ユニcute magical dreamy pure fairyy gamesゆめかわいい魔法妖精ゲーム
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yni^
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I HAVE LEFT HARAJUKU LAFORET CASTELL INN JAPAN TO LIVE OFF MY PARENTS IN RUSSIA AS A FAIRYY PRINCESS BECAUSE I CAN NOT GROW UP AND WILL BE KID FOREVER21 HAVE MAIDEN ZERO MONEY FROM MY YAY2PLAY GAME SO FAR
everyfairyy IT"S OVER... I AM GOING TO WORK(but I do not know how)
I felt like I was learning a bit when I was using gamedev.tv, but they’ve gone to shit since the original instructors stopped teaching to focus on marketing. All the new instructors have no idea how to teach and run their courses like a YouTube channel.
Making a third person controller is easy in Unity with Cinemachine. If producing the art isn't an issue for you I think the main hurdle would actually be the game design. Can you fix Quest 64 and make it fun?
I'm brainstorming sidequests that would eventually create overarching story. Executing sidequests you'll learn something more about "the plot", and since you have plenty of ways to finish them you'll also find different sets of info depending how you gonna accomplish them. I'm thinking about political conspiracy to gain special items/powers for position in power, these actions would create a strife with couple of interested parties and each one would use different factions, feed them just enough information to function as a hidden opposition to other party, and with that in mind we come across as an expendable pawn.
I dunno, any ideas/what am I missing?
does anyone have any experience of cutting chunks of a project and selling them as programming assets on the unity store?
Things like a birds eye tactical camera or 3 dimensional pathfinding grid.
I'm working on something a little like Contra: Hard Corps and trying to come up with fun weapon loadouts for each character. Got a little bit of writer's block so I'm just cleaning up some code and tweaking a few other things for right now.
Why the frick did people previously shill Godot as a "Just werks" engine? So much baseline functionality not built in, and an abhorrence to generic scripts that don't inherit from its pre-established classes. And no, it hasn't made Game dev fun, either. Switching from Unity to Godot was a mistake.
In Godot, can I use a Tilemap for a game that uses Wizardry-style dungeons (where walls/doors/etc may or may not be sandwiched between any two tiles)? Tilemaps can contain scenes but it seems the scenes in them don't seem per-tile-editable. Am I going to need to use GDExtension for what I want to do?
What I do is write a "map loader" that reads the tilemap data and spawns in scenes in the respective position. I don't know what you're "supposed" to do though.
strategy comes from risk management and problem solving in most games.
For a turn-based RPG, try having your characters be able to attack things in different ways instead of just having a generic "ATTACK" option.
Instead, give the player the ability to attack their body or a specific part like their eyes. Attacking their eyes would make the attack land less easily but if it succeeds it will deal additional damage and lower the accuracy of the enemy. On crits, it would make it so that they couldn't see at all, so the foe would have to resort to using AOE (if it has it) or if it's an angry monster it will flail about wildly attacking potentially every unit on accident.
Players would have to make guesses on what kind of actions enemy units would perform when hit with certain types of attacks on certain locations.
>It's not a lewd game right? Please don't make the mistake of making a porn game if you want to make actual money.
What, really? People kept telling me the opposite. I won't make any money if it's not porn. Also, yeah. I'm doing everything solo.
Creating animations feels daunting and has killed my interest in a project. I looked at the character sheet of a fighting game character, and realized I'd probably need more than that for my character.
Different anon from the one you are responding to, but why do you suggest 3d? Even modeling something like it came from the N64 is harder than drawing some sprites. It requires more artistry, and then you have to rig it, animate it, and then code the states, etc….
It's simple. A couple of frames in 2d takes less than doing it in 3d, but doing 600 frames in 2d will take way longer than animating in 3d. >It requires more artistry
Not really? If you're a decent 2d artist you will nail 3d just fine, but the opposite doesn't seem to be the case as much. >rig it
You only have do it once, as opposed to 2d where you have to draw 90% of the 600ish sprites from scratch. >code the states
??? Now you're pulling shit from your ass
I've spent enough time on /ic/ and Ganker threads to know it can. Regardless you could be generating then using that as a model to base your art off.
>If you're a decent 2d artist you will nail 3d just fine
Do you think so? I want to do N64 textures but I'm not how far can I go in making them, as I've made 2d games mostly.
>and then you have to rig it, animate it
Once you've got it rigged it's much easier to shit out animations than it is for 2d characters. So the up front "cost" is higher but if you need a complex animation set it pays off in the long run. Other benefits of 3d would include reusing the same base model and rig or being able to easily change clothes and equipment on the characters.
Guys I'm fricking moronic. I can't focus on learning the Unreal workflow. The simplicity of Blueprints really pisses me off, I'd rather learn pure code but every tutorial for Unreal is fricking blueprint based.. I know you can convert BP to C++ but just trying to sit down and focus is too hard. I really want to just make a multiplayer game utilizing dedicated servers but I don't know where to get started. Should I just rope?
shut the frick up
I'm keeping the renpy tutorial game open in the background and just listening to the music.
i wish i could release my game without art to find out if its worth making art for it
you can. a beta
Can't you just use asset store to get placeholder art
Not everyone has a magic butt that can fart out money
There's a lot of free assets though
ユニcute magical dreamy pure fairyy gamesゆめかわいい魔法妖精ゲーム
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yni^
[Embed]
I HAVE LEFT HARAJUKU LAFORET CASTELL INN JAPAN TO LIVE OFF MY PARENTS IN RUSSIA AS A FAIRYY PRINCESS BECAUSE I CAN NOT GROW UP AND WILL BE KID FOREVER21 HAVE MAIDEN ZERO MONEY FROM MY YAY2PLAY GAME SO FAR
everyfairyy IT"S OVER... I AM GOING TO WORK(but I do not know how)
yni^
^
>PARENTS IN RUSSIA
near the warzone?
I.. I .. I'm tired... I can't keep losing so much.. I don't want to keep failing so much..
I don't know what to do...
I felt like I was learning a bit when I was using gamedev.tv, but they’ve gone to shit since the original instructors stopped teaching to focus on marketing. All the new instructors have no idea how to teach and run their courses like a YouTube channel.
i wonder how hard it would be to make a version of Quest 64 that didnt suck.
Why not find out for yourself?
decently difficult. the only easy games to make are floppy bird games
Making a third person controller is easy in Unity with Cinemachine. If producing the art isn't an issue for you I think the main hurdle would actually be the game design. Can you fix Quest 64 and make it fun?
Here are the dateable love interests for my game just based off archetypes...
I'm trying to have a solid 10 for each gender.
Male bachelors:
>werewolf
>vampire
>pirate
>billionaire
>doctor
>model (francisco lachoswki)
>criminal
>jock
>cool guy (sasuke)
>a dog
Female bachelorettes:
>deaf
>cripple
>milf
>teacher
>idol
>blondie
>jailbait
>tomboy
>goth/emo
>sister
Please let me know if these are good, and if any edits should be made
this thread is even worse than /agdg/ so far. great achievement.
and in far fewer posts, somebody hook these homies up with a medal for their achievements.
I'm brainstorming sidequests that would eventually create overarching story. Executing sidequests you'll learn something more about "the plot", and since you have plenty of ways to finish them you'll also find different sets of info depending how you gonna accomplish them. I'm thinking about political conspiracy to gain special items/powers for position in power, these actions would create a strife with couple of interested parties and each one would use different factions, feed them just enough information to function as a hidden opposition to other party, and with that in mind we come across as an expendable pawn.
I dunno, any ideas/what am I missing?
scope too big
Go big or go home
there's gonna be a bridge but I already have a thief's guild
a gypsy camp under a bridge
Who would make the best game: an 11 year old or a 9 year old?
Finally added textures for the mines that players launch. Also need to change some stuff as to how AI handles those.
nice
More like dice
Why yes, I just started another project in unity that I will abandon in less than a week because I got bored of it after one day of coding
I'll probably get back to it now that I found how to use the Unity animation system without the Black personlicious flowchart BS
does anyone have any experience of cutting chunks of a project and selling them as programming assets on the unity store?
Things like a birds eye tactical camera or 3 dimensional pathfinding grid.
Which game engine has the best collision detection? I've used Godot and Unity and they are jank as frick.
Anyone have advice on making a game that kids will enjoy?
put a toilet in it and make it gross
Which hair Ganker?
middle one
Middle and it's not even close
Top right or bottom
Here's a back view as well
They all suck, give up on game dev
they all sex, give up on everything except game dev
The ponytail has the most character, don't trust player opinion, they all pick the least unusual thing
ponytail can give interesting movement
I think I'm keeping the ponytail, and I'll use the pixie one as an unlockable skin
Damn, Unreal 5.3 looks like an Epic update. I'm using Lyra though so I need to wait for the official update.
I'm working on something a little like Contra: Hard Corps and trying to come up with fun weapon loadouts for each character. Got a little bit of writer's block so I'm just cleaning up some code and tweaking a few other things for right now.
>this kind of person is part of big name game development but i'm not
are your moronations listed in your resume?
>wanting to work in AAA
charisma is the only skill that matters irl
Wonder how many of you will hate me for using AI to develop my dream game
New character design for a game jam game.
Working on my engine so that I can actually display a sprite to the screen, lol.
Finally released my game
https://npckc.itch.io/one-night-hot-springs
The art isn't there yet still but the gameplay is coming along okay
I also storyboarded the opening cutscene, here's a snippet
very nice I'm assuming there's going to be a small knockback effect when the hit registers
I installed a linter, when I fixed all these I got like 30FPS more
Why the frick did people previously shill Godot as a "Just werks" engine? So much baseline functionality not built in, and an abhorrence to generic scripts that don't inherit from its pre-established classes. And no, it hasn't made Game dev fun, either. Switching from Unity to Godot was a mistake.
which people, there are alot of youtubers who are paid by godot.
Youtube frickers, but also specifically anons on here. Maybe they were just shitposters.
Then fricking switch back to Unity already. You're doing the exact same thing that you criticize Godot shills of doing.
one foot in front of the other
In Godot, can I use a Tilemap for a game that uses Wizardry-style dungeons (where walls/doors/etc may or may not be sandwiched between any two tiles)? Tilemaps can contain scenes but it seems the scenes in them don't seem per-tile-editable. Am I going to need to use GDExtension for what I want to do?
What I do is write a "map loader" that reads the tilemap data and spawns in scenes in the respective position. I don't know what you're "supposed" to do though.
going good, just working on some backgrounds for my metroidvania for a while now.
How do I add depth and strategy to my turn based RPG?
strategy comes from risk management and problem solving in most games.
For a turn-based RPG, try having your characters be able to attack things in different ways instead of just having a generic "ATTACK" option.
Instead, give the player the ability to attack their body or a specific part like their eyes. Attacking their eyes would make the attack land less easily but if it succeeds it will deal additional damage and lower the accuracy of the enemy. On crits, it would make it so that they couldn't see at all, so the foe would have to resort to using AOE (if it has it) or if it's an angry monster it will flail about wildly attacking potentially every unit on accident.
Players would have to make guesses on what kind of actions enemy units would perform when hit with certain types of attacks on certain locations.
working on a skellington enemy.
spooky
>I GOTTA BONE TO PICK WITH YOU!
Are you working alone?
Your art and animation (from the webm I saw) are super good.
It's not a lewd game right? Please don't make the mistake of making a porn game if you want to make actual money.
>It's not a lewd game right? Please don't make the mistake of making a porn game if you want to make actual money.
What, really? People kept telling me the opposite. I won't make any money if it's not porn. Also, yeah. I'm doing everything solo.
I'm still convinced you use Ai to make the art
AI can't do animations for starters, moronic pajeet.
I've spent enough time on /ic/ and Ganker threads to know it can. Regardless you could be generating then using that as a model to base your art off.
Why do you keep posting this version?
Why are you obsessed with children and snot?
https://arch.b4k.co/v/search/image/ywwQMxq0AG0p4VT8kt8J0w/
he's a pedophile metagroomer freak
Creating animations feels daunting and has killed my interest in a project. I looked at the character sheet of a fighting game character, and realized I'd probably need more than that for my character.
if anims are already daunting to you, imagine making a videogame..
You don't need more than that, and if you do then you must be doing something wrong. Also use 3d.
Different anon from the one you are responding to, but why do you suggest 3d? Even modeling something like it came from the N64 is harder than drawing some sprites. It requires more artistry, and then you have to rig it, animate it, and then code the states, etc….
It's simple. A couple of frames in 2d takes less than doing it in 3d, but doing 600 frames in 2d will take way longer than animating in 3d.
>It requires more artistry
Not really? If you're a decent 2d artist you will nail 3d just fine, but the opposite doesn't seem to be the case as much.
>rig it
You only have do it once, as opposed to 2d where you have to draw 90% of the 600ish sprites from scratch.
>code the states
??? Now you're pulling shit from your ass
moron
>If you're a decent 2d artist you will nail 3d just fine
Do you think so? I want to do N64 textures but I'm not how far can I go in making them, as I've made 2d games mostly.
Grab a photo and scale it down to 32x32. That's how mario did it.
And when it comes to the models…. Well that's another thing.
>and then you have to rig it, animate it
Once you've got it rigged it's much easier to shit out animations than it is for 2d characters. So the up front "cost" is higher but if you need a complex animation set it pays off in the long run. Other benefits of 3d would include reusing the same base model and rig or being able to easily change clothes and equipment on the characters.
I added grass.
been adding creatures
Guys I'm fricking moronic. I can't focus on learning the Unreal workflow. The simplicity of Blueprints really pisses me off, I'd rather learn pure code but every tutorial for Unreal is fricking blueprint based.. I know you can convert BP to C++ but just trying to sit down and focus is too hard. I really want to just make a multiplayer game utilizing dedicated servers but I don't know where to get started. Should I just rope?
Lyra.
Hop in nerds, we're going camping.