unity tutorial. i search youtube and all i see are "X years of game dev in X minutes" "how to make popular game in 15 minutes" "i pay game devs on fiverr to make game" "learn unity in 17 minutes!"
https://learn.unity.com/
Do the official pathways, honestly, you'll be better off.
AAAAAAAAAA EULERS AND QUATERNIONS AND GIMBALS AND AXIS ANGLES AND ROTATION MATRICES IM LOSING MY MIND NUMBERMAN HELP ME
Engine devbros, how do you cope?
>anon gets no replies
Lel, I don't even do game dev but here's a reaction for solidarity
>he got no replies because all the other enginedevs have already hit the breaking point that he's going through and ate the bullet by now
sad...
I just find code that people who do understand math have written and if it doesn't work quite right I frick with it until it does.
which engine is best for making cheap anime games?
rpgmaker
I mean cheap 3d anime games
whats the cheap anime game mean
something like Anime Standing
unreal probably
unity next
both provide a lot of documentation and tutorials so you can easily pull some asset flip
this was my first attempt at ever rendering something in 3d. it took me four hours
holy shit is that real?
obviously
Any GMS 1.4 chads in here?
>GameFaker
>Chad
>using anything except GMS for 2D games
It's like you want to make things more complicated for yourself. Scared of mediocrity?
Not him, but Game Maker is turbo autistically more difficult than any and all ClickTeam products since 1994.
My third Blender project to improve my weakest point: art.
I like the style. pine trees could use a little work, and im curious how characters would look, but id play a game that looks like this.
Thanks for the encouragement 🙂
That's super pretty anon. How did you go about learning Blender?
NTA but Blender is easy. I learned from Grant Abbitt; he's an actual teacher so it was pretty good. But I think there is a new really good tutorial from Polyfjord, you could also start with a classic donut from Blender Guru.
Udemy beginner courses.
Don't listen to this
homosexual. Learn how to make a donut from yt.
I've scaled back my concept significantly. Currently trying to learn how to make grids in UE. most of the youtube tutorials give a very rudimentary examples that most of the time brake when you try to modify them a little bit.
Planning on doing a F this game jam this weekend. I'll be tackling strategy games.
Godot sucks
But does Godot sucks as hard as Unity? What engine is the lesser evil?
If you think Unity sucks as an engine you’re a shitty programmer. The company has its flaws, but the engine itself is excellent. Much more flexible and user friendly than unreal imo. And both mog Shitdot.
>Much more flexible and user friendly than unreal imo.
In what way more flexible and user friendly? I have tried booth and from a noob view unreal was by far better. Mainly as the included tools are just much better and easier to understand.
wanted to do some more things before going on vacation but a day is only 24 hours long, now I have a week to cool my brain down and come back woth new stuff
Finally implemented backer names, for better worse. They still get filtered through that race's nomenclatural lens to fit the rest of the names in that category, but still.
Also implemented drop tables for about 150 or so shipwrecks, so that whole content block is done. Might also implement the entire fast travel system if I've got the time.
how do you handle backers that want something really stupid in game, like their obvious fetish OC?
You say no.
and now you can loot em all
sum simple transitions
Is this another fricking game that plays like vampire survivors?
Can you blame them when it has like 100k reviews.
not really, its more like spastic touhou
thats just a small cat
expect your cat to get funny pictures once you game releases on steam or itchio
>tiny little sneed
I take it back, it's based
WITCH SEX
>those aesthetics
>simple transitions
But your own transition is a bit more complex and ongoing, innit mate?
Okay bros give me a reality check. I know art and pixelart work, I plan to learn coding from next month on leading upto releasing my own 20minutes VN game from scratch by september 2023, is that a doable trajectory?
Sounds reasonably, especially if you use a VN engine like Ren'Py.
No I was thinking Unity actually, since I am more interested in making something like Silver case than a regular VN.
It's a lot less reasonable in unity since you need a decent idea of data structures and the like. You can buy a VN engine off the app store though, to offset it. Basically, I don't see you getting to "competent programmer" level within a year, much less finishing a game that requires basic competency. So if the timeframe is important, you will want to do something easier like Ren'Py, otherwise slap 1 or 2 years onto that estimation.
I wanted to switch to unreal after the ironsource deal was announced, but the autistic way that Unreal requires skeletal meshes to be set up, along with its really clunky and busy UI and dinosaur slow compile times, sent me scurrying back to comfy Unity.
Anyway, Unity did not get bought out by AppLovin, and their stock is way up now (doubled), so hopefully small devs will be able to feel some of the kickbacks from that sweet sweet IAP development funding. Updated ECS and DOTS would be damn nice. I hope they rehire some of their engineers…
retreading common ground. writing code and slapping together simple graphics for weapons / shooting / explosions, where nearly every feature is something I've already created twice or more times in other projects. and copying the old spaghetti is not an option. this project is quickly growing into my largest codebase. I can't afford any bloat (unnecessary or badly written code imported from old projects) stretching out the real content or it will become unmaintainable. this is a game I intend to finish and publish.
I know if I put my back into it this iteration will be the best thing I've ever made but all I can think about is, I wish I was doing something else, anything else. I'm not even worried about falling into the "new side project" trap because I don't have the energy any more. I feel so empty. sorry for making a downer post, I'm usually not a buzzkill ITT.
It's coomin'.
Oops.
What did that poor rock ever do to her?
hmofa?
Why aren't you gays supporting O3DE, stride and love2d, they're actual, free, engines, capable of doing 3d and 2d. No chunk Spyware, no Israeli malware and they're not troondot
>anything but Godot
exactly
if you want pretty gwaffix Unigine also exists
what meds are you not taking
HRT you troon
Not him but i take the ones tha make me go "oop!"
I'm thinking about it. Which one uses C/C++ language ?
SDL + Open GL. You'll be using blender for asset creation and debugging
C++ O3DE
There's also SFML which has some very convenient APIs.
>O3DE
Piece of shit still barely works
Godot is free. You could even release your own engine based on it for money. What more freedom do you need?
It's also much more popular than all the ones you mentioned so long-term support is more likely.
I want the inventory in my game be directly accessible by physically showing it on the hip of the heroine. The player should be able equip/swap an item directly in their hanh, with the press of a button. You are supposed to be able to stash for items max, plus one in your hand. Im thinking right how about how to arange the itemslots so that would work.
well i opened godot and started a totally original project
putting down bombs work (though they just disappear right now)
guess the easiest ways to handle the explosions would be 4 raycasts
has anyone worked with audio middleware here? wwise, fmod
whats it like?
I'm making a changed-like
What fetishes will be included?
The werewolf is already promising. Very nice anon.
FISH breasts would be here?
Years ago I joked around with some anons in a /vp/ anime thread about making a VN h-game, and after all this time I kinda wanna tackle it.
VNs are kinda shit though so maybe not.
>in a /vp/ anime thread
If this means an XY anime thread, go for it. If you meant SM/JN, you're definitely moronic so don't bother.
making bits for a modular base/ship builder my coder is working on. no materials to speak of, really just trying to figure out what this looks like
Are you batching common materials at all?
yes. Draw calls are the enemy, so it's all going to be done with trimsheets. We explored it for our last game but only really got into material optimization halfway through so it wasn't as slick as this is going to be.
Just design doc and making small technical proof of concepts to be sure the design isn't impractical. I will probably never actually make anything to the point that I'd share it, but it's fun to just putz around.
0 progress because I still cant understand code
Is anyone else browndevving?
>bunch of people gatekeeping a social structure they don't even fricking belong to
LMAO
Anyone know shit about how to be a pro gamedev? I'd like to work remotely on missions instead of joining a company but can you gain well doing that? What are the best jobs? Is the market saturated or can you easily find work?
don't expect an entry level job doing fun shit like design. They need grunts. learn blender/texturing/rendering. or music. or sound design. Usable shit.
No I'm after anactual job like programer, tech artist or whatever requires technical skills.
Gamedev doesn't make much money compared to jobs you could do with the same technical skills. It's easy to find work if you have any amount of professional experience, but getting that first foot in the door is pretty hard. Nobody seems to want to hire juniors.
>learning something just to get a job and be a wagie
You're doing it wrong.
shit thread, leaving
Sadly, still better than the /agdg/ on /vg/. At least some of the people here are interested in doing dev, or helping others figure out the way.
>3 soulless engines
id rather write my own
well, where is it?
its obviously not gonna happen because im a brainlet
but its gonna be my excuse to not make a game until i can use idtech7
death
AAAAAAAAAAAAAA
Is that a 16 bit signed int or a 15 bit unsigned?
from the color docs, it's actually a float; I'm testing overbrights on highlight layers
I use overbrights all over the place.
Enable bloom/glow in the environment properties and watch the fireworks.
I'm keeping rimlights mainly on characters and important stuff, just whipped up a quick "sphere" test for shading but the idea is: A base sprite3d is for middle color, a shadow layer is slightly behind it which is the proper full shape, then a rimlight layer is placed slightly in front. From there you can modulate everything parenting from the BASE, so you can do stuff like colored shadows. Here's an example with extreme (almost hylics-like) modulation.
>Raw
Brehs, do you have any cool resources (paid or not) for artificial intelligence like making NPCs with activities and enemies with environement perception and that can also communicate with each others?
Modeling your AI with goals and actions that can satisfy these goals makes them extremely flexible.
Then you just need some kind of controller to roll dice and determine when they should choose a goal. The video also talks about sensors, if I recall which allows you to keep a list of things your AI can see to interact with.
there was an EA prototype for a NPC that perceives and learns its environment rather than precomputing A* etc.
there's also a paid Unity asset that gives you "AI agents" that playtest your game.
Unreal is surprisingly easy for even a megamoron like me.
Why aren't there more decent 3d indie games?
come back when youve finished a game
>He fell for the Unreal is easy meme
>game dev thread on Ganker
>full of barely functional demos and gaylords arguing about engines
i have never seen a finished game in these threads, does anyone ever deliver?
My game is "finished" in the sense that it's released because I don't want to work on it anymore.
oh y’know just some little indie games you might of heard of minecraft, stardew valley, risk of rain
Lmao
>implying they hang around yandev tier losers here.
eric barone literally posts in /agdg/, he had to stop posting progress on his new game because it was causing thread derailments, so he just went full anon. this was like, last week.
you never know who reads these threads, my coping friend
>eric barone
larp
thanks for the info, can't believe those games came from threads where a majority of people struggle to put a concise demo together
I vaguely remember Bug Fables and Frogun coming from here, no?
and crumble and that "vampire" game
and the penguin game, and the jet game although those two might be in early access still. but hey, they made money already.
>game dev thread
>i have never seen a finished game in these threads
Geez, I wonder why. Surely it's not because games are being in development stage
so where on this site do the finished games get posted Black person
Here, usually for a thread or two before dropping off. Not supposed to shill your own game on Ganker.
Salaryman Shi release like a month or two ago. That dev was pretty active in these threads.
Definitely not in a progress thread, probably twitter or reddit.
Once you have a finished game you're supposed to market it to players, not other devs.
>why does a game development thread contain games in development and not finished releases?
Genuine moron.
Once the game is done, you don't need to post in a dev thread and can graduate to shilling your game on Ganker instead.
the cell shader im using is inconsistant and looks like ass
Redpill me on Maya vs Blender when it comes to rigging and animation. I always find people saying that Blender doesn't compare to Maya when it comes to this but it's never recent content and they NEVER explain what makes Maya superior except that it has been around for a longer time...
>but it's never recent content
That's because it's an ancient stereotype from the days when people still unironically used 3ds max. At most you might have more autistically specific settings and specialized plugins available for maya. Nothing an indie developer should worry about. Stick with blender unless you NEED something better.
> Stick with blender unless you NEED something better
Do you have specific example of what "better" represent? Like, you said specialized plugins, like what are these plugins that would make Maya better for some precise objectives?
In the past maya used to have a (paid) finite element method physics simulation plugin, but it's since deprecated. Not sure what happened to the company. Houdini is a better option for that now if you need it. If you NEED something better, you'll probably go looking for it when you need it.
Nah tbh honest, I don't need anything more that rigging my characters and animate them with control rigs.
>when people still unironically used 3ds max.
You mean like this very day, 8/2022?
Literally nobody even joked about Blender when I graduated from University back in 2014.
I'd switch to Blender instantly if it was as easy and intuitive to use as 3DS Max.
im back working on my dumb space game. gonna finish her this time mark my words
>wanted to make a basic 3D turn based rpg without any fancy lightning / graphics
>picked Unreal to gain time and jump straight into asset creation
>bullshit ass engine is so AAA graphics oriented that I'm wasting time / struggling trying to not do polish stuff
I'm done.
>picked Unreal
here's your one world demo bro it's 7 gigs of default shader info
I really can't tell if I choose Unity or Godot. I need your ad/v/ice, bros.
game maker 8
>no roblox studio
ngmi
I want to make a top down adventure game sort of like A Link To The Past or something, which program or engine should I look into using? I don't want to make anything horribly complex, but I don't want to be limited to the simplicity of Super Mario Bros either. Is Game Maker a valid tool to use?
https://www.solarus-games.org/
this one is specifically focused on zelda type games
I forgot to ask, can this one in particular deal with higher resolution sprites and hand drawn landscapes?
i think you can use any sprite size you want as long as its a multiple of 8
Games Factory / Multimedia Fusion.
Can any of these handle stats frickery? Like gaining stats on level up or skill points, etc.? How about passive skill shenanigans? As a side, I'm familiar with a little bit of coding, especially if there's something already extant I can take apart I reverse engineered the first Xenoverse game for example. Thanks for sharing these.
>Can any of these handle stats frickery? Like gaining stats on level up or skill points, etc.?
Obviously. Those are like vidya 101.
That being said, truly few game creation apps just outright spell things out for you, and will require building even the basic systems your self. That's easier to do than it might sound, even an anti-code gay like moi could easily create a score, ammo and HP meters in TGF at the age of 15.
A random note from someone who wasted way too much time picking an engine.
Unreal is actually better than Unity, but you probably will need to do a paid tutorial to learn it. Once you learn it, you will wonder why you tried Unity though.
The only downside of Unreal is that you have to pay Timmy 5% after the first million. That's something you will have to weigh the trade offs on for yourself.
Unreal's more of a "single genre" type of thing.
It's fine for realistic / semi realistic 3D games, but proper celshaded visuals? 2D games? Anything abstract Yeah, naw.
2D ok fine skip unreal.
But the rest of it, no unreal is fine. you are just making stuff up.
>you are just making stuff up.
I am not though. The whole family tree of Unreal engine is engineered towards 3D first-person shooters. Trying to make anything but is like trying to slice bread with a hammer; doable but pointlessly complicated.
https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games#Unreal_Engine_4
Still not proving anything I said wrong. And potentially not even following what I even told ya.
Sure, you can make a soccer game with Doom engine. It still wont be easy.
its ok we can all use what we want
I am building an RTS in unreal and I think its easier than Unity. I have used both.
I just wanted to share this with the thread because I think people have misconceptions about Unreal Engine that are unfounded.
You can definitely make stylized games in unreal just the same you can make them in unity. I hate working with unreal but it's just not true that it can only do realistic.
>Used by Nintendo
>Open Soruce
>No royalties
>Typescript
Give me ONE good reason not to use Cocos Creator!
How do I go about creating a town layout for my game?
Whatever I come up with always feels like fricking shit
protip: use real maps and landscapes. real photography etc.
take 10 real towns and stitch them together.
just do funky shit like that.
this is the secret sauce that a lot of devs won't share
Try building everything around one main, central point. Take a look at the towns in most Monster Hunter games for example. All the important and necessary places to go are near one area with less important stuff further out of the way. It doesn't necessarily have to LOOK like it's designed this way, but having utility all near one spot is way less irritating than spreading it out.
Just remember that you're making a game. It's supposed to be fun, not a government made nightmare
BRB GONNA MAKE GOTY ASAP FRFR TTYL
You guys ARE adding minecarts in your games in some capacity, right? You wouldn't forget the most important trope in gaming would you?
I do not have minecarts but I do have hover transport platforms.
Good enough, they're the minecart of the future.
Honestly, when I was spriting that, I realized how funny it is that minecarts are such a commonly known concept thanks to games and tv shows, but like, how many people have actually even seen a minecart in real life? It's just amusing to me that they are so common in media.
I used to have to shunt and rerrail minecarts we had turned into riding cars when I worked on a heritage railroad as a kid.
No, but there will be a train and a train station
Working on my erpg
Now this vampire have a backflip.
The sprites are sorta stiff looking, but that looks really fun to just run and jump around.
I'm glad the movement looks good for both of you, I will keep in mind the comments about the animations.
>Who's the target audience for these shitty platform games?
See
I like monster girls so I am making a game about monster girls.
Gj Show me a clean sprite of her and Ill do a doodle of her for you.
here you go
LITERALLY build for human dick
Can you animate her ears?
Can't remember which old nintendo dev it was, but one of them said something about making it fun to just move around in a game gets you like halfway to being a solid game.
I think it's only really the wall jump animation that looks all that stiff, the flipping and twirl-glide thing look pretty good imo.
The character's body does not bend. This is what makes it appear stiff. And you're absolutely right about good movement being the most important thing in a game focused on movement. Look at the Luminous Avenger games for example or better yet, just play Blaster Master Zero 2 as Copen. It feels incredible to just zip around and bounce off the walls.
you're very creative. such another sidescroller game where you just jump and jump and jump, with a gimmick! you can now double jump. also "cute girl"
kys troony
Who's the target audience for these shitty platform games?
The designer's fetish of course
Movement looks cool.
Like I mentioned before though, it's pointless to have the character portrait on the top left unless you can play multiple characters. And even then, it's taking up space.
The portrait it's more a design choice at this point, I like when the games show me the character expression in a Doom guy fashion, that's why her expression in the portrait change depending on how much life she have or if she receive a hit.
I'm a lazy stupid piece of trash
Nonsense. Try to cultivate your work as something you do to have fun or relax and don't worry about "being good enough" to do it.
>finally get good enough at programming to competently make a game
>but now I'm too busy wagecucking as a codemonkey and don't have the time to make it
how many hours of sleep do you get anon
I'm learning programming and was told you don't work that much have I been lied to?
only when you get to a senior position, or you work in web dev
I just want a 40 hour week jesus christ.
thats what you'll find. really the only time I've seen 40+ hour weeks is in entry or junior game dev positions.
just grind a couple years, then you get a mid level remote job and you'll most likely be working less than 30 hours per week.
grind a few more years and get to a senior dev position and you'll barely even be writing code anymore
>wagecucking as a codemonkey
You should be able to save 30k/yr and save enough to take a break and dedicate fully to your game
I know that feel anon.
I don't know how you frickers do it. I go to work, come home, and I don't have the will to learn Blender to make models for a 3d game or Asperite for a pixel game or whatever. Not to mention learning programming. I sincerely hope all you amateur devs make money from your efforts.
I'm working on the steam page right now... I haven't worked on the game again just yet... But I will!
What engine, anon? Also I will buy your game if I see it.
It's made in Unity.
Thank you so much for your kind words. You can play it right now if you want. There's a free webGL version on itch io and on newgrounds, just search for Kyubu Kyubu Dice.
It's also available on Android and iOS, also free (with some ads).
The Steam version should include way more content in the future.
Nice v3 interview.
I would try to improve the graphics, even if you want to launch to the phone. Colors are very saturated, the background is as important as the foreground, and a screenshot (thumbnail) by itself is not attractive enough to get clicks easily (it could also mean the graphics are made for a big screen). I think the phone market should be one of the focus even if it requires having 2 set of interfaces, or just different scaling.
Thank you anon, you are too kind.
Yes, I'm trying to work on a lot of these aspects. Since I'm learning as I go with this I'm fixing stuff on the journey. It's gonna be a long process.
Lookin' good! Hope you sell a ton.
My game is going well, for what it's worth. I estimate I've finished around half of the first chapter of my game, and all I have to do is do the rest of the fricking chapter and the "switch characters" system I'm aiming on implementing, which will probably be a real doozy.
Main issues I have to contend with is that:
1: Godot's Camera2D smoothing system is iffy and lags a bit, which isn't an easy thing to fix.
2: hoping I get people that will actually give constructive criticism to it and suggest solutions when it releases
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH
the most important things of a game are
1. characters (design, backstory, style)
2. story
3. decent graphics
4. a gameplay that's not disconnected from the story, but instead using it to tie everything together
Bonus:
5. music
the rest is not important. stop making gay ass pointless platforming games.
gameplay should be number 1 IMO
games like tetris are still being played for a reason.
only morons or autistic casual normies play tetris.
do you really want to do a tetris? then go make toys for kids, mindless entertainment lmao
games are toys anon
Being told a story doesn't make you more cognicient kek what a smug delusional homosexual.
so like celeste?
snoy moment
>gameplay and music at the bottom
Awful taste. I will usually ignore a high graphics story-driven game if its gameplay is not fun, and either way, a soundtrack that is so good that I could listen to it on my own leisure almost makes the whole thing worth it.
gameplay is very important.
the point is that gameplay alone makes a game terrible. so it needs something good to be attached to.
by itself it's shit. Like that guy who said "lol tetris is the best", who the frick gives a shit about tetris?
there's more than 7 million ppl playing tetr.io, the free web browser version.
and there's plenty more versions of tetris
do you think you'll be fulfilled if you make a tetris then?
fulfillment?
What kind of question is that??
by making one of the most succesful videogames of all times, still being played after more than 30 years?
damn straight i would be fulfilled
>do you think you'll be fulfilled if you make an iconic game played by millions?
I think so?
By making a small game like a tetris clone, you get some practice and experience that you might later need when trying to make that dream project of yours.
yeah that's why minecraft made billions and no one wants to play your "game"
Is this a bait post? How in gods name would story ever be above graphics or gameplay when those are the very first thing people see about your game and can completely make or break how they feel about it within the first few seconds? Story only effects people who are already engaged with the content to get far enough to understand it, meaning they would already have to be sold on what you have to care about it.
>Bonus:
>5. music
imagine being this much of a pleb.
Name ONE, just one classic game that doesn't have a solid soundtrack.
Another World
>most important
>of a game
>gameplay
>4th place
john carmack has never made any good game
GAMEPLAY IS MOST IMPORTANT THATS WHY ITS CALLED A GAME
>1. characters (design, backstory, style)
>2. story
I love a good chardesign as well, but with such priorities you should make graphic novels instead
this thread is full of delusional autistic programmers. keep writing 4 days of code to make a pong morons
Ok
Waiting for Godot 4
Should I make a Stardew clone as my project to learn C#? I haven't fricked with coding since taking CS classes in HS but I have frick all going on in my life at the moment and need a hobby.
Added in-game scripting. It's good for debugging certain stuff. Yeah, your game engine probably already supports that out of the box. Just enginedev things.
>tfw I have three surefire success ideas, but none of the drive to make them happen.
shit sucks
If it makes you feel any better the storefront and the gubmint would rape you with taxes up the ass for your hard work.
If you're never going to make them anyways, pitch the weakest of the 3 and we'll see if you actually have anything worth a shit. Nobody cares about your ideas more than you, "stealing" them really isn't as prominent as one might think.
VR title
You're a ghost trying to figure out your death
Because you're a ghost you can integrate all the VR weaknesses like awkward movement, no physical feedback and object phasing into the narrative.
So VR Ghost Trick
>Ghost Trick
basically. But the addressing of the uncanny valley VR has with motion and touch feedback, or even emphasizing it for narrative impact is something I'm very surprised nobody has tried to do, since it's the biggest hurdle VR has, so I'm not sure why nobody has tried to do lemonade with those lemons yet.
Could use some guidance.I have two ideas for shooters I'd like to spend the next decade bringing to fruition, but I don't know if it would be harder to learn Blender/3D modeling or 2D skills. I see stuff like Ion Fury, Selaco, Wrath, Dusk, Project Warlock, and I just get lost on which style to commit to, let alone needing to develop a good sense of art direction no matter what I pick. I am also considering UE5 or Unity since I don't have the brains/programming skills for GZDoom or Godot or Serious Engine 1. I don't really know what I'm asking, just general advice? At work I'll write down ideas for environment design, weapons, character notes, boss design, arena encounters, and I just can't go back to a life where I didn't want to make a game.
I put a shitty unfinished mechanical demo on itch and then gave up two-ish weeks ago.
Help
Midnight Deving
same.
I need to learn to code.
I thought I already knew a bit, but apparently it's not enough. Anything I do I look around online and some wizard has already done it better.
making pokeyman clone
the map will be based off taiwan because real pokeymans will never touch that. plus it's a nice little island. been working on the map
on the coding side i'm putting the project back together after i lost some work due to bad pc
I'm a pretty good coder (work as a dev + studied CS) and can write decent music, but am absolutely SHIT at art. Any suggestions? Should I just buy art via commissions? take the ascii art pill? make a rhythm game?
I'm modelling a butt right now. Can an anon give me feedback?
Needs to be rounder and bigger. Use a reference image
Alright. It's suppossed to be a e-girl and that's even bigger than the ref image I'm using but we'll see.
BIGGER
how do you model in blender
manual, I like it more than sculping
ok
It'd make more sense to sculpt it then retopo down.
>Have spent almost five days now on these fricking textures and still hate them
>Still having issue implementing a part break system for the combat
I want to unalive.
More cheeks but otherwise, would.
looks shapeless
Thanks anon. I'm finally retaking 3D modelling after who knows many years so I'm kinds rusted atm.
pretty shit, did some work when covid hit and I was stuck at home but kow that school is in person i haven't touched it
I have been stuck playing xenoblade 3. I will get back into developing oncr I am done.
He also says it needs to be a basic platformer, but no ideas are motivating enough in case you get the misconception I only care about cooming and "owning" leftards rather than just wanting my interests left the frick alone.
Digging doesn't sound fun in 2D and too easy or expansive in 3D, but I only have Kirby as a reference.
make a clone of mario but it's sexy and owns the libtards. you'll get points for it being funny at least
You "own" just by having hot under 18 girls and shitting on or not supporting trannies.
The most I would do is make everyone hot or decent looking depending on role and gender moronation nonexistent rather than shoving my hatred down throats. Still can't think of a fun platformer idea. Was kicking around a cute morphing blob transforming parts of it's body to fight, solve puzzles and get around, but that's probably years away. Haven't even decided on 2D or 3D.
*and Sonic Colors
Tilesheets are the bane of 2D artists. Someone somewhere must have come up with a better way to composite sprites so that artists don't have to draw so many fricking sprites for each new tile they want to add.
Old progress because I spent the past few days designing another trailer after the feedback I got from the one at Ganker3. Still need to tweak a couple things. If we have another one of these tomorrow I'll post it to get some opinions.
much better
Cute butt
can 2d isometric show depth i.e. z values? Want a city builder and integrate heights as well.
You mean like this? Also for lulz check this https://youtu.be/chtRPC1ISyA
I look at the x-axis of the map array for the z-layer order. When something has multiple considerations for layers then I also have a separate function that determines further changes to the z-layer draw order.
If I had someone good to work with who could do good art then I would make them whatever VN engine they wanted. If I have to do it myself then I'm would end up making a battle monster VN engine or something since I lack the present skills for the good digital art. For now I lurk/sit on this one while I work on other projects. I can't comment on Unity vs any other solution as I've never used a game engine.
Zomboid has a decent system for this shit. If you look at their map editor, there are tons of layers of tiles, mainly used for adding detail, but one tile can have a floor, wall, several layers of decals (sort and grime), trim, a second wall piece etc
There may be some tricky z order problems depending on how you do it.
I dont know how to set up online multiplayer, and two controllers.
>can program
>don't know c++
>don't know unreal/unity/godot
>can't model
>can't texture
>can't make music
>can't make sound effects
>can't animate
>can't write
It's over for me.
>>can program
no you can't.
Damn it's even worse than I thought.
I mean, if you can program you can do any language, it's just a matter of finding documentation and getting used to the synthax
>can program
>know a bit of c++
>know unreal/unity
>can't model, finished half of donut tutorial
>can't texture
>can't make music
>can't make sound effects
>learning to animate
>can't write
I was you, but the trick is to slowly learn bit by bit. It's just a hobby for us after all. At least music and sound effects we can get in the marketplace. And gameplay is more important than writing in most cases.
>At least music and sound effects we can get in the marketplace
What do you sell music/sounds wise and what level of sales? I thought that was the hardest market to crack of all.
Oh, I don't sell them. But I just get them from the marketplace.
>can program
>don't know c++
Laughed so hard at this
Still using clickteam 2.5 after 3 years, to scared to switch to another engine
Just drawing sprites. Haven't touched the IDE in a while.
Based and SMTpilled, are you the guy making a dungeon crawler?
Yup.
How do I model cute 3d anime girls?
my game isnt coming along, i have no motivation to do anything when work ends, i just want to sleep all day every day 🙂
get checked for sleep apnea 🙂
i sleep and eat well, just have anhedonia
If you don't make your own game engine and your own programming language and your own series of computers you are an idiot
And if you don't personally design and build all the parts that will eventually become your computer you're lazy.
What's the deal with people shitting on Unity? Is it a Ganker meme or something?
Probably /agdg/ engine war posters
The engine is a mess which mostly just got popular from being early in smartphone games.
It's like Windows: it does something that upsets everyone, but that something is different for so many different people that it's not easily fixed, or easily communicated. And everyone keeps using it because despite the many, many flaws, the benefits tend to outweigh the negatives.
Also as a company they tend to make seriously questionable decisions that leave you in no doubt that you as a developer are not the person they intend to make happy.
>Ex-CEO of EA that was kicked out of EA is now Unity's CEO
>This CEO called Unity devs "fricking idiots" for not adding shady monetizations in their games
>A malware ad company merged with Unity
>Layoffs the entire Gigaya team (as well as other devs), this was their chance to create and show a real working game
>A huge amount of features in Unity has been "in development" for a long while
>Many other features are abandoned or deprecated without any replacements (for example, networking is NOT available in Unity without having to rely on third-party)
>Overall, Unity is a complete mess and has no good roadmap of the future
>Most of the revenue made by Unity is made from their ad system. Therefore they are focusing their efforts on mobile ads, rather than actually improving their game engine
This isn't a Ganker thing, it's even on Reddit and YouTube. Unity is a decent tool by itself, but it has no future.
For those looking into the future, Unity is not a good choice.
Calling people who make unity games for free "morons" wasn't the greatest move.
So what's everyone's problem with UE5?
People will always find things to hate on literally anything.
Epic has been heavily investing in UE and producing amazing results: Nanite, Lumen, etc. It shows they actively work on improving their game engine.
In general, people hate UE because it is owned by Epic. Epic has their own fair of criticism with their EGS (basically a Steam competitor).
Another thing people hate on UE is that there's only two options of programming: Blueprints (visual programming), and UE C++. Compared to Unity's easier-to-use C#. But it's not that big a deal, it gets the job done.
Ty anon I'm going to go with UE5.
The biggest complaint toward unreal is that it has too much. It's insanely bloated in features that 95% of people will never use. Unreal gets used for movies so there are even features for that that are included in every version and have some place in the UI and system. This can make it very annoying or daunting when starting out or even as an experienced dev.
Personally, I don't really understand this "bloated". If you don't want to use it then don't use it. UE is already quite specialized in FPS/action 3D games. And it focuses on really giving you all the tools for that specific purpose.
I'm a hobbyist UE gamedev, but what's more important than the tools is what you want to achieve. The best tool for the best job.
UE is heavily specialized in 3D, especially things like FPS or 3D action. It is not good for 2D sprites.
Unity is a general purpose game engine, you can make anything you want.
Godot currently is only good for 2D, but I personally haven't use it.
There are pros and cons for being specialized.
For an extreme example, RPG Maker. RPG Maker gives you basically a basic working 2D sprite RPG template game out of the box. You just have to fill in the blanks. It is extremely specialized. This massively reduces the amount of work you have to do. But it also makes it more difficult (although not impossible) to do something that is against the game engine. For example, making a 3D FPS in RPG Maker. You'll be fighting against the game engine design and creating extra work.
Use the best tool for what you want to create.
>It is not good for 2D
Shut up 🙂
You can do it, but you'll be fighting against the game engine. It's just extra work compared to a better tool. Also, UE's Paper 2D is abandoned. Why (start to) use something that has no future?
>bloated
Literally just use the features to get your idea off the ground. What you described is an end-user problem.
That’s simply not a valid criticism. You’re not gonna see or use any special features unless you’re looking for them and you certainly aren’t forced to use them
UE presents the user with a plethora of options in every dialog, all presented with equal importance. 99% of the time a new user just needs the basics but more often than not UE's defaults don't do anything useful so you need to find out which of the 20 separate but equal controls you need to adjust to fix an import issue. And typically after you've googled the problem and found the common solution, the option doesn't really appear to be named such that you could have figured it out on your own.
THIS is why it's "bloated", because they've added every option under the sun in a confusing mess to solve the immediate problems their fee paying customers had. Unity doesn't do as much as UE, however it tends towards discoverability more.
>UE presents to many options in every dialog
If a dev can't handle a few options in UE how can he even dream of ever being able to handle maya/blender to create a game?
the problem with unreal is that all their efforts are geared towards marketing the engine rather than making it actually good. you just listed off random features that are next to useless for actually making the game. they're just window dressing. the most important features in an engine are the general workflow and language, both of which are total ass in unreal because c++ is slow as shit and full of gotchas, blueprints were a horrible idea for scripting, and the editor integration and general asset management feels like shit. the end result is that every indie that would want to use unreal is going to burn out in about a month because their flow gets constantly interrupted by the engine getting into their way constantly in some way or another. unity has its own issues and the company is run by actual baboons, but at least it's fast, sleek and it uses a scripting language that doesn't suck, so you can actually develop with it and get shit done, even if the end result is a cheap looking shit game with amongus graphics
Literally what engine do you suggest then you fence sitting homosexual.
>fence sitting
lol
yea im not going to bother
Exactly. Fence sitting homosexual.
the problem with unity is that all their efforts are geared towards marketing the engine rather than making it actually good.
unity doesn't market their engine, in fact they wish it didn't exist at all. they make all their money with ads
>unity doesn't market their engine
That’s cap but you’re right that they wish it didn’t exist. When they created their IPO they didn’t even list unity as a game engine, they gave it some other bs glorified marketing term. Why bother doing anything with the engine when they can keep juicing and swindling it’s own devs. Sure the best decision would be to do what epic did and eat their own dog food but muh short term profits. Unity is going through what almost every modern big game dev is going through, the product itself is moot, what matters is the money
Blueprints are good enough for us hobbyist. Pros probably use C++. C# definitely better, of course. UE's workflow probably really shines in a professional setting with a huge team. For one person it isn't so impressive.
It really depends on what you want to make. I can see Nanite being useful for everyone. And at least they're working on adding new features.
some people swear by visual scripting but i just find them objectively inferior compared to text scripting. they come off as a kind of disability access feature, like people who are too afraid of text files can sometimes spend 2 hours doing something in blueprints (and a real programmer will have to spend 5 minutes to rewrite it at some point). it seems like unreal wants to push the idea that anyone can code in unreal, which probably seems interesting to companies who don't know better or something.
i don't think unreal is bad but i do think you do need a large team and a good time and resources to rely on it. it's not something you'd want to use at home to make a game after your real obligations
>It really depends on what you want to make. I can see Nanite being useful for everyone
my boggle here is that most indie games crash and burn sometime after or before prototype, even if the developers are doing everything right. so inherently a lot of these features like Nanite are more or less useless to smaller devs, because it's not going to help them get their game off the ground, which is the main challenge for them. I'm sure it's nice for AA or AAA, but those people can probably afford to implement their own version anyway, so it begets the question who it is all for (imo: it's basically marketing)
I'm just a hobbyist so I can't say.
But I agree with visual programming being inferior with text. I'd LOVE for UE to have C#, even though it won't happen.
Visual programming though, is still programming. You need to know the designs and architect it right just as you would with text. Bad design with blueprints is equivalent to bad design on text based programming.
IMO, blueprints work alright in UE because UE feels more specialized. A lot of basic game engine functionality is already there for what you want to do.
UE and Nanite is probably for big game companies.
>probably afford to implement their own version anyway
Just because they can, doesn't mean they want to. It's just easier (and sometimes more cost effective) to use something that someone has already created and maintain. You just have to pay royalties for using it.
>I'm just a hobbyist so I can't say.
Anon we all are. Gamedev is a hobby first and foremost.
>Gamedev is a hobby
>imagine dedicating your life and income to gamedev
There isn't really that much difference between visual scripting and coding. I write "for" in the blueprint window to get a for loop and connect the length-1 of the array. You write "for (int32 i=0; i<test.Num(); i++) { }".
The brain is used when figuring out what the best approach is and how to implement it not in the monkey typing process.
writing code is never the hard part, it's changing code, refactoring. Visual scripting just becomes messy with complexity no matter what it seems and then going in and changing shit is a nightmare.
>Visual scripting just becomes messy with complexity
How so? You should do the same as with code by splitting it into functions, classes and so on. If one of your blueprint becomes to complex for you to understand you are doing something wrong and should have split it up way before that.
Only big downside from my experience is their debugger is a bit of a mess compared to visual studio.
nta but holy crap you cannot be honestly arguing that blueprints are as easy to maintain and expand as text script. even in objective terms, you are missing a number of features like being able to easily grep and evaluate for certain pieces of logic, you can't copy and paste your logic for other people to look at, you can't mass edit freely, etc
the reason why projects get fricked up is because brainlets like you end up in management. programming is a task where if you don't take the time to do it right, you're probably going to have to spend a magnitude of that time fixing it later. and if you do it REALLY badly then the whole project is just going to be permanently fricked and you're going to have to essentially start from scratch
>you are missing a number of features like being able to easily grep and evaluate for certain pieces of logic
Visual script is often easier to get a general overview as you can usually get more of the functionality on screen vs code.
>you can't copy and paste your logic for other people to look at
You can always make a screenshot. It's what they do on stack overflow.
>you can't mass edit freely
You can rename functions, properties and such with blueprint figuring out where it has to make the changes. What kind of mass edit do you need?
>What kind of mass edit do you need?
The kind of edit you need to hire a programmer(him) to do. Anon is just looking out for his bread and butter.
>code monkey still afraid
Your fear is delicious. You spent all that time and money learning every single thing, grinding that memory, and now it all falls apart.
>Visual scripting just becomes messy with complexity no matter what it seems and then going in and changing shit is a nightmare.
>scared code monkey is scared of losing his only purpose and source of income in life
You should learn a trade.
the reason i vastly prefer text scripting is because it's easier for me to run even large blocks of code in my head as i read and write it. it becomes kinda awkward to follow execution with blueprints. then again most people just write code and hit run so maybe that's whom blueprints are for
Nothing really, just a lot of devs in this board and r/gamedev have Stockholm syndrome with unity. You’ll see a lot of “unreal isn’t for beginners” “unreal is only for large teams” “unreal is only for realistic looking games” all of which is untrue but people will make this kinda stuff up to confirm their bias. Sure Unreal has its own problems but if you look at the decisions and developments epic and unity have done over the past 2 years the difference is astonishing and one has a much brighter future than the other
>So what's everyone's problem with UE5?
Not enough of the good shit is ported from UE4. I hope I can move a UE 4 project to UE 5.
Peoples problems with unreal is that 99% of people who have opinions about it haven't actually used it, at least not to any serious degree.
Most of the stuff you read about unreal online is just people parroting something they read somewhere else, and not based on actual experience.
I have used unreal and it is a very nice engine. Maybe its not for you, but I don't think the opinions you read online can tell you that.
The problem with Unreal is that it is difficult to learn. The learning material you will find online for unreal quite often is telling you to so things the wrong way.
I ended up paying for a course, but I found it to be worth it completely. It's unfortunate that this is the case, but at the same time it was a professional investment for me so I didn't mind.
Professional game studios that use Unreal train their employees with courses so that's just kind of how the engine has come up u fortunately.
In my opinion, once you learn unreal from someone who knows wtf they are doing, it is a better choice for the major of indie devs. Most indie devs who are making games would be better served doing their games in blueprints instead of C#. The features built into Unreal will save you months of programming effort.
What course did you pay for anon? I'm looking more and more into UE5.
I did Tom Loomans course. It is not cheap but he used to work at Epic games so he knows what he's talking about. This course is actually used by professional studios.
Its for UE4 but it will be 99% still relevant for UE5
If you can't afford it there are other good courses out there but I can't remember any off the top of my head. You do have to be a bit careful though. I started off with some paid courses on Udemy, and some of them were obviously teaching the wrong way to do things.
4 payments of 99 USD per month is dirt cheap. Thanks man.
>Tom Loomans course
This one?
https://www.udemy.com/course/unrealengine-cpp/
https://courses.tomlooman.com/p/unrealengine-cpp#pricing
>https://courses.tomlooman.com/p/unrealengine-cpp#pricing
thanks anon
What do you think about gamedev tv courses ? did you tried them
>I ended up paying for a course
Which one?
I paid for a bunch of courses on Udemy and they were very good (not for unreal though) and i'd be interested to know what other ones are good?
It wastes a tremendous amount of cpu, even on modest applications. That may be of little consequence to you in the major market, but it's often overlooked by people who are letting their PCs carry them through the development process, which in and of itself results in mass adoption of badly designed software tools in general, not just Unity.
finally got all the steps working together
can go from a phrase like "die on zero health" and after a few seconds the components/system are set up and written to disk
Its been this far before, but now it has unit tests for each step and isn't full of fragile jank
>Be good programmer
>Can't draw for shit
>Can't model for shit
Guess it's over for me
learn
Yes, it's over. When you sell a video game you sell a piece of art, not a program. If you're shit at art don't bother. It's like trying to hit on girls while looking like shit.
>When you sell a video game you sell a piece of art
No I'm selling a game
No you ain't selling SHIT!
I'm studying game dev with unity, what are some good tutorials/guides? The teacher basically leaves us with very little in the way of technical knowledge and C# skills, we're just kind of expected to know it from Python last semester. Wtf are gizmos and attributes? Is there a difference between gameobject and GameObject? Reading the unity C# documentation isn't doing anything for me, reading the python w3 school documentation actually helped because all the methods were listed there.
everything is on fire
>got a girl pregnant
its over.
I'll just make a 2D platformer with a bunch of combat with the gimmick of the world being completely connected as a whole for my first game.
How do you make a game when you realize you've spent the past 12+ years of your life thinking about games and making games while never actually writing a single line of code or learning how to draw even slightly passable anything?
You can't. Trust me, I know.
Oh hey there
>Everything in here looks like shit
>Trying to bust into a troony infested market
You're only going to sell a few dozen copies so what's the point lmao
>what's the point
To sell a few dozen copies.
Good use of time anon, truly, you're not a moronic loser
>Good use of time
You're on Ganker dummy.
>shitposting on lunch break is the same as investing hundreds of hours on some shitty game just to have it get beaten out by some troony platformer
lol
I would take you seriously if you meant the shit you spout but you dont, so go and have a nice day.
It's hard to believe people with no self-awareness exist.
>Good use of time
You tell me about good use of time
>Started sculpting in blender
>with a mouse
>did a donut
>now I know blender
Need to invest in a cheap old tablet with big enough screen I can use to stream my PC screen to it and sculpt like that.
Pretty good if I do say so myself.
Why do you guys hate 2D Platformers so much?
Too many of them. Every other indie dev goes
>ooh, i want to make a pixelart game
and then
>but i'm too lazy to properly apply myself, what do I do?
>oh, i know - i'm gonna make a platformer! barely any work needs to be done and I can just steal the ideas of other indie devs who made a platformer
Fricking corporate drivel, go lick a boot homosexual.
I'm happy how my flash game is coming along, Making good progress
Am I moronic for being concerned about GPU memory? According to Steam almost 10% of users have 1 GB or less VRAM, I did some math and it seems very easy to fill that with some textures even in a 2D game.
Haven't touched it in months. Busy improving drawing skills, though.
Still hatin' multiplayer
Today I shall not Dev
Am I moronic for being concerned about video memory? According to Steam 50% of users have less than 1 GB of VRAM, I did some math and a couple 2D sprite atlases will fill that right up.
How does that work?
>Am I moronic for being concerned about video memory?
No, that's where being a skilled game dev / programmer comes into play
i like these threads, they're mostly comfy.
I made a game with gamemaker for a class in college that I felt was pretty cool, anyone want to see it? Thinking of getting back into game dev just as a hobby. I saw some videos on Godot that made it look pretty fun to use, how does it compare to game maker? I'm a full time senior java backend developer, if it matters at all.
I haven't used Godot or Game Maker but I heard Game Maker changed their costs to be only subscription or something, or subscription to export.
I feel like creating my own bare-boned 2D engine but also using something like Godot to dedicate more time to polishing something more.
My efforts of creating my own engine is very slow. Just recently managed the ability to understand the basics of file i/o to read crude maps from a file, after having shelved my attempt for over a year.
>How's your game coming along, Ganker?
I started making a little side project using Game Boy color limitations. I underestimated how hard it would me to make pixel art with only four or three colors.
>early 2000s
>people didn't think about it and just made flash games
>was kinda shit but got the job done. people shipped games at a rapid pace
>2022
>new devs have crippling decision anxiety choosing between godot/unity/unreal
>game dev larpers shout at them from the sidelines that 'they need to make their own engine or they aren't a real dev'
>'use a framework bro, it worked for stardew valley'
ay dios mio...
That is just the litmus test of gamedev.
>constantly asking which engines/frameworks to use without actually trying out any of them
>constantly switching your engines mid-project, thinking that your lack of progress is the engine's fault instead of lack of work and dedication
>refuse to learn new things
>complain you can't code without even checking a youtube tutorial
>complain you can't draw despite not even picking up a pen (or mouse, whatever),
>worrying how [new hyped up experimental tech] is just around the corner making your studies worthless
>Spend all the time on social media stalking other devs
If you can't make the decision of just doing it, you were doomed to failure from the start.
>tfw sabotaging other devs by suggesting them various different engines
The biggest problem is morons never learned how to learn, so all they know how to do is grind and memorize step by step solution without understanding anything. The constant search for mentors, self help books and what have you.
Use what enables you to get shit done.
Game engine debates are literally a form of procrastination by indie devs who will never finish their games.
Think of all of the devs who made games you love. Basically none of them went around asking what engine to use. They figured it out then they shipped their game. simple as.
One more thing, should I get used to do my own stuff by code or using the unity tools and components?
Sometimes those things end up fricking me up because they aren't exactly what I want(example: grid, character controller...)
If you are working in Unity I would recommend primarily working with code.
The built-in components in Unity are generally ass.
Of course if you find a component that actually works, feel free to use it. There is no reason to reinvent the wheel.
>The built-in components in Unity are generally ass.
I knew I wasn't imaginaging things.
I suppose then it's well known that unity sucks ass for 3D: character controller cameras... And I'm better of using any other thing. I'm not the only one right?
Should I just switch to Godot for 2d and unreal for 3D? My problem was that I learned C# and a bit of the unity scripting, but I just watched that Godot uses C# and doesn't have CEOs shitting on their own product, so maybe I should give it a try, and learn how to do my own tools.
With unreal the problem that I have is that is not intuitive, blueprints suck ass and basically I can't find a good tutorial.
There is too much stuff and everything does its own thing with its own UI and shit that I don't know where to pick it.
I don't like using external tools in general, I like to make my own stuff; I have more control and I understand it better rather than having to relearn a new set of rules in a tool.
Use what makes you happy anon. Unity is fine if you can make it work. Godot and Unreal are also fine.
If you really can't make your mind up, do a test project in each engine, and see which you liked better at the end. That is what I did.
Reading on the internet will never be able to tell what these engines are actually like, because the internet is full of amateurs with no clue what they are talking about. You have to get your hands dirty and work with the tools yourself.
any good waifu game on godot?
I missed the thread ..
Just picked up where I left off a few months ago, since I had to finish a couple of novels first.
Man, idgaf about whatever silly shit unity has done m, but I hate it simply for how c**ty timeline is to use. Switching back and forth between animation windows is a c**t.
Still, my demo is getting there. Just need to do a couple more environments, and make sprites for a few more enemies.