"Only gameplay matters" is a common modern indie misconception, in reality even the devs of gameplay classics like Pac-Man and Pong gave a great deal of attention to the overall presentation of the games, which is what made them successful.
Brandon Morris
I always felt like this should be free and included with Unity, now it is, nice. ProGrids is also free now.
Eli Brown
finger tracking is in
Lucas Wright
>no sieg heil Why do you even post?
Noah Roberts
>"Only gameplay matters" Is that even a thing? The normie crowd only cares about pretty artwork
William Martinez
A fighting game, but you have to match your opponent's inputs by playing Simon Says.
Austin Adams
yeh P cool. you can also animate whole skeletons inside-unity now, so you can model/animate characers (albeit very basic ones) inside unity and dodge that gay blender shit
Hunter Gonzalez
What does risk of rain have besides gameplay?
Ryder Jenkins
I don't see why "confirm selection" and "shoot" are different buttons, Enter's kind of unintuitive I think Also at the end boss's last phase I think you shouldn't make the enemy be in a hurt pose while flashing since that basically means "invincible" or "dying right now" That aside good work and I'm looking forward to what comes next
Carson Adams
a fighting game but the only way to perform a block is to "clang" with the exact same attack they're using
and the only way to counter attack is to do it twice in a row
Cooper Adams
>please learn programming by its self before jumping into an engine. >Ignore all "just learn as you go, brah" posters. Why on earth would I spend years on learning to program an engine?
If I want to do anything in c++ I'll have to first figure out how to draw anything, and then I can start to program. It's the worst way to go about things. I cannot understand why you'd suggest somebody to not start with a library or engine.
Great music and solid, consistent graphics, it would not be popular if it didn't have those things.
Hudson Collins
make a domino game
Julian Rodriguez
A genius appear, and he give you the possibility to make a very good clone of your dream game.
What do you choose?
Age of Mythology for me. Or AoEII
Adrian Price
you don't have to make a full game in c++. you don't even have to use c++. just learn how programming works.
Sebastian Sullivan
This and the visual shader editor they have in the works are the deathblow for UE4 in the indie gamedev world.
Logan Collins
>Pac-Man and Pong were made successful due to their overall presentation You forgot an image of a frog.
Tyler Price
They're already making clones of Paper Mario and Valkyrie Profile
Carson Hall
Is there a vertex painter yet
William Campbell
Area2D inherits from Node2D which means it has all the Node2D stuff too. The Create New Node window shows you the inheritance of nodes in a tree fashion, everything under Node2D inherits from it and everything under CollisionObject2D inherits from it, and so on.
James Green
Why do you want to learn to program an engine?
Joshua Allen
Godot uses inheritance.
Michael Sullivan
hello, I did it 5 years ago.
Anthony Brooks
Ok, so it says which inheritance it has... Does this mean that it has all the inheritances from all these objects/classes? Or how is this stuff categorized?
e.g. I could call "_notification (int what)" from the class object it has inheritance from?
Eli Jones
I wish I could bring back my teen years, playing Far Cry 1 multiplayer with my school friends. Assault was the funniest game mode I've ever played. But the other modes were also funny, I liked crouching around in bushes and the whole island feeling. I hated the singleplayer though, I'm not into shooter storylines.
Bentley Hill
yes, it has everything its parents have
Carson Taylor
Bloodborne but Cyberpunk
Colton Green
Yes you can paint vertex colors in ProBuilder, which is part of Unity now, like says
Joshua Gonzalez
Without libraries, frameworks or engines you have to literally write everything by yourself. When I learned C# I used XNA and various libraries, I never did anything outside of XNA. I probably didn't utilize XNA very well, but for example I used it's 3d stuff.
Isaiah Martinez
visual editors are for brainlet nodevs. shaderlab is already one of the best ways to make a material in any engine.
Jason Brown
Does it work with general meshes or just the stuff you make with probuilder?
Hunter Martinez
>you have to literally write everything by yourself
Don't forget to code all your game in assembly, don't use a pre-made langage.
Mason Rivera
Yes, and?
Easton Perry
How you gonna call people nodevs while posting a graphics demo with no game
Mason Richardson
it's half assed unity shit dude
which one do you think?
Tyler Williams
Does shilling on /v/ work?
Ryan Baker
>learned how to use blender today I grow stronger.
Cameron Martin
>2014 >still no game, just endless tinkering >calls others nodevs enginedevs in a shellnut
Parker Gray
Unity just employed the ProCore devs and from now on they'll get paid to improve the plugin. I doubt it will stay the same at all. They wont get paid monthly just to let the plugin the way it is.
Liam Long
It takes one really pissed off /v/-goer to kill any discussion on your game and turn the board against you so it's kind of a gamble
Juan Ross
It's most likely they will just move on to other Unity projects like every single other asset maker that got hired.
Lucas Clark
I'll do it. I feel it.
Levi Roberts
I've started making a super hero game. I'm not really a coder or a designer. More of an artist. I thought if I just made and animated some models I would figure out my game as I went along. My problem is I know have several heroes/villians modeled and animated, but still don't know what type of game I want to make. Initially I thought action adventure but almost any genre works. Classic rpg, even puzzler or fps could fit easy. The game is just super heroes in a city fightin villians and trying to solve mysteries. what's the best game play idea I can steal?
William Nguyen
And for reference, that was over 10 years ago, and I wasn't especially good. I mean, what we did was far ahead of what you'd normally learn in class, but it was still shit tier code that was produced.
In a way it was easier to just code it like that.... The visual representation of things in the engines is really confusing. Like, what is a scene? I supposed it's a lot easier to make things pretty in code and structuring is probably better with godot/unit/ue4, but it was kind of easier to follow logic when I did my shit projects in XNA.
Samuel Bennett
only if you are a dev who regularly posted progress
Easton Campbell
>I don't see why "confirm selection" and "shoot" are different buttons, Enter's kind of unintuitive I think Personally I find the arrows and Enter key more intuitive when it comes to menu navigation than arrows and Space bar. It's also a holdover from the Space bar being used on the title to transition to the level editor. Perhaps having the Space bar also function like the Enter key in that context would be better >Also at the end boss's last phase I think you shouldn't make the enemy be in a hurt pose while flashing since that basically means "invincible" or "dying right now" I want it to look like he was more shocked/'do not want' when the last phase starts up and he gets caught up in a big scramble. Guess I should change the animation up some more. Thanks for the heads up, user!
Joshua Taylor
Superior UE4 blueprint master race.
It's like C++ but easy.
Blake Martinez
with only art skills try make a comic styled game where you can interact with characters only in some parts of a screen
Grayson Mitchell
...
Nathaniel Phillips
If it's not already possible then it will be soon, because they also added the ability to round-trip between modeling tools and Unity, using their new FBX exporter. You can already create meshes with ProBuilder, iterate on them in Maya and then continue working on them in Unity
Thomas Bennett
Are voxel games best suited for pre-school children?
Connor Peterson
>voxel games
404 not found
Levi Thomas
I'm learning coding for fun. Started with c++ I figured I'd settle on an engine that fits the game well.
That sounds more visual novel. which are great but not really my goal. With one of the well developed engines, I'm confident I can code up some real game play. I'm keeping the scope down so I can actually release
Jordan Cook
you are quite limited desu. Unless you are ready for 3P perspective you can only do classic 2d left2right beat'em up game
Brayden Campbell
I just made a guess and I think I will be prepared to make a game in 10-20 years.
Samuel Perry
Maybe you could do a 3D fighting arena game like Dragon ball Xenoverse
Jeremiah Perry
...
Christopher Cruz
I can definitely do 3d.
When I said modeled and animated I meant 3d models. Although 2.5d beat em up isn't a bad idea. exportation would be tricky though
Charles Martin
!!!!!! PAGING KOBOLDDEV !!!!!!
Michael Harris
This makes more sense.
Kevin Cox
Quickly updated the build with Space bar working the same as Enter key in menus
Jaxson Diaz
...
Caleb Ramirez
...
Nicholas Green
pls hire regards, russia
Landon Jenkins
none of those fit at all. kys.
Henry Robinson
Jesus. I didnt expect so much butthurt. Sorry dude
Cameron Moore
friendly reminder
David Price
where's your game?
Lucas Johnson
No this isn't right either
There has to be a middle way
Leo Davis
Don't forget to limit the FPS when you use Unreal Engine or you will get shocked by your next electricity bill.
Luke Collins
You can organize blueprints neatly into functions and such, bad blueprints are the same as bad coding in any language and it's not an inherent problem exclusive to blueprints, it just makes for funnier screenshots than bad code.
David Smith
it's rip in spaghetti
Noah Lee
My gtx 1050 (+ i5) doesn't use much electricity
based nvidia/intel fuck amd
Mason Ross
Jesus reminds me of my code analysis days with NDepend and a 15 year old code base built by a single cowboy coder.
Is this the path I've chosen to go down?
Joshua Robinson
I don't even understand what this is for, there are execution lines everywhere.
Liam Evans
Actually together with Probuilder they're integrating polybrush, which lets you sculpt, vertex color and paint textures on meshes like you do with the terrain tool inside Unity.
Kevin Lewis
I hope they integrate all the tools they acquired neatly into the engine. TextMeshPro should be the default Text component in Unity, not an alternative.
Eli Powell
Friendly reminder, that there are SINNERS in this thread RIGHT NOW as we speak
Nolan Foster
it is possible to organize blueprint neatly
Lucas Morris
did i get it right?
Connor Turner
----[ Recap ]---- Game: Project Illumination Dev: Owl in the Works Tools: Unity Web: twitter.com/owlintheworks Progress: + Health, Energy, and XP items made + Slime Monster + Finished Ellie's Sword - Modeled a shit load of assets and never textured them
Levi Adams
>this image white people...
Joshua Lewis
Demo day 19 is a wrap. Now where are the streams? The game I worked on got next to no feedback.
Michael Hill
Jesus Christ doing tricks on a unicycle I fucking cannot stand doing tilesets.
Grayson Gonzalez
Yep
Christian Murphy
No, Java should be a pajeet, lurk on /g/ to get it right
Charles Edwards
same tbqh, this DD was pretty weak
Charles Reed
And the lore. People might not believe it but they spent about a year on Pac-man's backstory, family about 3 generations back if I remember, world-building with the fruits and the ghosts, etc. Most of it didn't make it in but it still informed the development process
Christian Mitchell
I'm going to stream all the games through Tomorrow at 5 That's March 6th 5pm eat. I'll post up a twitch link later
Angel Morgan
>vine didn't host DD19
it's done
Wyatt Fisher
Homm3 or quest for glory 4
Isaac Walker
It's actually true, in Pong the guys actually thought about the audio to make sure the sounds were just right to convey the proper feedback. They are just bleeps and bloops but they are the right bleeps and bloops.
Asher Adams
>cutest people use lua you got it right bro
Asher Evans
nice, looking forward to seeing my game shit on! seriously though, thanks for doing this
Aiden Collins
and on to a better new beginning.
Ryan Edwards
>Vine didn't make a game
maybe one day...
Nicholas Campbell
Probably even easier to avoid spaghetti code in blueprints since you can literally watch it turn into pasta before your eyes if you start getting unstructured