shill that game you've been working on, anon

shill that game you've been working on, anon

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  1. 2 years ago
    Anonymous

    So you can steal my ideas? Nah c**t.

    • 2 years ago
      Anonymous

      MAKE LOWPOLY GIRLS(GAMES)

      • 2 years ago
        Anonymous

        What a stupid suggestion. Just make cute girls period, poly count need not apply.

      • 2 years ago
        Anonymous

        I FRICKING LOVE LOW POLY
        N64 PS1 AND EARLY 3D PC GAMES MAKE MY PP HARD

  2. 2 years ago
    Anonymous

    >shill

    • 2 years ago
      Anonymous

      frick off game of throne man no-one asked

  3. 2 years ago
    Anonymous

    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

    • 2 years ago
      Anonymous

      >tf is monogame?
      C# framework based on XNA used to make Streets of Rage 4 and Stardew Valley

      • 2 years ago
        Anonymous

        ah

  4. 2 years ago
    Anonymous

    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.

    • 2 years ago
      Anonymous

      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).

    • 2 years ago
      Anonymous

      I like that its cellshaded and that spin jump is cool

    • 2 years ago
      Anonymous

      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.

  5. 2 years ago
    Anonymous
  6. 2 years ago
    Anonymous

    Funny walls make brrrr

  7. 2 years ago
    Anonymous

    For you aspiring indies out there. There are literally giant pits of gold in the market being underserved by the rest of the market.

  8. 2 years ago
    Anonymous

    >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

  9. 2 years ago
    Anonymous

    Aight
    streamable.com/k6y81w

    • 2 years ago
      Anonymous

      >streamable.com/k6y81w
      The frick is this Blaster Master with breasts?

  10. 2 years ago
    Anonymous

    Anybody working on anything for Halloween?

    • 2 years ago
      Anonymous

      Yeah, I'm adding jumpscares into my roguelite game

  11. 2 years ago
    Anonymous

    added falling physics and ledges you can jump off from

  12. 2 years ago
    Anonymous

    alright, I'm making a dungeon crawler, it's gonna be fun I think

  13. 2 years ago
    Anonymous

    I don't know if I will finish it before I kill myself.

    • 2 years ago
      Anonymous

      just don't have a nice day and you don't have to hurry with the game

    • 2 years ago
      Anonymous

      whats your timetable on killing yourself?
      maybe we can help you out on finishing the game beforehand

      • 2 years ago
        Anonymous

        Dunno a month
        I was dealt a bad card in life, can't get out.

  14. 2 years ago
    Anonymous

    >start programming a prototype
    >realize I can't draw, model, compose or write
    >stop

    • 2 years ago
      Anonymous

      do you got money?
      are you willing to blow money?
      then game developing is for you!

      • 2 years ago
        Anonymous

        im willing to blow for money

        • 2 years ago
          Anonymous

          you can settle for blizzard then

  15. 2 years ago
    Anonymous

    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?

    • 2 years ago
      Anonymous

      >working full time, having a life, playing games
      doyouknowwhereweare.jpg

      • 2 years ago
        Anonymous

        Yeah but I'm sure you guys have more of a life then the average degens that post on Ganker.

    • 2 years ago
      Anonymous

      I work like every 3 days depending on motivation

  16. 2 years ago
    Anonymous

    No

  17. 2 years ago
    Anonymous

    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.

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