Anyways thought I try to do a game within a month, this one is an android shoot em up think Xevious x Pac-Man Championship with a 5 minute timer gimmick
So much to show for Axplosion progress I can't fit it in one webm. Just believe me it's cool.
Standard rounds can be lobbed as grenades, or you can hold fire to keep the thrusters on and fire them as linear rockets, which will stop thrusting and fall when you release (this lets you spam arcing shots but you can only fire one linear missile at a time, and lets you "drop in" your missiles as grenades)
Gun Tech for remote detonation implemented with smart-ass little finger snap
Alt Fire homing setup was the most complicated, there's a ton going on there with targeting. You can target multiple enemies at once, but they stagger in by round count (so the second starts targeting shortly after the first). Since Spec Rounds can split (I don't show it, but on regular rounds they can fork in different ways depending on how they detonate or remote detonate) into 3 targets, you get 3 targets at a time before the staggering starts.
And, with an upgrade, you can instantly complete targeting on your most recent target (or 3 with a spec round) as soon as you release, so that you can more easily work quick homing shots into combos (but you still have to hold down the full lock sequence for multiple targets you want to missile-massacre). Homing rockets also do all sorts of weird smart logic to make them more interesting, like interpolate their rate of homing by their own lifetime and whether or not they've come close to a surface to make them squiggle around in cool-looking ways without really risking just slamming into random shit.
You know what? I know what I said, but that being cut off keeps you from seeing all the work I put in on the magazine emptying individual rounds in the correct sequence so here's a proper webm. I just hate doing this in the tiny editor window because all the lock-on HUD elements look weird at low resolution.
>tfw ADHD gets in the way every time I plan to make something because it has to be perfect and planned out the very first time and I end up losing myself trying to think of everything
Well I recently added smaller shipwrecks to every single system, and named and gave most of them descriptions. Now I'm working on some internal optimizations by making more and more stuff use the master reference table rather than direct references.
So you can steal my ideas? Nah c**t.
MAKE LOWPOLY GIRLS(GAMES)
What a stupid suggestion. Just make cute girls period, poly count need not apply.
wrong.
anon would you teach me how to do this type of low poly? i too love mega man legends
I FRICKING LOVE LOW POLY
N64 PS1 AND EARLY 3D PC GAMES MAKE MY PP HARD
>shill
frick off game of throne man no-one asked
tf is monogame?
Anyways thought I try to do a game within a month, this one is an android shoot em up think Xevious x Pac-Man Championship with a 5 minute timer gimmick
>tf is monogame?
C# framework based on XNA used to make Streets of Rage 4 and Stardew Valley
ah
So much to show for Axplosion progress I can't fit it in one webm. Just believe me it's cool.
Standard rounds can be lobbed as grenades, or you can hold fire to keep the thrusters on and fire them as linear rockets, which will stop thrusting and fall when you release (this lets you spam arcing shots but you can only fire one linear missile at a time, and lets you "drop in" your missiles as grenades)
Gun Tech for remote detonation implemented with smart-ass little finger snap
Alt Fire homing setup was the most complicated, there's a ton going on there with targeting. You can target multiple enemies at once, but they stagger in by round count (so the second starts targeting shortly after the first). Since Spec Rounds can split (I don't show it, but on regular rounds they can fork in different ways depending on how they detonate or remote detonate) into 3 targets, you get 3 targets at a time before the staggering starts.
And, with an upgrade, you can instantly complete targeting on your most recent target (or 3 with a spec round) as soon as you release, so that you can more easily work quick homing shots into combos (but you still have to hold down the full lock sequence for multiple targets you want to missile-massacre). Homing rockets also do all sorts of weird smart logic to make them more interesting, like interpolate their rate of homing by their own lifetime and whether or not they've come close to a surface to make them squiggle around in cool-looking ways without really risking just slamming into random shit.
And I just realized the camera positioning on this sucks because I'm recording my in-editor window but playing full-screen (I was testing HUD stuff).
I like that its cellshaded and that spin jump is cool
You know what? I know what I said, but that being cut off keeps you from seeing all the work I put in on the magazine emptying individual rounds in the correct sequence so here's a proper webm. I just hate doing this in the tiny editor window because all the lock-on HUD elements look weird at low resolution.
Funny walls make brrrr
For you aspiring indies out there. There are literally giant pits of gold in the market being underserved by the rest of the market.
>tfw ADHD gets in the way every time I plan to make something because it has to be perfect and planned out the very first time and I end up losing myself trying to think of everything
No excuse Anon, I'm also a schizo but you can power through it
>tfw not adhd and same issue
thank you boobadev, you make it all hurt less
Aight
streamable.com/k6y81w
>streamable.com/k6y81w
The frick is this Blaster Master with breasts?
Anybody working on anything for Halloween?
Yeah, I'm adding jumpscares into my roguelite game
added falling physics and ledges you can jump off from
cute
thanks
yeah, you color tiles, dodge things and get rewarded for not stepping on marked places again
That looks really cool. What's the core idea? Is it like QBert (color all the squares)?
Based and gonna make it pilled
Reminds me of kula world, pretty based
¿Have you chosen a name anon?
alright, I'm making a dungeon crawler, it's gonna be fun I think
I don't know if I will finish it before I kill myself.
just don't have a nice day and you don't have to hurry with the game
whats your timetable on killing yourself?
maybe we can help you out on finishing the game beforehand
Dunno a month
I was dealt a bad card in life, can't get out.
>start programming a prototype
>realize I can't draw, model, compose or write
>stop
do you got money?
are you willing to blow money?
then game developing is for you!
im willing to blow for money
you can settle for blizzard then
I'm still learning so there isn't anything to shill. How do you guys balance working full time, having a life, playing games and gamedev?
>working full time, having a life, playing games
doyouknowwhereweare.jpg
Yeah but I'm sure you guys have more of a life then the average degens that post on Ganker.
I work like every 3 days depending on motivation
No
Well I recently added smaller shipwrecks to every single system, and named and gave most of them descriptions. Now I'm working on some internal optimizations by making more and more stuff use the master reference table rather than direct references.