How's your games coming along?

How's you're game coming along anon.

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  1. 3 years ago
    Anonymous

    I don't have the money to make game

    • 3 years ago
      Anonymous

      You don't need any money to make a game. You can do it.

      • 3 years ago
        Anonymous

        I do if I want to finish a game worth playing in my lifetime

    • 3 years ago
      Anonymous

      This. And I also dont have the network. No matter what you make, journalists wont give it the time of day unless you're in their friend group. Video games is like hollywood: your'e either in or you're not.

      • 3 years ago
        Anonymous

        I only make gamejam games

        only matters if you're trying to make money, in which case it's not a good industry to be in

      • 3 years ago
        Anonymous

        You don't need journalists to make a game.

  2. 3 years ago
    Anonymous

    https://www.humblebundle.com/software/unity-fantasy-games-dev-assets-software?utm_campaign=Humble+Bundle+Unity
    Anyone know if this bundle is worth getting for $25?

    • 3 years ago
      Anonymous

      I'm thinking of getting into unity this winter and was looking at these bundles.

      How hard is it to make characters for unity? Is there something on the store that would help a talentless hack like me?

      • 3 years ago
        Anonymous

        you can do all the meshing and rigging in blender and import it to unity

    • 3 years ago
      Anonymous

      Its worth it for Odin and Bakery alone, but those are also both things that are kind of designed around already knowing how to use unity (sorta).

  3. 3 years ago
    Anonymous

    well

  4. 3 years ago
    Anonymous

    Trying to figure out what's slowing my game down during scene transitions. All my prefabs are object pooled. What happens between scene changes in unity3d?

    • 3 years ago
      Anonymous

      >What happens between scene changes in unity3d?
      you literally will have to go to the Unity forums and ask and hope a unity engine developer answers. Unfortunately when it comes to scenes, Ive yet to get an answer on what scenes represent, and if it's a taxing process to have many scenes in one unity project and what the build looks like.

      • 3 years ago
        Anonymous

        I did go to the forum. No luck. I think I hit max quota on questions.

    • 3 years ago
      Anonymous

      >What happens between scene changes in unity3d?
      you literally will have to go to the Unity forums and ask and hope a unity engine developer answers. Unfortunately when it comes to scenes, Ive yet to get an answer on what scenes represent, and if it's a taxing process to have many scenes in one unity project and what the build looks like.

      having multiple scenes makes no difference, it depends on how you are utilizing them, what's in them, whether or not you are using additive scenes. a ton of shit. in most situations if your scenes have a lot going on in them you should be building a system for a loading screen while transitioning between them where you can unload and load scenes while bringing in any information you need for the new scene. Trying to do scene changes on the fly will be clunky and unpolished.

      • 3 years ago
        Anonymous

        I'll look into building a loading screen.
        Unloading though, I never heard of that.

        • 3 years ago
          Anonymous

          could be just how i learned but for the 2 big projects I worked on we used additive scenes and basically there was always a main game manager scene loaded in and other scenes could be loaded in and out of that game manager scene. there are other ways to do it though without that structure. but you can load multiple scenes worth of data at a time. also when testing stuff like that it's worth it to do a test build and see how it behaves in the build vs. editor, lots of times weird performance shit only comes up in editor. Also what does your profiler look like when you are changing scenes? Is this just like, player walks into a teleport and you are loading a whole new area or something?

          • 3 years ago
            Anonymous

            I don't know how to make heads or tails of a profiler yet. Still new to it.

            Pic related. First part of the gif is the game sitting at a start screen. There is nothing going on in the start screen, but a u.i canvas with a script attached that starts the game on key down, and a camera.
            Second part of the gif is when the scene loads the game.

            • 3 years ago
              Anonymous

              also turn off vsync and just put a frame cap

              • 3 years ago
                Anonymous

                I already did turn off vsync, and I did put in a Frame cap.

  5. 3 years ago
    Anonymous

    slow, ue4 blueprints seem kind of cancer and it's almost impossible to google anything about c++ or best practices because game development is full of onions losers and dumb pajeets that can't actually code and just copy shit

    • 3 years ago
      Anonymous

      >and it's almost impossible to google anything about c++ or best practices
      >because game development is full of onions losers and dumb pajeets that can't actually code and just copy shit
      >literally trying to use google to copy shit cause he cant code and complains that others didnt do it
      the irony.

      • 3 years ago
        Anonymous

        yeah I'm sure he's looking to copy "best practices" directly into his project anon, it's very ironic indeed.

      • 3 years ago
        Anonymous

        >doesn't understand the difference between copying shit directly and looking up apis, best practices for how to use the engine, and examples for context on how to solve problems

        are you one of those pajeets that asks a general question then posts their shit blueprint code and wants people to fix their exact problem? ue4 forums are literally filled with people with no programming experience so it's impossible to find any good information

        • 3 years ago
          Anonymous

          >getting angry cause I called him out for being the same as pajeets who look for answers on google

  6. 3 years ago
    Anonymous

    slowly but surely

    • 3 years ago
      Anonymous

      Home alone?

  7. 3 years ago
    Anonymous

    I'm rigging for the first time in Maya. The more I look into rigging, the more I find that I can add to my rig. This rig will be my main character in a 2D platformer; what's a checklist I should have for my skeleton before I move onto animation?

    • 3 years ago
      Anonymous

      Oh, and I meant to clarify that I'm not finished with this rig yet if that wasn't clear.

    • 3 years ago
      Anonymous

      How much detail do you need in the animation for a 2D platformer?
      If you don't get much closeups you don't really need individual fingers even.
      Think about what you want to actually animate and rig what you need, else you can go down the rabbit hole forever.

      • 3 years ago
        Anonymous

        Probably not too much detail for mine; that's a good thing to bring up. I'll probably have controllers for the fingers, jaw, tail, some basic face stuff, and skin weights. Unless I find more things egregiously wrong with my rig, I'll probably call it done after that. I'm doing everything myself, so I do want to make the rig as accommodating as possible when I begin learning animation in Maya. I've seen videos that suggest having the ability to switch between FK and IK on skeletons; is this a necessary addition? I think I've only got IK for the arms and legs.

  8. 3 years ago
    Anonymous

    forgot my clay in the oven and it burnt

  9. 3 years ago
    Anonymous

    it alright, made a spherical stage and fixed some snags along the way

  10. 3 years ago
    Anonymous

    Making progress. It's slow, as usual. Dialogue system is coming along nicely, so far. Going to definitely need to cleanup and factor things after its done.

    • 3 years ago
      Anonymous

      >using that shit indie game as a template instead of the countless better games over game history

      Goes to show that you will always be dead last in quality

      • 3 years ago
        Anonymous

        lol wut. I'm just making a porn game, seething moron.

        • 3 years ago
          Anonymous

          and yet there's porn games that are usually better than the game they are copying.

          • 3 years ago
            Anonymous

            Uhhh. sure okay. I mean, most porn parodies are made in RPG Maker, or are just vn's with flash game gameplay, but go right ahead and trash the quality of my game without having even touched it, you schizo. Its nowhere near done yet either, lol.

            • 3 years ago
              Anonymous

              And I never will touch it cause you copy a bad game.

              • 3 years ago
                Anonymous

                And I think you need to take your meds, anon.
                It's either that, or you need stop baiting. Maybe show off the project your working on, hmm?

              • 3 years ago
                Anonymous

                >still getting angry

                If you cant take criticism, you already lost.

              • 3 years ago
                Anonymous

                Lol. Good luck.

  11. 3 years ago
    Anonymous

    I have to actually promote it and I have no idea how you do that shit
    https://store.steampowered.com/app/1642010/
    I started a leddit account to post it on r/indiegaming and the like but appparently got shadowbanned for existing. Probably detected my sheer radiating BASED energy. Or maybe I'm banned without notification for not posting enough before trying to make my own thread? Except there's literally no written rule that says anything about that shit. And that's somwhere that allows self-promo, for every bigger subreddit there is some self-promotion clause that forces you to pretend you give a shit about them just to pump up the post count. What a bizarre website.

    • 3 years ago
      Anonymous

      leave a link in the comment section of youtubers

    • 3 years ago
      Anonymous

      indieboost
      Woovit
      Keymailer
      Adshot
      Terminals.io

      Look up youtube gaymen channels, not big ones just small niche ones that average 10k that you think they might like your gaym, spam send emails

  12. 3 years ago
    Anonymous

    I'm making a commander keen like game and progress is all over the place. I'm having trouble nailing my work-flow down because I keep skipping between writing pseudo-code, writing and mixing music, and designing the levels. Life gets in the way though, shit happens. Hope other anons are having better luck than myself.

  13. 3 years ago
    Anonymous

    Adopt a growth mindset. Be realistic. Acknowledge what it is you can change, and accept what it is that you can't. Never b***h about anything. The power is there to make your game and reap all that you desire. All you have to do is find and wield it for yourself.

  14. 3 years ago
    Anonymous

    Toying with new item.

  15. 3 years ago
    Anonymous

    I'm studying Godot's documentation and learning the engine before starting on my game

    • 3 years ago
      Anonymous

      just be aware that 4.x and 3.x are completely different, I'm writing C++ for 4.0 and the APIs have drastically changed

      • 3 years ago
        Anonymous

        I'm hoping we get some decent documentation on the new GDExtensions system soon. I'm currently writing Servers and Modules the old way but I'd like to get GDExtensions down and develop alongside 4.0 development so everything is in place for the alpha.

  16. 3 years ago
    Anonymous

    Person here with knowledge about game studios game devlopment in general or Journos & Insiders?

    • 3 years ago
      Anonymous

      a little, why

      • 3 years ago
        Anonymous

        I'm always surprised how some insiders like Jeff or leakers like Tom H. get contacts and information, can you explain them to me in more detail?

        • 3 years ago
          Anonymous

          oh, just networking.
          adding game developers on twitter, DMing them, acting like their friend and asking them questions.
          like all of their tweets and flatter them, alot of people have big egos and enjoy being treated like they're important, they have no loyalty to the company, and are willing to talk.
          using LinkedIn or the end credits of videogames is a good way to find employees to reach out to.

          • 3 years ago
            Anonymous

            How long does it take to develop an AAA game these days?
            Know how to participate in a Q&A in the Eanringscall, not as a listener but as a questioner? teilnehmen kann, nicht als Zuhörer sondern als Fragesteller?

            • 3 years ago
              Anonymous

              >How long does it take to develop an AAA game these days?
              usually around 3 years

              >Eanringscall
              I dont know if everyone does this, but in my experience you have to register beforehand, there might be a link to an email or signup sheet.

    • 3 years ago
      Anonymous

      Yeah. Eight years working in games. Six on UK, two in US. What do you want to know?

      • 3 years ago
        Anonymous

        Sorry, i was Afk. You are still present or you have seen my questions?

      • 3 years ago
        Anonymous

        How about working and moving to another studio (good and bad experiences)?

  17. 3 years ago
    Anonymous

    Was Superstar Saga pretty well recieved? Kinda want to make a timed hit game like it

    • 3 years ago
      Anonymous

      Yes, the battle system is extremely fun. I was also thinking of making a M&L inspired game with a even more active system.

  18. 3 years ago
    Anonymous

    Are people still playing sailing games?

    • 3 years ago
      Anonymous

      They always will, it's a nice niche.

  19. 3 years ago
    Anonymous

    no i hate bideogames, imagine making them.

  20. 3 years ago
    Anonymous

    got my glow system working

  21. 3 years ago
    Anonymous

    I've mostly given up on making a game, I just hate coding. I think I will focus on what I enjoy and am much better at doing, making 3D models and animation. I may try my other dream of making a animated series instead.

    • 3 years ago
      Anonymous

      Sounds like a good decision, good luck anon

      • 3 years ago
        Anonymous

        Thanks man, I hope we all make it, no matter what our project is.

  22. 3 years ago
    Anonymous

    i'm gonna start i'm gonna do it i'll make the videogame
    i still never made music and barely ever wrote shit so uhh it'll be poopy my art and coding is just passable too and i don't know if i can come up with something interesting because i'm moronic but i'll try i swear

  23. 3 years ago
    Anonymous

    >studying an engine feels like a waste of time because you're learning the nuances of the editor, but also seems like a good idea because you can (potentially) prototype quicker with it
    >studying a framework feels like a waste of time because you're learning engine instead of game development, but also seems like a good idea because you can (potentially) get more flexibility out of it
    I'm at an impasse on where to start and what is the better investment of time.

    • 3 years ago
      Anonymous

      unless you're a giant math nerd starting with anything but a popular engine is a waste of time, seeing results faster will motivate you to continue while giving you the general idea of how things would work if you ever wanted to go lower level

    • 3 years ago
      Anonymous

      i did enginedev for a few years. honestly, i didn't use my time wisely so im not even that good at it. but im good enough to ship games. if you have the time to spare and you're genuinely fascinated with the deep inner workings of games i would say go for it. otherwise don't bother, it will feel like a waste of time.

  24. 3 years ago
    Anonymous

    I'be been messing around with particles

  25. 3 years ago
    Anonymous

    Also fixed nasty bug that allowed the player to hold jump button and the character would check every frame to see when it could jump thus allowing the player to wall climb and reach places they otherwise should not.

  26. 3 years ago
    Anonymous

    bump

  27. 3 years ago
    Anonymous

    stuck at thinking of ideas for combination spell phase

  28. 3 years ago
    Anonymous

    It took me 2 weeks just to perfect the movement, now I need to work out the jumping but I'm too lazy for that.

    My goal for the final product is a playable prototype of something like Mario Odyssey, but with Max Payne 3 shooting mechanics, from this description alone it sounds like shit but trust me I know what I'm doing.

  29. 3 years ago
    Anonymous

    where should i start if i want to make a first person platformer?

    i just went to get a character playable + quicky blog out levels

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