I think it's time for a game dev thread
I think it's time for a game dev thread
They all suck.
Why?
i want to write my own engine but all i know is how to make unrealslop
Why bother? Most engines do the same as the big 2 for 3D and for 2D you can either use those 2 or specialized ones already on the market.
rate my goo
that aside, what do you guys use to make slime effects? I'm literally resorting to skeletal meshes to control the slime trails...
writing a good game engine would demonstrate my skill. you wouldn't get it. every subhuman retard can use a third party engine. really understanding how stuff works is getting very rare.
I am animating things rn. Idle done, working on planning out the jump animations currently.
Trying not to die, I have bronchitis rn.
Sure, I'll share recent work. Needs cleanup and a few more frames. I know what I want to do.
writing a good game engine would demonstrate my skill.
To whom? Maybe this thread isn't for you, try the Anon Babble one where they discuss engines instead of games, you'd probably get better feedback than here.
really understanding how stuff works is getting very rare.
why not do that instead for a specific engine?
to me. as i said, you wouldn't get it. memorizing wikipedia articles is worthless.
too thick an cartoony. otherwise okay I guess.
Also working on an enemy. This one, and then a dire-bat, and I'll start riggin them up in a 3D environment (I got some prototype code objects set up already). Wanna make a hack n slash with twinstick shooter and bullet hell elements. Kinda like the Napishtim Ys games.
its cool
good
theres the rub isnt it
i edited how unreal renders reflections to strip out the pbr nonsense.
watching YouTube tutorials to get started in unity
all of them focus on vectorized assets and not pixels
Fuck. It should take just a day to get the character to move left and right, and still I’m struggling.
Do you want to "demonstrate your skill" or do you want to create a video game someone would actually be able to play?
Use unreal instead. Way easier to get started.
is it fine to just fine a tutorial to follow along to get started? like some godot course, do it, then try to make my own stuff?
both
needs cameltoe
A fair number of legit devs will look up tutorials to help them structure their code, even if they don't use the tutorial code at all.
Starting with a tutorial video is fine.
way ahead of you.
nice
This is looking sweet, my guy!
top right proportions are all over the place
:>
made lights that hurt you on beat
(graphics pending)
Working on my trailer for Anon Babble3. Gotta record some more footage
what if instead of lights you made them tentacles that rape you? goty then imo.
then get to it
but before you start
decide whether you want 2d or 3d--"both" is not a valid answer
brush up on your quaternion math and matrices in general
no shame in looking at other opensource engines to get some ideas, especially if you're stuck on a specific problem
good luck and godbless
"both" is not a valid answer
I mean
both is a valid answer, just not for the engine dev.
hmmmmmmaybe
quaternion
The Nortubel art gallery so far.
youtube.com
Cute design.
My last game took 7 years to make and only sold 600 copies. I can't get in the frame of mind to make another game.
Why make a platformer though?
What are some good examples of pixel art resolutions for internal rendering with higher resolution text on top. All I can think of is Shantae and Dead Cells.
both is a valid answer, just not for the engine dev.
hence it's not valid
get it together anon
what are some lessons learned?
what did you do wrong?
what did you do right?
What kind of game was it
Why do you need examples?
Its rather straight forward.
Most Godot pixel perfect 2D tutorials cover the subject, if you're looking to recreate that.
Basically, your scene renders into a subviewport that sits as the first child node of your Control, and all of your regular HD UI elements render on top.
600 is a lot tho
I'm kind of surprised your numbers are so low, your game has always looked pretty decent to me.
Have you been advertising things elsewhere?
Gotten any Youtubers to play a demo yet?
That guy never interacts with anyone, not even for marketing's sake.
opens up Blender
stares at cube
decide to do some other part of the game instead
that shading is not good at all anon. You should work on that
Just how customizable is RPG Maker MV? I want to make an rpg with some cool mechanics but coding the basic stuff like movement, battle commands, turns, menu navigation, etc. seems like a slog and prone to bugs if I do it myself. I'd rather have the base "white bread" then add all the cool shit over it. Does this engine restrict you too much? I would like to have animated enemy sprites and bunch of special graphic effects and animations.
I've installed UE4, read pretty much all the base documentation, I already know C++, and I want to start developing by making a dumb first person game.
Should I start by creating a starting/debug zone and then start developing stuff like interaction with the game world, or should I wait with creating a world and use the starting UE map for debugging ?
start with the main game mechanics first and test them until they are fun
Not really. I just accepted my game is niche in all aspects. Platformer/hard/NSFW/weeb/pink
The truth is I dont really have anything interesting to say or post.
I know Ill try to make it more saturated in the future. I think my laptop screen doesn't display good colors so it looks different for me.
I think you should consider adding more contrast to your environments to make your character pop.
No point in having pretty sprite animations if they are lost in the background.
Ill try to make it more saturated in the future
Saturation is not the problem. It just lacks detail and overall looks like shit. A better color palette could also help a bit
It takes so much time to animate properly... I'm not feeling so good...
good shit but I'd suggest learning how to half-pixel when animating small movements - which is to say, add an in-between blending frame before an entire row of pixels jumps up or down.
the colors are really hard on the eyes. Very faded and in most of your stages, I can barely tell what is what.
I'm starting shit out, doing small projects to get my feet wet. I don't expect to produce something groundbreaking, but just fun and what I'd want to play.
My main crux is, my art isn't great. I'm practicing more, but I know if I want to see the real potential I'd need artists and modelers, and probably musicians, too. Where do you find solid people to hire out for that kind of work? I can't think going through twitter or bluesky is the right approach
How people spend 3 years on a small 2D platformer is beyond me
if it's just to make your feet wet just make it with your bad art. doing projects will be the practice you need
Released the first part in EA earlier in the month, and I'm working on the second part now. Should be done by the spring. Making progress bros, and I still enjoy working on it.
You could work on your game for ten days or ten years and it doesn't entitle you to any kind of success, anon. Make a game because you enjoy it, not because you think it'll make you money. In general, only a tiny percentage of devs actually make money, simimlar to ethots on OF
I miss the how’s that gaming YouTube channel threads. They just get deleted instantly though. Idk what mods have against vidya show and tell
if it's their first game, they do all the stuff and only do it on and off then I can see it.
half-time, it would take about 1 year
full time 3-4 months.
i worked on a platformer in my free time and it took about a year (plus six months for dlc/patches) so that sounds about right
for comparison, a 3d platformer with 60 levels took me 2 years. The levels took about 3-4 months of crunch the base of the game and play testing took 1 year and the addons like costumes, currencies and achievements took 3-6 months depending.
Project Nortubel: Something I thought of was showing world objects/items in the art gallery, so I thought of reusing a certain format I once made used in Horntubel.
Looking good anon. Did you create the models from scratch or did you use some reference?
For the life of me, I can't wrap my head around making organic shapes. It always ends up as a vaguely person-shaped box no matter how much time I invest.
Some people are busy with stuff like jobs and responsibilities. At best I get like 15 (exhausted) hours a week for gamedev, other times l don't get to touch the project for weeks because work is busy. 3 years is fucking nothing.
I'm currently reading this book on 2D game development from scratch with Python.
This one seems nice cause its not afraid to assume the reader already knows a thing or two about programming.
freecomputerbooks.com/2D-Game-Development-From-Zero-To-Hero.html
Modeled Fygoon's parents (Basileus Daniel and Basilinna Dinah) as the prime examples of Dragons on Frydar Island (from which all others are modeled from).
Also the Royal Mausoleum needs bodies.
why python and not c# or c++?
they couldn't come from a modest or shoddy background! no! it had to be royalty....
Is it me or it is strange that nobody "niggerified" unreal engine to the point is as easy to use as rpg makers except in 3d
Good enough point made! Can't fret over that when I'm still learning.
Don't worry, their dumbass son will learn to be humble by a man, I mean Dinosaur, of the people (and not a psychotic warlord dictator trying to make a tropical resort for other rich Dinosaurs)
I'm already familiar with Python.
Once I'm done with it I'm learning C.
We never discuss mechanics, story writing or telling, game systems, handling or any exotic tech details. It's just bla, bla, bla and here and there some cool snippets you can get on steam in 2028.
You can drag and drop your files onto scenes, there is visual scripting and there are templates for the most basic video games genres. You need more ?
soul
thinking about money when making games is a bad idea. make it because you love it. if you make money cool if not then you can still be proud of what you accomplished.
I added a combo counter today :)
not much new visible in the past few days but i improved unique decal caching
Did you use the Night Sky Engine or did you make your own framework from scratch?
Looks cool anon, but why do they look straight out of a mid 2000's porn game
reminds me of this old game called ecstatica. wished more devs used that style.
I made everything from scratch, that engine didn't exist back when I started and I don't really know if it would work for this kind of game.
99.9% of people using unreal don't know any coding. they just buy or download assets and try to flip it
You're not going to believe that my visuals, in something that can best be described as convergent evolution, developed independently from Ecstatica; when I learned of Ecstatica, however, I knew I had to study the masters.
Here's the Mausoleum
files.catbox.moe
I've had the urge to work on a more cutesy game on the side like Animal Crossing, but I barely have enough time for my main project. If you're looking for an artist I'd be interested, I like designing and modeling characters. I also have experience animating, but I'm not sure if I have the time for that depending on how much you need.
Get well soon anon, don't die before you finish your vidya
Mostly to see how well it blends together. It seems to be absolutely fine for dialog boxes, but I can't think of a situation where it's used for menus and such.
woah that's really impressive. It already looks fun to play but that bandit revolver looks kinda janky. I think adding visual effects to the moves that cost meter (like that dash cancel at the start of the webm) would also add more clarity to the gameplay
yeah we need both character and item modelers, most artist stuff really. you can check it out here: discord.gg
I would pay for a modern game using some of that ecstatica quirkiness.
There's something weirdly appealing about its resident evil controls and visuals.
Thank you!
I will be adding a lot more VFX than there already is, including bandit revolver. I just draw it all in Procreate by hand so it takes a lot of time.
My game, in terms of gameplay, can best be described as a mix of mainly Dinosaur Planet (running around finding stuff in a linear fashion) and American McGee's Alice/Bionicle: The Legend of Mata Nui (I put a slash since both games have virtually the same control scheme that I like), with some bits and pieces taken from other games like Oddworld: Stranger's Wrath, Jak and Daxter, and God of War (the 2005 one). Visually, aside from Ecstatica, my game is influenced by films like The Dark Crystal and The Neverending Story (shoutout to the book).
The story, however, is completely original and made over a course of almost a decade of refining.
I think the trailer is going to be really basic with just showing the game off, since I feel like that will do a lot more. I have to put more effort into my 3D models and probably use a toon shader or something.
what are you working on anon? share some of your secrets
broke so making smut till I can hire coders
Never seen this before. Looks good, nice to see more Unreal projects.
Good luck!
So, hows Redot? Irrelevant already?
i was studying other character models and iterating on these for years. i was already a god tier hard surface artist but it took a while to figure out characters. just keep at it youll figure it out eventually, probably. :>
society peaked in the mid 2000s, and since i am making peak character design that is where i draw my inspiration.
I was pretty sure from the start it was just grifters trying to get donations for a "based" Godot fork. I heard they didn't accomplish much aside from relabeling stuff to Redot and a bunch of their contributors already made another separate fork called Blazium.
How many modular assets do I need to make a 3D platformer level?
floor platform (small, normal and big versions)
sloped floor platform (small, normal and steep versions)
wall (small, normal and big versions)
block (small, normal and big versions)
pillar (block, short, normal and tall versions)
spline road (narrow, normal and wide versions)
ramp (small, normal and steep versions)
fence
anything else?
You could probably get away with all that plus a few other helpful assets like signs (Left/Right, Death pit)
Something unique and interesting that makes it look like it isn't generic modular assets?
yes but I'm also interested in knowing what's the bare minimum required
ceilings/sky?
I can just use the floor platform again if it's bottom part looks different than it's top part
aight. maybe some foliage?
I don't know that much about modular foliage so I'll have to look into that
action semi rpg isometric/top down game.
How do I start
I haven't worked on my game in 3 years.
i'm finishing up my update for demo day
PHEW! I collected over 130 public domain movies (about 8-15 movies for 12 genres each) and made quick (legal to use) cases for them each. Akira is just a case I'm using to show off specifically higher quality existing case images. The tape system is 100% modular. Add more tapes if you want by making a new folder called 'tape#' and drop your video file and cover art into there and it'll load right in. Don't want to have 300 files for movies in the game but want 300 cases to use and still rent out to customers? Just make the folder with only cover art! It'll act as a blank tape if you try to watch it, that's the only catch. HEVC isn't supported but otherwise there's hardly no format/size restrictions. I also made little colored genre stickers for the spines of the tapes but thats not implemented yet. Next up is slightly expanding the immediate map area and adding NPC AI and their behaviors/habits.
Strong NGMI energy.
panties..
jesus christ dude what is autism for? just a fun little detail?
No, it's not, especially not for 7 years. You'd earn an order or magnitude or two more money working at McDonalds.
What's the best alternative to unity? IF you say Godot/Unreal I will be under your bed tonight
what's 2+2? And don't say 4
I also forgot to mention, any tape can be put into any case and this'll likely fuck you later if you don't check the customer returns/you rent out the wrong tape to someone
I wanted physical object interaction and handling but tons of custom video/music support. There's a TV and Radio with infinite channel support too. It's a videostore sim but that's hopefully going to be only about a third of the gameplay focus.
RE Engine
Oh I see, guess that makes sense. Impressive.
Thank you anon. I spent about two weeks working on all the systems/collecting the videos. I did all the stuff for the cases today!
RPG Maker it is
List of the movies I packed together. The videos themselves in each folder will come in an optional single download "drag n drop" archive as theyre not specifically needed for it to run, but these will be the movies the player has access to purchase from the start for their shop. Of course, you can easily add as many movies as youd like to the catalog.
I'm lonely, so Godot/Unreal.
upskirt
shimapan
I will now buy your game.
I disagree. Writing an engine would demonstrate your desire for recognition regardless of whether or not you get it.
Making an optimised game with an engine however, with that you can be 3 things, proud of your knowledge in engine functionality, demonstrate know-how with utility, utilise prowess by showing others "how it's done."
But it's a 2D game I'm trying to make, a very simple one that involves arcade action and using the mouse to aim and shoot.
store.steampowered.com
be sure to wishlist it so u don't forget ur pledge to me.
Are you supposed to publish your game on steam 5 years before you finish?
unity uses 3D even for 2D games so it will be a battery drain for anyone using something other than a desktop. You're better off with something like gamemaker or godot or something
It takes exactly one real hour for an in game day, is that too long do you think? I figure it gives the player time to roam and do stuff while there's still light. Darkest night only lasts about 5 in game hours anyhow. Its an easily changeable variable, even in game. And all the clocks/in game events are and will be tied to that variable so I can speed up/slow down time in the console.
I thought about GameMaker but it doesn't seem like it carries over into other game programs or if you eventually wanted to make your own engine. This has been paralyzing me for weeks. I know everything that I want as far as my game design and mechanics go, and I can make all the sprites I need easily, but just figuring out the best program to use has been driving me crazy. Or if I should just start with C# to eventually make my own engine for the simple arcade games I've been wanting to do so everyone can play them, even on toasters.
You're gonna have to settle for neither, apparently
It's taking me too much time to work out the story.
idk what language gamemaker uses but I have 2 points of advice for you. Godot can work with C# and apparently C++, not just the godot language. It might be good for you to take the language you like and just search "language pixel game engine" type shit. gl
Game maker is an absolute bitch to work in for larger projects. It's got the click team fusion and RPG maker issue of having your code in weird little game objects that you have to constantly go between rather than how you'd do things in any other code based engine. I'd highly recommend you using anything even slightly more advanced.
Actually, I think it's time to stop making video games.
This industry is OVER SATURATED with new games, 80% of which nobody even plays or has played. It's time to stop making games, and actually enjoy the games that are already there.
STOP MAKING GAMES
YOU'RE GOING TO CRASH THIS INDUSTRY
issue of having your code in weird little game objects that you have to constantly go between rather than how you'd do things in any other code based engine
isn't it normal to have every object have its own .cpp / .cs file?
Right. So you have GameMaker on one end that's a nightmare and won't help me if I want to make larger stuff in the future, and then Unity and Unreal which are just way too heavy for what's built in, it's gonna chug on people's computers.
Maybe I should just make my own engine for the simple low-end 2D stuff. That means it'll be a while before I can show anything, and that's a shame, but these are skills for life. UFO 50 has motivated me more than ever to want to make a game, it's blown me away. To have a big game made less daunting by making smaller ones.
I'm currently doing h game contract work but during my down time I've been working on a mockup for what a sequel might look like. If I'm not too busy I might try to make a Christmas themed demo out of it, akin to Christmas NiGHTS or something
Could someone help me out?
I'm trying just to make a simple third person anime sloppa game.
I've been doing it with Unity but lately I just wanted to have more control over what engine I'm using. I know that you can use some native plug-ins for unity if you really need some fast and optimized code. And no.. trying to write my own engine from the ground up isn't what I want to focus on, I mostly want to focus on gameplay programming but with the ability to fine tune parts of the engine as necessary.
Do you guys think I should stick with Unity and my best to learn the fundamentals of game programming or switch to Unreal?
I'm still here btw