How is your game developing going, Mr. Ganker-sama?
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How is your game developing going, Mr. Ganker-sama?
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I gave up.
same and based
gamedev sucks and chances are the game you've slaved over for years will end up a literal who failure with 11 comments on steam
/thread
just abandon everything because you will end up as fp
redpill me on Godot. What makes it the superior gamedev engine??
It's free
It's easy to develop for
It's not hella undercooked
That's it really
It's developed and used by trannies and funded by china
+lightweight
+open source
+no royalties
+not bloated
+very customizable
+perfect for 2d
-learning curve to get used to
-weak 3d until godot 4.0, it is graphically capable but there are plenty of issues with a 3d workflow that remain nonexistent with unity and ue4
-you have to manually set collision shapss, unity and ue4 do it easily
>-you have to manually set collision shapss
?
so if I import a model in godot I can't just add something like Unity's "mesh collider" and it has collision?
Godot can generate a collision shape automatically from a mesh, anon just doesn't know about that feature.
The real minus of Godot is
- no one knows how to use it
I heard there are issues with the physics engine. if it's not collisiders then what?
https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Atopic%3Aphysics
it does, but it is misaligned
there's a gridmap system for 3d tilesets but for some reason it's bugged in godot 3.0 and the tiles can be placed but the collision is wonky and doesn't work
besides that the 3d pipeline really is bad, there's no way to set the materials to have no filter by default which is really annoying for pixel-perfect textures
>there's no way to set the materials to have no filter by default
there is though?
on my end it wasn't functioning properly
(this was in regards to the .glb file format)
The day after tomorrow I will go super devmode.
Then I will create a alttp clone that's gonna blow your mind.
>+perfect for 2d
You own engine with frameworks like Monogame or SDL2 are perfect for 2D.
>
and
>
that's about it. ofc troons will try to say shitdot 4 will fix everything any day now but that was supposed to come out years ago
I like Löve
Why don't more engines support LUA?
It's so elegant and beautiful that it causes Pajeets and Idea guys to Seethe because they didn't think of it first. So they just end up reinventing it in a shitty way (usually with types)
still stuck waiting on a programmer to get back to me. It's been months. Again.
Programmer here. What's your game?
Simple shmup made in GMS 1.4 built from scratch. The most complex part is its replay system and a few enemy attacks.
It's never been full on ghosting but I'd be the one making contact most of the time.
months? I would write a contractor / collaborator off after two weeks of no show. if somebody ghosts you for WEEKS you'll never get quality work out of that person. there's no point waiting any longer. delete/block and find someone functional.
I'm going to start my quake2 mod any day now
Here's what I've been working on this week:
New archetype - Specialist.
STR, DEX, INT stats are equally spreaded.
New skill resource type - Specialists use Fatigue Points, it increases when you use skills.
New class - Stalker, specialist.
Has further stealth detecion.
Unlocks after elf boss.
New pet type - Hound.
It is a pet of Stalker, sees all stealth targets and may attack those instantly.
webm with audio:
awesome
I like how this looks I'm going to download the demo.
I love the 2d sprites with 3d levels. Reminds me of boomer shooters. I also love pixels on 3d models. I want to play your game, keep going anon
Why is the ice effect 3d instead of pixel art too?
You even have the pixel art for the spell icon that can be used as the effect..
Working on some assets.
/qa/ lost
My partner sent me a playable demo, it's a bit buggy but i like what we're achieving.
I'd slap green's breasts around all day.
That's a very understandable goal.
I'm still working on my music and thinking about getting back to writing up my video game ideas
Is this your artwork, anon? The girls look both very cute and personable
>Is this your artwork, anon?
It is, thanks.
Do the girls have names yet?
From left to right: Melissa, Helga, Corporal (no name yet) and Angel.
mighty switch force vibes
cute sprites. back in the day, western sidescrollers were always shit because they made the sprites way too fricking big. the japs figured out that smaller sprites were easier to maneuver and made the games more fun.
nice, but have fun animating it
why is there a campfire in the middle of the ocean
its a magic campfire
After a few days of inaction on prototypes, I've finally realized that I simply just do not know what to make. My ideas keep flip flopping and changing
How in the world do I decide on a concrete idea and keep it that way?
Whats with the increased godot shilling?
It's just to rile up the unitygays, ignore it if you're not.
Former Unity devs trying to justify switching to Godot to themselves after impulsively overreacting to the "malware" claims
Unity is malware now.
Unity is fine and you will never be a woman.
>now
I changed my player sprite. Importantly, he's now 24 pixels tall instead of 16.
looks good I like that the jump animation changes on the downward.
I've used Godot for like 2 years now. I've also done prototypes in unity and unreal. Unity is hands down the best for VR, lots of built in support. Unreal is best for high definition work, high fidelity graphics, makes it easy and store has a ton of high res shit already in it. Godot is the best for 2d by far because it has a real 2d engine. Unity fakes 2d by using 3d and forcing perspective. Godot is easier and quicker to prototype and build games if you know what you're doing.
pic related, my unity VR abduction game
should i object pool literally everything?
premature optimization
its not premature ive finished the game jackass
if you're optimizing something that you're not sure is a problem, it's premate
moronic asiaticposter
You should pool anything youre spawning/despawning multiples of yes.
It takes like 20 minutes to set up a proper pooling system that you can reuse per category of objects.
if your using something like gamemaker that handles instances for you then it will only waste memory.
for other engines sure.
>Living abroad
>laptop bsttery is dead
>no access to plug adapter
I wont be able to progresss abymore this year
Damn if only you could purchase an item for the place you live
Im trying to think of a code that executes when an integer hits within increments of 5.
5 hits, spawn powerup, 10 hits, Spawn power up, 15 hits, etc.
I dont know where to start it.
look up modulo
Thanks, this is what i found
using System;
class Program
{
static void Main()
{
//
// Prints every tenth number from 0 to 200.
// Includes the first iteration.
//
for (int i = 0; i < 200; i++)
{
if ((i % 10) == 0)
{
Console.WriteLine(i);
}
}
}
}
Looks like thats going to work, i take it the 200 is going to be the "hit limit" i have to set. Otherwise, this soves most of my issue, i just have to figure out how to plug it in.
That;s a loop my guy it doesn't sound like you want that part for your use
So throw the for loop out.
Yeah, i understand for loops.
So,
if(hit %5) == 0){
Instantiate powerup
}
So if there is NO remainder left over, it will spawn.
Id also need to put a cap on how many spawn, and that nothing spawns when hit =0.
Yeah so add a hit > 0 and a variable for max hits so hits < max
Awesome, good stuff. Thanks a lot anons.
Ok, so the way a for loop works is you have an int "i" that you can either create outside, or just make locally. The second bit, the i < 200; is the condition, every itteration it will check and see if that is true, it it is, it will run through the code inside, and change i by however much you set it to change in the 3rd bit. ++ is the same thing as += 1 so it will increment by 1 after every itteration.
Modulo or % gives you the remainder of a division problem, so 9 % 3 = 0 but 10 % 3 = 1.
% 5
My game will look like LSD Dream, good enough?
Looks cool. What kind of game is it gonna be?
Mostly Isometric immersive sim/Point and Click/crpg hybrid.
A hard sell to most but I just think it's fun.
I'm taking Calc 2 this summer and I have no time to develop my game because I spend all day at work or studying.
i kinda gave up on godot i spent more time making tools than gaeme, also the most moronic thing is that you cant get the editors camera without writing a plugin
I wanna make a platformer. I have only ever put in 100 hours in to RPG maker MV. What should I learn?
3D platformer or 2D platformer?
2D
fricking anything is fine for that
yeah but like what is the most user friendly, pros/ cons stuff like that
I was able to make 2D platformers in Game Maker as a moronic pre-teen, so literally anyone could figure it out.
so what are you doing now?
I'm developing an online arena shooter in Unity using TCP networking and my own dedicated server application.
awesome keep up the work anon.
Isn't TCP a bit weird for real time applications though?
Not him, but seconded
Im a beginner when it comes to networking but i remember a convo i had about this.
TCP is more reliable, but its slower since its making sure the packets are delivered in order. I think youd want UDP with rollback netcode since it would be a more constant stream of transfer and only step into corrects itself when something goes wrong.
TCP is just to get the player connected to the server, and then messages are sent back and forth with UDP communication.
I just said TCP because that's what I'm working on at the moment. Creating a master server application that the player auto connects to on starting the client app and setting the region. When a server is started it sends a message to the master server giving the critical information for a player to join the server, (then send another one when it stops to take it off of the active server list), then the master server sends that info to the player in order to populate the server list.
depends on what you mean by user friendly. I'll take it you mean the common meaning of moron friendly though, in which case you should look into shit like Godot or Game Maker.
You can always try https://store.steampowered.com/app/837510/Pixel_Game_Maker_MV/ from the same people as RPG Maker
The recent Unity news has given me a good excuse to try branching out into actual coding instead of trying to fit everything into Unity's component setup. I work full time as a C# developer, so I went with MonoGame. I struggled a bit at first but the Chrome T-Rex game clone tutorial on YouTube really helped me understand the basics. I now have a working Flappy Bird clone after a few days of working at it. I'm ready to take on a new project soon
You enjoying the freedom framework bro?
It's nice. Like I said, I didn't understand much at first, but watching someone else work on a game and seeing them work with the basics of the framework and set up the necessary interfaces helped me understand it a lot more. I'm very at home with C#/.NET.
I now fully agree that an engine like Unity is overkill for 2D and a framework like MonoGame or Love2D works perfectly fine, and might even be better. More work, sure, but you get a really good understanding of how things work.
I keep thinking about gamedev but never doing anything.
All in my head because I don't like programming.
If you are switching from unity because of the recent merge you never had a game in the first place.
Never had to switch because I was using RPG Maker from the start.
Based 2k/3 diehard. Imagine not using the event code as a pseudo programming language to write your own battle systems and menus. Who needs Javascript or C++?
Battle system code is almost there, just need to get status effects working and fix a minor bug. Then begins the long process of making it look pretty with animations and everything.
First three kicks.
do you browse v all day to find threads to post in? Your game looks like crap made in unreal with blueprints.
post your game, nodev Black person.
hugbox homosexuals cant take a bad word about a game let alone someone elses
ngmi better kys now losers
post your game
go to /agdg/ and stay tuned, i post my game often there.
i hope to see your game there as well.
>post your game
>l-later
LMAO
>didnt reply with his game
oh no no no no
You're not giving a "bad word about his game" you are literally attacking him personally "do you go around looking for threads to post in? Haha. you are an inferior person to me. Who just happens to find random threads and then post shitty comments. haha. if only you were as good a person as me"
lol
lmao even
not that anon moron
>do you browse v all day to find threads to post in?
I try to make a habit of posting something new in every progress thread. It's likely overkill, but it keeps me focused on getting shit done.
>Your game looks like crap made in unreal with blueprints.
It is, that makes sense
t. nevermadeagamebefore
your kind isn't welcome here
this is v, not agdg. Go back to your shithole
I dont post in agdg because it's all gays and namegays, real v is better.
you
this guy?
negative, I just don't like people who shit on other people's dev project. It's not conductive to anything if you aren't at least providing usable feedback.
sound like a massive pussy. It has a purpose, it filters wiener sucking homosexuals like you from making soulless games. Go to Reddit if you want people to jerk off your shitty blueprint games. Name gays and agdg exist because of people like you. Go suck some no-talent wiener somewhere else.
>Name gays and agdg exist because of people like you.
LOL how frickin' quaint the loser from /agdg/ is a drama stirring plebian. Should have seen this coming. Frick off back to your containment thread and let people post about their projects without your sissy programmer sock drama, your hormones are running unchecked.
Don’t trouble yourself with the “opinion” of someone who doesn’t even spell Ganker right.
how are you supposed to talk about long-term projects without people having identities?
Because the people with identities aren't making games.
By posting brief screens/webm and providing update notes. You don't need to be a loser giving yourself a name on Ganker for people to know you're the guy making x/y/z project.
>post screenshot or whatever
>someone asks question
>i answer, but since i don't have another relevent image, i put "[title] dev" in the Name bar
does that make my a "namegay"? does linking to an itch.io account with a username make me a "namegay"?
no and no, but it's called context, if you are answering a question about your game people can do the 4d math to deduce you're the guy who is posting about it without labeling yourself.
adding speedlines/smears to slow movement is kinda jarring
Yeah, I may need to increase the “snap” on the kicks to make the impact motion a little more dramatic. The idea is that the smear lines indicate “damage is being dealt” (like swing trail particles in other games)
adding a gif recorder so it doesn't take me 10 minutes to make one of these and also viral marketing
I NEEEEEEDDD IIITTTTT
I NNEEEEEDDDDD IT
WWHHHEEEREEE DO I BUY IT
MY TISM NEEEEDDDD IT
GIVE IT TO ME
GIVE ME THE SAUCE
first gif exported
viewport is screwed up
https://redinator2000.itch.io/roody2d
getting better
well, it works. but i can't figure out how to make higher framerate gif's
more intense test
figured out how to get the framrate right, but not how to do transparency
ill do transparency later. im just glad i got nicely looping gifs (not really here since the ratios dont line up at all)
This dev group I've been following who started around the same time as me, making a similar game as me, is posting about attending a convention and are hosting a panel about "Making it in the [niche genre] field!". This makes me incredibly jealous and angry, so I'm fighting down these emotions hard so they don't distract me. Peers were a mistake.
2 cakes
Honestly, anon, thank you. That helps immensely.
Still working on the dungeon engine...
At least I'm almost done with it, I only have to add enemies (they are going to walk around in the dungeon, battles are not going to be 100% random).
Thought about the new enemy for my roguelike?
>lust provoking image
Eldritch horrors do look pretty good anon
Give it boobs and people WILL want to frick it.
Huh nvm people already want to frick it.
that's actually a very good idea
>800x800 tiles
how does that work
it's 100x100 i just exported it poorly
I cut my hours at my dayjob in half so I could focus more on dev. I also dualbooted Linux so I could have an environment without games installed to be less distracted and have a better workflow. It's kinda workin. I am devving more often, though I'm not taking 100% of the time. Honestly I just like the extra free time to relax and sorta just day dream, thank god I can live rent free at my parents place.
What kind of game are you working on about anon ? i'm curious
Violent tiddy game.
Oh yeah i remember seeing your stuff nice animations
Thanks dood. I'm the programmer, though I'll pass along your comment.
https://vocaroo.com/15d6TeJ1GBIY
Gives me monster hunter vibes.
Sounds competently made, but generic
comfy
good
Based Chad tier: Source, RPGmaker(vx and older), some game maker webaste made for kids, goldsource, Unreal 1, self made game engine, some obscure jank engine made in a slavic or east asian country (doesn't support english and barely works with windows 10/11)
homosexual codemonkey tier: anything else
take the hammer pill. it is THE best tool for level editing
The last game of note that was made in Godot was Sonic Colors remake and everyone knows how that turned out
This was just released
https://store.steampowered.com/app/1249480/ExZodiac/
>gets ignored
If you're not a million dollar company with 20 people on payrole you're not "too good" for godot.
is using godot i'm pretty sure and I'm noting it
Sonic colours ultimate only used Godot as a backend. it had another engine and they actually got in shit because they forgot to credit Godot.
>released
>early access
good morning sirs i am an animator and got gamemaker in a recent humble bundle, what are some tutorials for basic platformer/topdown stuff? with knowledge, can gm be used to make a homm3 like game?
So in rail shooters you generally clamp the ships position to the screen space.
This sort of becomes a problem with 16:9 because now your ship takes waaaayyy longer to get to the sides and it feels slow.
Should I just force 4:3? Seems kind of shitty.
force 4:3 and add kino borders, solved.
forgot image
just restrict the movement as if it were 4:3 no matter what the camera actually renders. players will quickly learn how far they can go. it's a non-issue.
>vertical speed 1
>horizontal speed 1.5
>left/right barrel roll dodge
done
Released my game's steam demo a bit ago https://store.steampowered.com/app/2086060/DIMENSIONAL_SLAUGHTER/
But unfortunatly I can't seem to get many people to play it because I'm bad at advertising. Also I've been trying really hard recently to fix issues that people have, for example despite my tutorial level some people can't even figure out how walljumping works. Doesnt matter though, I will still make it.
I'm going to try your demo, the game looks decent anon good work.
But for the love of god remove this from your description. No one cares.
where does it say that? just checked the page couldnt find it
Near the very bottom of the description, you need to click view more or whatever.
schizo
Expect?
stupid but i got a boat
Damn, I thought that was a magic carpet and you were flying between floating islands and I was like that's pretty tight, then I read it's a boat and got disappointed.
Having a lot of fun making my game. Got past the entry level dev, have a map for testing and character controller and a design doc. Slowly making the maps now. My inspiration is EYE Divine Cybermancy and Deadly Premonition. Be on the lookout for my steam release it's going to be jank rpg heaven
post screenshot
Can't yet. Gameplay is extremely unique and I don't want to let it out of the box yet.
My game is out.
https://npckc.itch.io/one-night-hot-springs
When is your suicide livestream?
how do you even find these things
The art on this one is cute at least, if not a little simple
I have so many half-completed games and prototypes, some of which were fun and had potential, it is embarrassing. What a waste.
Shite
I finally finished it: https://littlerat.itch.io/peytons-post-op-visits
Should I leave it l like this? My models are fricked on the shoulders, my topology sucks dick.
I want to make models meant to be seen from up close but then again, the perfectionist in me wants me to get this right now.
Just separate the arm from the body
But how do I avoid clipping? Oh, the armature would join the arm together right?
its not
sidetracked by a dice roller parser
what should radiation gun do. i mean what would the basic attack be like?
What's a fun game idea that involves spaceships
I have the idea of a 2D twin stick shooter "moba" more or less, but that requires multiplayer and getting a userbase is impractical so meh. Also not sure it's the best idea, twin-stick moba probably hasn't been done for a reason
Other space ideas seem kinda boring. But I really want to make a spaceship based game.
Space race in space
Raw opengl or glfw?
what? you gonna write your own windowing system? bruh.
unless your gonna use winapi, in which case you should have a nice day for not supporting loonix.
use glfw, glut, or sdl2, doesn't matter. (i know glut sucks, but hey)
>you gonna write your own windowing system?
My autism wants me to, not rely upon someone else's work for that. My common sense however has installed glfw.
whichever man, go for it, you're gonna learn something one way or another.
JUST KNOW... Linux has Wayland and X11, and windows has the winapi, so youll have to implement it in those platforms if you plan to support loonix+weendows (just X is ok)
I'm making a dungeon now that I finished some assets.
Perspective seems wonky in that wooden floor room, but the rest look very nice
those stairs are off center
something about that carpet bugs me. probably the color
needs more shading work
really nice overall.
Mayhem dev here, just wanted to pop back in to say the drama is stupid, I’m not gonna throw myself off my balcony from the shame of one person calling me out on posting too often (which I know I’m guilty of), and this dumb /agdg/ tier drama about who’s a “crab” and who’s “ngma” should be squashed immediately in favor of progress posting. If I wanted that bullshit I’d go back to posting in /agdg/
Thanks for your time.
It's on itch.io since 6 days ago though I don't want a ban for advertising so I won't post it.
It got 'viewed' 4,396 times, it got downloaded 805 times in total, but that's pretty much it.
anon, what is it?
I'll give you a pgp public key if you don't wanna say it. but i wanna know.
Actually I posted the link on /dgg/
anon. Anon. ANON.
anon. why? I thought you made something good. but you made this.
>male mc
>incest: player and "her" mom
Explain
A mistake when typing. I didn't notice until you point it out.
Ok, so I am working out the dialogue system, it's hard but it has to be done.
I'll worry about level design later on.
First companion of the game is being worked on.
Also, to the anon that made this drawing, it's my main inspiration now so thanks for that.
GREAT
my priorities are in order. i'm now deciding how to handle character movement outside of walking and running. all npcs will be capable of it so i think theres a way i could make a Character object and simply add extra actions depending on the character, friendly NPC has dialogue trees and whatnot, enemy NPC has attack routines and AI and stuff. hmmmmmm
Do you just scale the bones to do that
yaya
Okay neat for some reason I thought there would be more to it
>Big Head Mode
The nostalgia. What kinda game this gonna be
yeah... i've always missed games having that "extras" menu with a bunch of fun stuff in them. and it's going to be an action game/hack n slash! might start work modelling her weapon today actually
I'm developing my own ECS engine. Right now I'm reworking the sprite rendering system. Speaking of which, could any of you recommend some simple implementations of the ECS pattern so that I could compare them to mine? Would be even better if they were accompanied by an example project.
I have zero interest in programming but am mostly interested in the gameplay design and art aspects of making a game. Should I just go all in on theorycrafting the game mechanics and making sprites and concept art and hope I attract someone who can code?
No one will voluntarily program your game ideas for you without immediate pay unless you have something tangible up-front. Sprites are a start if you're a talented artist, but you'll probably need more than that.
I could try, but I doubt anything I program would be any good.
Ideas for game mechanics aren't worth going all-in on unless you can back it up with at least an idea of what the technical implementation would look like. Not necessarily all the way to pseudo-code, but having an awareness of what it might involve. Things that sound doable or easy conceptually can be unbelievably time consuming or difficult technically. Happens all the time in business settings.
People who like to code often don't really have an interest in art, but they'll go into art because that's what they need to Just Like Make Game, and knowing how the art assets they create are implemented in their preferred engine lets them better understand what art assets they even need. You might not be very interested in programming, but programming will give you a better idea how your art and your design ideas fit into the game as a whole.
It just feels like there's some sort of mental block that keeps me from being ok at programming, I don't really know how else to describe it.
Have art and models already rigged and ready to go.
I would be somewhat tempted to help an artgay who had some really cool models animating around in a scene. Even if they arent "really" moving and are just on a podium or something.
I will be honest with you I was the same. Then I spent like a week or two learning coding and honestly I enjoy it now, oddly. It's hard to explain but coding really is not that bad you should at least give it a go in your game engine of choice. First week or 2 may be tutorial hell but you should get the hang of it.
>t. Am incredibly dumb, almost failed grade 11 pre cal
What language did you start with, and are there any particular books/lessons that were the most useful for starting?
Added new gun
>scope image visible when not looking through it
yikes
Happy?
Yes thank you
I'm honestly thinking about making a slow-paced, "realistic" (1 hit kill deaths and all) stealth based FPS to counteract the oversaturation of fast-paced over the top indie FPS' like Maximum Action and Project Downfall
using sliders i can mimic both genders in one base body.
btw.the base the body is not the final product.
but why
because i can save time
Fixed some things and created a better 2.5D. its designed as a parody game which features the three graphics from the early game stages while making it as what could have been a very early 3d game.(Imagine a game 3d game was developed in this way for the SNES).
I'm going to ask this again, because I haven't had many opinions about this. I currently hit a wall with the gameplay, as I designed it to be kind of in the style of 3d Mario games(collect star/shine) in the form of quests. I'm a fan of SM64 and Sunshine, so I wanted to know how in general I can make this type of gameplay both feel retro and fluid. Should I just follow 3d Mario game designs and that's all? Or what else....
3d stuff in world needs shadows. this isn't optional
I've been confused with this since the last one. With shadows you mean what, the world objects?
Man I really wanted to have some voice acting for my game. I played Hundred Knight today and the game was kinda ass, but the VA made it a LOT more bearable.
I wish I didn't have so many characters.
https://vocaroo.com/1fl9LdypVlaR
Song's unfinished, but does this sound like it could work for a VN or an easy-going platformer with a nature theme?
Platformer yes, VN no
My game's going very fine for what's it's worth. There's sound and music (I also made.) too but it's muted for 3 MB reasons.
Assuming everything goes right I should eventually get a full demo of the first chapter (to get my daily dose of community feedback) out for free within a very generous estimate of one year and a half.
I figure I'll ask this here. Anybody have experience wilth modeling for Creation(gamebryo) engine? I've been making models for New Vegas for a long while now, that's not the problem. The problem is making kits that snap together in GECK. I use 3Ds Max 2014 and it seems sometimes I can get lucky and parts can snap (for example, an external warehouse kit), but most of the time one side at least will not snap to another.
The parts are often the same dimensions and are welded together until I export individual pieces. I've had some success aligning individual pieces to the center grid of 3Ds max before export, but it's really hit or miss. How do you do this? How does Bethesda or Obsidian make kits?
Might not be the best place to ask but I'm writing a resume right now and have no idea what to formally write under "Experience - Freelance Designer". I have a frick ton of freelance info I could put in but how would you sum something like that up in a few sentences?
What are your skills?
Know the Adobe suite like the back of my hand, fairly decent at 3D modelling, intermediate 2D + 3D animation skills (Maya, Blender), Minor UE4 and Unity knowledge (Not enough to participate in game jams but I know my way around the software), connoisseur of oneholes, over a decade of video editing experience both independently and professionally
Reduce less professional metaphors such as "like the back of my hand" and put "connoisseur of oneholes" in the header under your name and you've already got your resume done
Cheers
These all sound like skills you show with a portfolio.
I have 2 resumes; one is a design oriented one and the other is just for casual work (what i'd use to apply for wage slave or baker positions). This is just for a small section on that casual work resume as I have a year long gap that needs explained.
For whatever reason its not letting me post any VP9 webms, says there's an embedded file when there's not. I don't know what that's about. But I'm working on a custom AI behavior system because Unreal's behavior tree system is just not clicking with me.
I'm an arts guy and want to make a classic castlevania game, what engine should I start with? Unity, Godot or Pixel Game Maker MV?
I've never really delved into programming, but i will for this project.
Godot would be best, followed by Unity.
As Godot is the most accessible? Cheers man.
godot is better as an engine but I would recommend unity simply because it has gazillion more tutorials for people who don't know much about programming
godot kinda requires you to know what you're doing
For a 2D sidescroller I think Unity is too complicated in relation to Godot.
I will once I'm done with my work.