Thou does't work on thine game, is it not so, Anon?
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Thou does't work on thine game, is it not so, Anon?
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Frick off.
no u.
Frick thee.
Verily? It comes out in two days. I was looking up what the Japanese thought of the demo that just came out and they really like it. It ended up being more popular than I was hoping!
Did you guys fix the bug where whenever you restart, you lose lives for no reason?
That's not a bug though
Oh come on.
>"Ah frick, I made a mistake in the beginning of the game and don't want to lose a life, better restart"
>Lose a life anyway
Like really? Who thought this was a good idea?
I genuinely have almost never played a game where restarting didn't make you lose a life. There's never really a situation where you can frick up hard enough in one of Shi's levels that it's impossible to continue too, we tested that.
(Unless you somehow found a way to clip through the ground or softlock yourself, in which case definitely report that)
So you haven't played any games in your life then? 99.999% don't make you use a resource to restart
All the old platformers I played didn't have a restart function so it made sense to just keep going. Why implement a restart function if it makes you lose lives in the first place? I haven't found any clipping or softlocks, the restart thing was my only criticism for the most part.
Restarting makes you go back at the beginning of the stage so obviously you wouldn't restart once you go past through a checkpoint.
>Why implement a restart function if it makes you lose lives in the first place?
Just in case players are too shit to get themselves out of a fricked situation. It's also pretty handy during missions or time trials.
If it's really a bother you can always turn on infinite lives. That's an option, although the game mocks you for doing that.
Sounds unnecessary honestly. Not gonna be a cuck and turn on infinite lives but I think your game is one of the few games where it has that weird feature, never seen in any other game tbqh.
You should probably be explicit in that restarting means dying if you're not.
Shit, that is probably a good idea. Might add that in a patch
not him but that sounds like a good idea to stop the players restarting constantly when they make a mistake
I can hear the Athletic theme while looking at this gif.
Is that a good thing?
almost finished the 'questton' area
added these goblins yesterday
You've really nailed the art style
Why do gays keep making old vintage games from time when 3D or 2D was shit? NES and this shit with bad textures and no entity models here only appeals to retrogays that have extra thick rose-tinted glasses and will pretend that every game today is shit, so why bother pandering to these people?
its just that level that looks retro
theres a whole bunch of different artstyles. most of the areas are semi-realistic
ty
anons in the last thread provided some good constructive criticism so i remade this model basically from scratch. critique welcomed on the new version.
very soulful use of lowpoly and flat textures.
immediately came to mind
Can you do a front and side view w/o the hair? It looks weird but it's hard to tell why.
sure anon, here you go.
i want him to look elvish and stylized, but not bogged/plastic surgery disaster, it's seemingly a hard line to toe
this is using perspective projection, not isometric, clearly.
it reminds me of Oblivion's altmers.
revised proportions, any better now?
Here's a couple of stylized elves that fit what I was trying to explain
https://www.artstation.com/artwork/0n86KE
https://www.artstation.com/artwork/ezqXZ
https://www.turbosquid.com/3d-models/elf-head-3d-max/459086
The puffy eyelids look is just bad, and I blame oblivion for putting it in anyone's subconscious.
good stuff anon, many thanks for the feedback! back to the drawing board - will study the models you posted.
i only started learning 3D modeling last fall so i'm pretty new at this, and i've definitely found the lips and eyelids to be the hardest part, especially when they need to deform dynamically for facial animations.
1) google image search face edge loops
2) copy
elf guy now has a twin sister
Alright so to unbogg him - for starters, I'd push the chin back and up. To accentuate elvish proportions it's enough to make the chin sharp and the face oval, no need for the chin to be so far out there.
Second, to get elvish eyes, you give the eyes a slight slant, and tilt the brow line inwards (picrel). No need to extrude the cheekbones so high and forward to where they cover up the lower eyelid, it should be visible same as a normal humans'.
Lastly, though this might be personal preference - make the nose straight. It creates a more elegant and prideful silhouette, more elf-like. Perky nose makes him look soft.
i do it because i suck at art and even semi-skilled artists think they should make aaa pay from a few passable assets for an indy game. unless you're at least a mid-sized studio with some ability to market to a wide audience graphics are a poor investment.
This. Some fricker was asking for 600$ for a 50x50 sprite + his walk, jump, attack hurt and die animations. Like wtf dude.
i wish i could get 6 frickin dollars from doing art let alone 600
those are some nice skills on display bro
That Karin looks cute and dangerous
ty very much
i think ive posted my art about 3-4 times here before when its been relevant, and you're actually the first reply that didnt call it shit
naisu. is it like an ff tactics kinda combat
>and you're actually the first reply that didnt call it shit
Can't believe that. Gotta be honest I don't like that Akuma too much, but hey he's an ugly bastard anyway so I guess it's not your fault. But I really dig those Dhalsim and Karin, nicely done and instantly recognizable.
>naisu. is it like an ff tactics kinda combat
Nope. That's supossed to be the overworld of a JRPG, and I plan to use the same perspective for the dungeons, which will have some puzzles like Lufia 2.
For the combat I'd like to make a mix of ATB + Valkyrie Profile, which might need a TON of art but whatever, I think I can pull out a concept demo just with free assets.
Hell, I'd pay you well for that kinda art. Just don't got any projects that need 2D art right now.
>even semi-skilled artists think they should make aaa pay from a few passable assets for an indy game
Yeah, I know that feeling. That's why I just said frick it and made all the art for the game myself. Could be prettier, but it gets the job done and it didn't bankrupt me so whatever.
>wah wah wah make game for me!!!!!
No
Been working on my jungle theme world graphics.
Damn, that's some nice atmosphere. I'd personally change that green glow to some light fog or something, but it's still real nice.
Thanks!
Not sure what you mean changing green glow to light fog.
going into the depth of the scene obscuring far away trees is fog and it's light.
That green "glow" might also be GIA at work, I dunno. It just looks a bit overdone in my opinion. As for the fog, I meant something closer to the environment itself.
In-game it might be too distracting though so I wouldn't worry about it. Looks good all the same.
Ah, If you mean the somewhat brigther green spot in the middle of the area, that might be a point light i put there.
I have added some to give it a bit more of a mystical, magical, atrificial jungle feeling.
This is also basically just a test map to try and get the tools & technique ready to then build actual levels.
I might need to dial in some things when I have built actual levels and how it works with real level geometry / distances.
>that might be a point light i put there
Oh, that makes sense. Yeah it's a bit strong, but if it's just a test map it's whatever I guess.
He looks like a pretentious twit. I think that's what you're going for, right? Elves are pretentious.
One thing per day
When will godot make a tileset editor that isn't torture to use, it's all that's holding me back from getting a lot of work done
If you want to be a successful game dev, you need to be a successful tools programmer first.
Or hire one.
can't you just use Tiled and find an importer
4.0
So never ever
Visual studio is being an ass.
Again.
i can't even put a basic class in my game due to something fricky going on with the editor.
Why? What is it doing?
working on my 'art' though it's awful.
Working on a scene.
2D amniaton is hard :~~*
Yeah good asthmatron is too difficult for 1ma
Added some shit to my isometric game's overworld.
Also fixed the camera jittering. It still jitters on the video but I guess that's because of it's compression.
https://streamable.com/mirpx2
Next up is the UI and day/night cycle, while also working on a mockup for the battle system. Want to check it's doable before doing anything else.
a couple of morons from /agdg/ have worked on the same game for 5 or 6 years and still don't have a release date lol fricking morons
That's why you never create something for passion
anon from earlier: if you're reading this, I added a run button
addendum: what I mean by this is I asked my programmer to add it in and he complied
Haha he zoom
I'm looking at making music, and it seems hard. My art is still awful too.
So I should make something that only requires programming.
Doing and learning about animations now. It's tough. Getting a bit discouraged. My animations look terrible. I know you don't start creating amazing stuff at the very beginning but it's tough.
do some stuff with a very simple style that's easy to make look decent, mixed in with the challenging stuff that ends up looking bad
that makes it easier and gives you confidence while you're learning
Yeah, just gotta start easy and then get more and more experience.
Thank god for Mr Mannequins though. Lets a beginner in animation like me get straight to animating.
I think it's fun, but I just want to get better at it soon.
Also I have a huge list of things to do next. And there's one feature I'm really excited about but it has to come after creating all these animations.
Speaking of the Mr Mannequin plugin, does anyone know why custom bones don't show up properly on the mesh after importing it in the engine? I followed the instructions on adding custom bones on the guy's discord but the mesh parts aren't rotated properly and points directly downward during animation.
Sorry, had a rush of excitement when I discovered a plugin for RPGMMV that makes making skill tress easier. I haven't gone back since but I have an idea of what I want to make at least. I should start on some concept art for characters, I have the base skills down.
making a game is hard
making a good game is much harder
Try making an animated series, you'll have something to compare.
>all cutscenes with no gameplay
yeah much harder, fr fr
>making cutscenes is easy
I can easily tell you've never made one
making cutscenes is fricking hard, i'm struggling with one right now actually
but making cutscenes integrated with interactive gameplay and player driven story progression is objectively much fricking harder than making an animated series which consists of nothing but noninteractive animated sequences.
>i'm struggling with one right now actually
Godspeed, I fricking hate coding these things
Recently swapped by game from HDRP to URP in order to get some of that sweet sweet performance. I also figured out how to actually have good looking baked lights, and now my graphics have improved significantly.
I still need to get someone to design music for my game before I can release it, been tryna get a job so I can pay someone.
go on indiedb and put up a listing for composer
theres loads of people who are willing to do it for just the promise of revenue share. theyre the most common people to find for some reason
Good idea anon, I should totally try that
Here is a slightly older video of my game, it has the placeholder music I've been using recently to give you a feel for it https://youtu.be/Pmo6qkEjM_8
what kind of music are you looking for? I might be able to help you out
What do you think are some good generas to make decent sized indie game with 5 people now/2 years in future?
My current ideas:
- 3D platformer with combat, not souls-like meme where you have potions, stamina, sword and dodgeroll
- Boomer shooter about /misc/ conspiracies, but tamed down with lizards instead of israelites to make it marketable
- Survival game where you constantly suffer, there are enemies that cant be killed and will just pose as scary environment hazards you run away from, no complex base planning or other stuff that would make you regret losing lot of progress
>Boomer shooter about /misc/ conspiracies, but tamed down with lizards instead of israelites to make it marketable
i would buy this game
Boomer shooter idea, but with 4 multiplayers, like L4D2.
how many people do I face to sacrifice to make something like morrowind?
Three
thats a lot less than I anticipated
I want to make an adventure game, think people will play it?
>think people will play it?
I dunno, will you?
But I dont want my effort to be useless, its something like LSD Dream Emulator and Disco Elysium, but I guess people dont like Point and Click games.
Hey, are you that guy who spent a week on his horror game?
>something like LSD Dream Emulator
>people dont like Point and Click games
pretty sure those kinda games get at least 50 to 100 reviews on steam which is pretty good considering the density of games
also just make it gay
>just make it gay
this should be included in the OP for each and every of those threads
Look bud you asking moronic questions like this means you will literally never be able to make something anyone would want to play
no
People don't like adventure games
sonic adveture is a very popular game people have been wanting another addition to the franchise for a long time, I say go for it.
make a game you'd play, not a game you think people would play
there is so much more that detemines if people will play something or not, other than genre.
Just because you slap "adventure" on it doesn't tell me anything
I'm in the same boat as you. I wish there were more games centered around conversation, politicking, etc, especially in a politics-driven medieval setting. I'm making it now even though I know the audience is going to be fricking tiny
a boomer shooter, but you're shooting boomers
yeah, went to work on all the visual indicators cards could possibly have in my shitpostin game
current version has
>frames to tell apart cards with persistent in-game effects from fire and forget, yours vs opponent
>icons to mark ongoing, triggered, timeout effects
and the latest test is
>actual colors associated with emoji-mana
bump
>spend months learning unity, c# and object oriented programming
>now if you want performant code unity are telling you to spend months learning data oriented programming, DOTS, ECS, burst compiler etc instead
shit homie all i want is 250 enemies on screen and get above 60fps
When I'm not working I'm sleeping, unless I'm cooking, eating, or playing a few hours of video games. When am I supposed to have time to make my games?
I know it may sound though but sacrifice your Ganker time
I'm only on Ganker right before bed, though. Best I can do is some work during weekends, but then I never have time to meet my friends...
Anyway, 30 minutes per day is enough to get something done in 2 months so try to substract some time from your usual activities
>playing a few hours of video games.
Here
>playing a few hours of video games
Why would you even do such a self-sabotaging thing? except to study their mechanics and design for your own game.
Alright bros, what's the magic for creating logos?
Where do I get fonts that don't set off copyrights?
Make your own.
>Where do I get fonts that don't set off copyrights?
You should be able to get some at opengameart.org or itch.io
>fonts
idk, best make your own
>creating logos
highly suggest studying up on color theory
picking colors that look nice together and proportioned in a pleasing manner is more important than it seems
No, why would I?
Even if I am making it as a fun project and gonna distribute it for free, you mean homosexuals will pick on it like hungry vultures with an african nigglet.
>dhe peopwe on dhe intewnet might be mean towawds my pwoduct 🙁
>you mean homosexuals will pick on it like hungry vultures with an african nigglet
Just to clarify, we actually will just ignore it
yeath
Stat increases are a little boring, maybe try having passives that change what happens when you cast the spell.
ive got those in another room
Good shit, can't wait to see more
wow anon this a blue board
give me kiss
I worked myself sick last week taking double shifts now I can't game dev for a bit
>Tfw i've run out of storage AGAIN
I'm about to kill myself, how the frick are cutscenes taking this much fricking space also how the frick am i going to compress them so my game doesn't end up being 11 terabytes what the frickkk
>his game has cutscenes
>he devs without a home server
>he devs without a home server
I would have one if i wasn't dirt poor and living off of my savings to buy food.
>his game has cutscenes
The ending of your game is just "the winrar is you" screen or what?
your end credits are causing storage issues?
I don't have credits.
Adding one more character in the last moment...waiting translator for the final script
What does cutscene have to do with home server?
the guy mentioned storage issues, which is solved by having a dedicated storage device in your house that you can expand as you need
You can't feasibly store all 670TB of cutscenes on your work computer
Then don't use prerendered cutscenes ffs.
You want to render them all out while the game is also running? Do you intend to only target the high end user market?
>Do you intend to only target the high end user market?
Sounds like you do with your game if it has troubles with rt cutscenes
Cutscenes are for gays
>he devs without a home server
you mean dropbox
>he doesn't know
attempting to, though I'm mostly a modeler and animator. I barely know what I'm doing so I'm just following basic unity tutorials, made a main menu
I need an idea guy
Havent touched it for almost 2 months, my life has been so shit lately I don't think in anything but playing games.
I will NEVER make a game.
Well, not likely now but some day maybe
Modeling and animating 3d models is fricking time consuming. At this rate, I'll finish my game in 2030.
>At this rate, I'll finish my game in 2030
I'm in no hurry, anon
I'm not giving up. But it will take time.
Swapped alot of these plants out for my own custom low poly models so I can get some actual foilage going without blowing up someone's GPU.
bags of sand
Sorry my dudes. I'm too much of a brainlet for C++ and Unreal.
I'm going to switch to C# and make android games instead.
What are you having trouble with?
wtf I love C now
Here's your protag bro
I spent a bunch of time implementing all the game's ambient bosses and now I finished that and feeling strangely aimless. I should probably get back to work on quests but I kind of just want to lay down in some sand.
Also coded a huge amount of internal changes to fit various bosses, and I'm mostly waiting now for the backer-designed bosses to a-okay their designs so I don't have to redo anything.
Also gave a talk to a bunch of gamedev students so that was nice.
And then added a small cutscene when you open up the train travel menu.
>backer bosses
How many of them are fetish fuel?
None. I don't think space fans outside of Star Citizen loving furries care enough to insert it in that way. Unless someone's got a Sinistar fetish.
Make it a sim baka
Gross, no.
cringe
Third person space games are a dime a dozen and just too easy to make. Not particularly interesting
None of them have ever really approached Freelancer after all these years. So long as that niche goes unfilled, I shall continue.
Yeah, cause Freelancer is shit
Why?
Bad story, bad gameplay, can't get anything right.
holy frick, unfathomably based. BTFO'd space gay
>man, you are just waiting for these threads so you can keep posting this
I got these threads highlighted so I usually spot them right away. I don't always post my games though, sometimes I just give feedback and shit.
>The best part is your game is bad
Sad!
How can someone be so based?
By being /agdg/er
How 'bout you post your game for once?
Literally what someone from AGDG would say. Hopefully, jannies clean up this leak from the containment thread.
I'm hoping to make a spiritual successor to games like Bully. What do anons recommend for map making? I've got an idea in my head based on some combinations of the towns I live around, have a very rough sketch from moving around Google maps on Paint.
>I'm hoping to make a spiritual successor to games like Bully
Fricking based.
Use Blender?
I mean the actual map, not the environment. The environment I'll start on once I have a good general layout
Just use any decent game engine
made a cheap block easily flamable so you can use it as building scaffolding then burn it away
(weird framerate is a recording issue)
im not anyone you're replying to but your feedback is useless
either explain why its bad or shut the frick up. all you're doing is discouraging people
>falling for it
you sound like a giant gay
Good, they should be discouraged by their shit games
I made a gun but i think i ripped off the nu BFG9000. Also im in an existential crisis today thinking about my games story sucking
Even in gamedev I can't get away from stocking shelves.
Who let the /agdg/ crabs loose
Let him stay, I love this shit-eating bastard
Frick that, the mentally moronic shouldn't be allowed on the internet.
thats this whole thread, I mean look at this
Only a moron could produce something like this
his art is pure soul
>being this much of a reddit circle jerk gay
>stop liking things i don't like
Then you wouldn't be allowed on the internet
*the mentally moronic should be the only ones allowed on the internet
ftfy
the mentally moronic shouldn't be allowed to make games
Making a VN with renpy. I figured this was the easiest way to make a game and I suppose it is but shits still super time consuming and takes me a ton of troubleshooting. Everything is fun though except writing dialogue gets tedious.
VNs are cringe, who still plays VNs?
My vn is going to be awesome. I am putting so much polish into it and I think the story is fascinating. dgaf if nerds with adhd cant play a game without button mashing.
Don't worry bro, I'm also making a VN, the first of 4 characters (Originally 6 but decided to cut down on them to ease up work) are almost done. Good luck to you too!
breasts too small
She's not the one with the megabreasts, each girl has a different body-type, so big ol' titty girl will be designed last once I figure out just how big to make them.
Proper amount of milf droop, please and thanks.
What would a "Proper amount" be?
breasts so big they reach the bellybutton
what the actual frick happened to this thread
It looks like two posters, more than likely one, is flipping out.
Space "vampire survivors" dev is wrecking havoc, just as usual.
crabs fishing for (you)s
Would you play a game that looked like this?
no
absolutely
Depends on the kind of game it is.
If its got proper Humongous Entertainment energy then yes.
I like you.
What programs and languages to learn?
Cobol and Fortran
Figure out which engine would best suit the game you want to make first
Help
All drivers up to date, card is fine but after a factory reset Im getting pic related and missing textures (black) in both scene and game views, plus a weird afterimage on objects
I'm sorry but I realized I can't code, so I'm going to simplify my vehicle combat game to use the ball car technique.
https://streamable.com/7a19xe
wtf is this the new forza motorsport engine sound?
How do you guys think 21k mods that Path of Exile has is implemented?
https://pathofexile.fandom.com/wiki/Category:Mods
Dictionary/hashtable. Having the best lookup time would be what you're going for.
That would be for lookup, but what about things like actually implementing the effects?
There are so many of them, just to name a few:
>"Adds (1-4) to (33-35) Lightning Damage to Dagger Attacks"
>"Adds 3 to 4 Physical Damage to Staff Attacks"
>"Regenerate (1.1-2) Mana per second"
>"Adds (12-14) to (15-17) Chaos Damage to Spells while Dual Wielding"
They seem so specific. I can't imagine it'd be simply a bunch of if and else statements everywhere. There needs to be something more flexible.
Sounds like it consists of a magic effect that has a list of requirements archetypes and then a list of effect archetypes, and those archetypes are the ones that were coded in. Same thing TES does.
I guess if I were to implement it, I'd have a bunch of these Stat IDs in a lookup table:
>attack_minimum_added_lightning_damage_with_bows
>attack_maximum_added_lightning_damage_with_bows
>attack_minimum_added_physical_damage_with_maces
>attack_maximum_added_physical_damage_with_maces
>energy_shield_regeneration_rate_per_second
>spell_minimum_added_cold_damage
>spell_maximum_added_cold_damage
Along with a value for each Stat ID and requirements.
Then each item will have a list of Stat IDs. Effectively, each item will have a bunch of mods.
Then during calculation, I guess... it'll have to check each modifier and apply the effect.
It's "mods" as in "modifiers" to items and what random numbers is rolled. Not game "mods".
>stuck in the hell of engine vs own engine
HOW DO I GET OUT ANONS
Decide whether you want to program a game or program an engine.
Pointless text add-on that serve no purpose, it's like a door event that you can't go through. I could add a scene where the MC's mom try to enter the hole and get stuck but I'm not sure if I really want to waste my time on it.
I want to make a game about witches
What kind of witches? Blair witches? Salem Witches? Wicked witches?
big titty witches
True Detective style
i guess some do have big breasts, yes.
go ahead.
If I wanted to do custom graphics for a world-builder/simulation game, somewhat like Black & White and Banished, what software would I need?
I sincerely regret using Gamemaker. I did not think attempting to make something like Terranigma would be so annoying. This fricking program does literally nothing to help with such a game.
Are you serious? GM is just perfect for making JRPG-esque games, if you can't make it with this engine you won't make it with any other.
>No concept of z axis, have to make your own
>No grid collision built in, make your own
>No depth rendering without making your own
>No slopes, learn2trig
>No multidirectional sprite support in the sprite editor you effectively have to make your own animation system
>You can't even fricking put hold frames in your sprites, you need to manually add the same frame multiple times making viewing it a fricking mess
Gamemaker is built for flat 2d games.
>No concept of z axis, have to make your own
Just add -z to your y's?
>No grid collision built in, make your own
mp grids
>No depth rendering without making your own
depth=-y
>No multidirectional sprite support in the sprite editor you effectively have to make your own animation system
>No slopes, learn2trig
Shitton of examples and tutorials
>You can't even fricking put hold frames in your sprites, you need to manually add the same frame multiple times making viewing it a fricking mess
image_speed=0
Learn your engine, moron.
>>No concept of z axis, have to make your own
>Just add -z to your y's?
Not than anon but you just saved my game from having horrible and messy jump code (don't even ask me how shit it is right now)
>depth=-y
Doesn't work with the layering system and does not work with tiles if they have depth you need to create a custom renderer object to handle this. This solution only works on the absolutely most basic b***h setups and even then it does it poorly.
>No slopes, learn2trig
>Shitton of examples and tutorials
There are zero (0) tutorials on slopes in a non 2d space. None.
>You can't even fricking put hold frames in your sprites, you need to manually add the same frame multiple times making viewing it a fricking mess
>image_speed=0
Learn to read, dumbass. Freezing the sprite's playspeed at runtime is not the same as holding a frame in the sprite editor. The sprite editor is lacking the basic ability to punch in numbers for holding a frame so you can time things better without shitting up the entire timeline of the sprite, it's basic functionality and even shit as stupid as the BYOND engine has it.
>Doesn't work with the layering system
Why's that? Layers have depths as well.
>and does not work with tiles if they have depth you need to create a custom renderer object to handle this
Once again, layers have depths, make a tile layer and assign a needed depth to it.
>slopes in a non 2d space
Show me an example of what you're trying to accomplish.
>Freezing the sprite's playspeed at runtime is not the same as holding a frame in the sprite editor
I get it but there's no issue for writing a function for pausing frames.
Glad to be useful though it's pretty obvious option of faking 3D.
>Glad to be useful though it's pretty obvious option of faking 3D.
I'm very willing to admit I'm moronic. I was tinkering with the idea of like "height offset" which I only now realize is literally adding a z axis, but I psyched myself out before pursuing it, and instead used some shitty Animator hack
Then gonna give you another piece of advice to draw some shadow at x;y position and the main sprite at x;y;z so you won't get confused in heights.
Ah yeah, shadow is already there in latest version. Thanks anon.
I have already figured out how to do this nonsense, but here is an example from Alundra. You're correct that tile layers can have depth, but because an object can be on top of and behind a given tile due to their x, y and z coordinates you need to render the depth of each tile, or rather row of tiles. This isn't supported by gamemaker at all, and you need to have an object sort this out for you. There's also an example of a small slope in a non 2d space.
The point I'm making isn't that you can't build this shit, it's that you're better off making it in Unity or some other 3d engine.
Ah yeah, you should drop Game Maker then because making height maps in it is a pain in the ass.
You should pick up Unity and make 3D game faked as 2D one instead of trying making a 2D one with faux-3D.
I'm really considering it but the thought of swapping to another engine to try and relearn and recreate it all is giving me a migraine.
Just like
said. There's nothing scary about learning a new engine and with your current skills it will be much easier.
You'll learn it by matching analogies with your past engine.
why do you need and engine to do everything for you?
I'm in the same boat with a 2D game. GMS1 can't render parallax background layers with animated decals.
so I wrote my own versatile system to do that.
there's nothing wrong with writing your own systems. perfect them, make them easy to use and they'll speed up the rest of your dev time.
If I wanted to engine dev I'd build my own engine. There's no point in reinventing the wheel, the game engine is supposed to do that for you so that you can handle the game itself. Spending time programming is time spent not making content.
>writing subroutines is an enginedevving
Gosh...
Yeah that's why I dropped it too. You have to build a lot of shit up from scratch when other engines already have a lot of this shit built in. Should have used Unity instead.
I stopped deving my FPS game in GMS because of growing frustrations with the engine. Simulating physics took me a week while doing so in Unity would take like 30 minutes to implement + fine tune.
Was working on a game once that had a lot of blood in it. We had to make the blood an object because particles in GMS don't have support for collisions (at least last I checked). This completely ruined the framerate on a decent computer after playing through the first half of one level, so we had to silently get rid of all the blood between transitions instead of being able to keep it around. Fricking Doom could handle this shit on a shitty 90s PC, but it's too much for GMS1 on my PC that can run Crysis or GTAV without problems. Fricking surreal.
Friend of mine was working on a professional game in GMS2 once but the iOS export was broken. Literally did not want to work. He e-mailed support a few times but they quit responding when their easy fixes did not work. He ended up porting the game to GMS1. That company did not work with GMS again.
The one and only time I touched particles in GMS my fps went from 500+ to 25. For fricking bonfire smoke. ONE bonfire smoke. Let's no even get started about dot matrixes or audio frickery or Mac exports or D3D texture bullshitery
Frick me. God I wish someone else took the place of "easy as shit engine" already.
What about Clickteam Fusion? I havent tried out their stuff in a decade or so, so no idea if its actually any good now...
Honestly, once you start getting into the weeds of GameMaker, you're probably proficient enough to use literally anything else.
Game maker hasn't been relevant since like a decade ago. Why did you even pick it in the first place?
Get a solid foundation on programming in c# and then you can start learning Unity.
I bought a GM2 license forever ago and it worked for Hyper Light Drifter and Undertale, and I was making a sprite based game so it seemed to make sense at the time.
HLD got massively shit on for being 30fps and having various other GM related problems though. Undertale could've been made in literally anything.
Shcizo post incoming, but HLD is the fakest "real game" I've ever played. The combat looks like it should be cool but it's very shallow cus shitty enemies. The story looks deep and interesting but it's literally just random disconnected imagery before dark souls made that popular. It seems like a very sincere try to make a game by someone that has never played one.
I never played it but honestly it doesn't surprise me. It always seemed like a fake ass game with zero substance.
Yeah zero substance is probably the way anyone else would put it. It's fun it just... Has nothing going on for it just le vague story telling. Can't belive this shit launched a series
>Entire thread is porn and low-tier games
this is just sad
>Entire thread is porn
You wish, I wish
Pokemon like game where instead of collecting pokemon, you build up a team to fight at dojo's. I got all the movesets done and I'm just working on the effects for each of those movesets now (the one you see in the vid is the only one done so I just used it as a placeholder). Also working on the status ailment system.
I want to remake the entire attack system since I thought of a better way to do it last night...but I already put so much work into the current one I just wanna say frick it.
Finally added slide animations. Makes everything feel much smoother. I need to add interaction delay.
what happens when you rapidly tap a series of directions before the slide animation completes?
Nothing, no interaction is possible until the animation completes.
shit games drop inputs
your game is shit
Anon, it's grid based.
I'd agree with that mean anon, lack of input buffer is irritating.
watch this:
Wew fricked up the frame rate
Better get some practice for the trailer
This is the bug
>it's another jblow dick rider episode
>his inputs are dropped
Sneed.
I'll look into input buffers. It's turn based, so the idea is you'll be tapping way more than holding. We'll see how it feels.
If you're making an mp game, is it better to send out data in singular chunks with a byte telling the server how to process the payload, or seperate them?
Pros of singular chunks:
>no race conditions
>faster
Cons of singular chunks:
>end up sending a lot of junk data if you end up sending 4 bytes of some data instead of a standardized set amount
Pros of seperate chunks:
>save bandwith
Cons of seperate chunks:
>have to worry about race conditions (one play might send a command byte but before they can send the payload another player might try sending a command byte, completely tripping up the server)
Hello anyone?
Whats this bug?
UV bug? Shader bug? I don't know.
Are the normals inverted
today i'm finishing up rigging and hopefully can get an idle animation done. once i've got idle, run, and jump animations i can start work on the unity side of things. looking forward to actually getting the game going ahhhhh
worked on a parser for level data
need to keep on working on room transitions so my rooms can be different sizes and still scroll properly
bumping the game development thread
>game "development" thread
>anytime anyone has an actual technical issue or discussion it goes nowhere
>instead people just spam, shill and dump their Unity project screenshots
Yup lots of game "development" going on in these threads.
Idiot.
1. Solving technical issues are difficult, even gamedev Discords rarely people help out
2. Discussions do get responses, plenty of my general questions/designs get responses
3. Seeing other people's progress is what this thread IS about
4. Not everyone is a nodev like you, don't project
Don't feed the crab.
Oh yeah, I forgot. My bad.
Some people are bitter at other's skills and just like to troll out of resentment.
Accidentally gave a (you) to him.
>dropping assets (most likely not your) own into an editor (that someone else made) and hitting a button to make le indie game
>skill
Where's your proof that it's an asset flip? Can you give me some asset store links to prove your point about the lack of skill?
Crab is just being a butthurt Black person because he has no game and nothing to live for. Stop replying to him.
just let him stay mad
I'm not even mad, I just find it funny that it's called the "game 'development' thread" when it should really be called the "I dump screenshots from a game I'm making then get mad when people point out the lack of skill of some of the posters thread".
It's a place to share the woes of devving and offer suggestions, criticism or encouragement. Posting a pic of what you're working on is a way to invite any of that. Sometimes an invitation won't be answered.
Of course some devs just like to flex, advertise or act moronic, and those people will always exist, but how does that make the thread not about game development?
Development implies a certain level of technical finesse that is sorely absent from within these generals.
>Development implies a certain level of technical finesse that is sorely absent from within these generals.
I'm sure you're one to judge that.
It doesn't take a cook to know when a burger is burnt and has rat shit on it.
Post specific examples of games in this thread you think are bad and why, Mr. Ebert.
>I'm not even mad, I just find it funny that it's called the "game 'development' thread" when it should really be called the "I dump screenshots from a game I'm making then get mad when people point out the lack of skill of some of the posters thread".
Nice PSX boomer shooter look.
What's the game concept?
It's also not really development if you're just plopping assets into an editor. I would excuse people for not making their own engines as the simple truth is that most people are too dumb to do that. But most of the people in this thread aren't even making their own assets.
>If you don't make you're own engine its because you're dumb
Alright then
One must imagine the yesdev happy.
One thing that really helps is having a small little demo every month and record it and upload it on a YouTube gamedev channel.
I work on my game for about a month and whatever progress I have I record and upload it. Helps me keep focus and also there's a nice history of how far I've gone.
That's cool. I like seeing how games change during development.
Yeah, someday I'd like to have this game completed and then it'd be nice just to see the earlier videos and see the huge amount of progress done.
Whoa, is that a 3D RPGM game?
Yes
>Fatcopper
>used to make Pigiron
hehhh
I do
>no red paint or nav markers
h-how will i know where to go???
Trippy, what is it
It's my first game so not very ambitious in terms of mechanics
The goal is to climb a super high tower by jumping in first person view, physics are similar to CS (it's inspired by KZ maps).
There will be also lots of stuff to explore in the tower, shortcuts and subtle lore
If you fall you have to climb again
Not sure how the labyrinth will interact with the tower yet, the idea is that the higher you go in the tower, the highest are the chances for you to fall in the labyrinth, but I want it to be a little more than this
Very surreal idea, gives me some Borges vibes. Interesting though.
Have never read Borges, I'll check it out thanks
Oh cool, I didn't think I would get anyone to read Borges here. My favorite stories by him are The Aleph and the Library of Babel.
Reminds me of Mirror's Edge
You can add tricks like certain areas are lighted or things are red to show the player where you want them to go next.
Yes, I'm working on twine game.
Gamebryo engine is better
Hey, does GameMaker only use low-rez pixel art? I haven't picked it up, yet, but I would prefer to just draw everything.
No, what you draw is what will be on your screen.
Holy shit, why there is an "A" before many english words and sometimes it's "THE" and sometimes it's fricking nothing. What A moronic language.
Plurality, dude. Woah.
A is mostly when its a vague thing.
"There is A dog but it's not the one we're looking for"
and The is for more specific items
"There is The dog we're looking for"
It's just dealing with quantities, as well as known or unknown quantities.
>only 1 exists: the
>more than 1, probably: a
I started my autism dream project, a text based management sim set in the battletech universe. I busted out a UI and am now working on character generation.
>sci-fi management game
You. I like you.
I'm doing an X-COM, but realtime with pause. Base building happens on a tactical map and units run around being whiny and demanding when they're not on a mission.
Looking forward to working on the geoscape, but starting with tactics first.
>bloatreal
>bloatity
>gamebloater studio
The only reason you would need any if these is if you're trying to make a complex 3D game with a small team, on which case you pick Unreal. Otherwise you make your own game from scratch which will save both on memory and performance. And no, this doesn't mean you make a whole fricking engine on scratch, you make a game and add what you need.
>just roll your own bro
>but not like, "your own" your own, you know?
That's why Godot is nice. Anything you'd want to add to SDL you can turn into a Godot module or find an equivalent in some repo.
Godot is the only good engine cause its light weight and open source so you just change what you want to change. No bloat, pure control.
Better than just open source, it's entirely modular. If there's anything you don't like you can just yank it out and all systems are clearly labeled and distinct. One of the rare instances of free software done right.
The only thing I don't like is that I'm having to integrate EnTT into everything myself. It's hard to decide where an ECS should begin and end in Godot's architecture, and by comparison, Unity's DOTS "just works".
Frick dealing with everything else about Unity though.
I don't really get it though. Are you hurting on hard drive space? Sure, UE is XX GB but so what? You just install it once. And SSDs are cheap. As a developer, your PC specs should be pretty damn good anyways.
This open source crap I also don't get. Yeah you can build and edit from scratch, but would you really want to? As a hobbyist gamedev I have plenty on my plate already. I don't want to figure out that game engine stuff. Not only that, the majority of us would never ever really need to edit the game engine source anyways.
If there's nothing about Unity or Unreal that irks you, there's no reason to use anything else, is there? No need to be frustrated about what's been said if you're happy with what's been working for you.
But if or when at some point in future, you do happen across something both undesirable and insurmountable concerning those engines, you might see open source alternatives differently.
Having been to that point, I've learned to work with lean platforms. I find that bloat really does get in the way when I don't need it and even imposes unwanted compromises when it's inflexible. This is probably not a universal experience between indie devs, so I'm not going to tell you to think that way, but I'm more than happy to tell anyone that Godot is a no-compromise solution.
WTF
Getting there
How do I make music for game?
https://1bitdragon.com/
FruityLoops
I've been working on an NES game and have realized it's hard to cram art down to a 16x16 grid of pixels that use only three different colors. I hope that what I've learned will transfer over the SNES one day.