I need an idea for a quick-to-make but fun 2d indie game.
Owen Perry
Games are made by people and computers working together
Dominic Phillips
Pokemon but 4D
Gavin Clark
My game has been talking about going "open source", not sure how to feel
Kayden Gonzalez
a game where (You) (the anonymous poster) kills himself for being a failure at life, it's a rpg like undertale except really unpopular
Grayson Jones
Pong or tetris.. with a twist.
Asher Cox
Did you sign a prenup?
Adam Peterson
Games are made by people and Unity game engine working together
Jacob Edwards
I'll do things to your game that you could only dream of
Julian Bailey
A 2D game where you control a character that can run and jump. They can jump over obstacles and also enemies while progressing from left to right.
Gabriel Green
Has any Unity game ever made it big?
Carter Price
nope unity3d is for underground indie devs such as myself
Elijah Rivera
Mine too. I said yes because I'm worried about my game leaving, but I don't have any other games to work on, I just pretend that I could work on other games. Should I be worried?
Zachary Peterson
Pong but the ball is a tetromino
Elijah Turner
PONG RPG
Jayden Long
>trying to make a game >2d RPG roguelike with lots of complicated features >If I make it it GM, then coding everything will be a complete nightmare >If I make it in RPGM, then coding almost everything will be a complete nightmare and I'll have to learn the language and platform >If I make it in a traditional programming language, animations and graphics will be a complete nightmare
I'm seriously at my wit's end here. I keep going over and over in my mind which of the three to choose and not getting anything done. Why hasn't someone just made an engine that does easy graphics and lets you implement the rest aside from fucking Flash?
Justin Ward
Autists are made by your mom and dad working together
Jordan Miller
you're not trying to make a game if you haven't started yet
and the thing you want already exists, called T-Engine 4
Angel Anderson
>2d RPG roguelike with lots of complicated features >animations and graphics
Jason Allen
>roguelike >animations Why?
Owen Ross
If flash is your favorite, I mentioned it in last thread, but haxe has actionscript syntax and also ported some of the flash frameworks. It exports to all of the important platforms haxe.org/
It's just the game I want to make. It involves party-based combat so just bump-to-attacking a monster then reading a 20-line-long text blob isn't going to cut it.
Jordan Sullivan
inb4 THAT'S NOT A ROGUELIKE
Elijah Rivera
It's not 1980 anymore. ADOM, TOME4, Caves of Qud, DCSS, DoomRL all have graphics. There are more I can't think of right now.
Roguelike != ASCII graphics
Gavin Clark
Most programming languages have libraries to make animations and graphics easy. GM and RPGM have no way to make complex stuff feasible.
Nicholas Nguyen
1/2
Elijah Perez
>How'd you do the muzzle flare and tracers effects on that? I really like the look.
The tracers are just an elongated unity capsule with an emissive material. Nothing special going on there.
The muzzle flash is two parts, the flame and the smoke.
The flame is a very short lived emitter that emits a very short lived particle forwards. The particle starts small, gets big, then gets small again. It also decreases in opacity so that when it starts to shrink it doesn't look weird.
Webm related is the flash effect playing at 10% speed so you can see what's happening.
The smoke is just a couple particles with a low opacity that are affected by wind. They increase in size over time and fade out after a couple seconds.
Samuel Wright
2/2
Tyler Cook
Here's what the particle system looks like in the Unity Inspector for reference.
Nathan Gomez
If you haven't already, you should play Demon. It handles animations in a way that should be really easy to code.
Jeremiah Jenkins
I want to make a game that has similar combat to the paper mario series but I have no idea where to start
please help me
Samuel Walker
With a name as generic as Demon you're going to need to be more descriptive. There's a ton of results on google.
Chase Garcia
>If I make it it GM, then coding everything will be a complete nightmare False, you can organize your shit with proper scripts and even simulate OOP if that's your thing.
>If I make it in RPGM, then coding almost everything will be a complete nightmare and I'll have to learn the language and platform Ruby is easy as fuck to learn.
Mason Perry
you'll have to spend a few years learning how to make games first
try starting with pong
Evan Watson
Have you tried googling "demon roguelike"?
Cameron Reed
what programming language should I learn that translates the best into videogame development?
Jaxon Diaz
I've tried thinking about doing it in Tkinter because it's the only graphics library I know and it doesn't seem feasible. I looked up a list of ones for python but there seem to be hundreds of them and I can't tell what the differences between them are.
I guess a better question would be what the best engine for making TRPGs is, because that's probably the closest to what this thing is.
I looked it up, It seems to be made in unity. Might check it out.
I know my way around GM fairly well and while I know it's possible, it still requires a great deal of tinkering around just to do things that most languages wouldn't bat an eye at. As for Ruby, I've heard it's easy, but I don't want to spend all that time learning it and RPGmaker only to hit some terrible snag later on.
Adrian Morgan
Don't trust anyone you encounter
Anthony Cox
I tried to make a text RPG in Python using Tkinter. I couldn't redirect the console output to a textbox in real time so I just gave up.
Maybe it was my fault but I tried a lot of things and none worked
Ethan Gonzalez
Haskell
Cooper Evans
C++ if you're a nodev C# if you want to get things done
Adam Taylor
Reposting from old (dead) thread got swingy shit done!
Nolan Watson
Why love and haxe are in the engine list but monogame isn't?
Dominic Kelly
I want to steal your muzzle flare effect. Isn't using a cylinder with an emissive material sort of expensive? Do you use object pooling to curb the costs?
Aiden Harris
>Lua, flash vs C# We like to keep real languages separate ;);)
Ian Hill
>Unity in the list
Chase Wright
Progress!
Added a walking segment, auctioneer displays dialogue, and the list item functionality works (next webm)
hopefully my artbro will find time in his schedule to make an auction house model soon
Thanks to the user who gave me feedback a day or two ago. I'm working on that stuff next, now that this basic functionality is done
Dylan Kelly
whoa neat is that an mmo auction house?
Noah Clark
Listing item on auction house, re-uses the category/price check/button code but has one more screen preceding it.
The player gets 10 slots to list items for sale, and they sell over time (since the game has a day progression system)
It's an offline tactical RPG, but since I was an FFXI addict from 2003-2008 I decided to reference it
Matthew Jenkins
whered you get the juicy assets mate?
Easton Edwards
Literally who?
Nolan Torres
3D modeler I found here about 10 months ago
The game used to look like this, but we went 3D due to his skillset.
Evan Kelly
You're more than welcome to steal the effect.
As long as they all share the same model/material it pools correctly.
The current bullet happens to be more expensive than it should, but only because it's just the standard Unity capsule. That thing is significantly higher poly than it should be for a fast moving bullet. A custom bullet model that's only a handful of polys would work much better.
David Reed
Anything that can make webgames
Camden Gonzalez
Am I going crazy or is that fucking Red Tactics
Mason Johnson
Is this Red Tactics? You're alive?
Zachary Lee
Holy shit, overdone idle animations look so fucking stupid. >constantly out of breath >heavy breathing forever
Ryan Hernandez
You're correct, which is why I posted with my trip
Too bad foolz is dead so you can't check :^)
tfw date on picture name
I'll talk to my artbro about it. They're technically made for a level of detail much lower than what the auction house camera zoom handles, so we might need to use a different idle animation for the AH
Tyler Howard
>tictacs is alive SHIIEEET
Ian Phillips
dang I remember posting with you like 5 years ago when I was still doing this shit
Thomas Wright
Glad to see you're still at it, you're one of the oldfags that inspired me to get into gamedev. I hope you can finally finish Red Tactics.
Dylan Rivera
OH FUCK
Mason Bell
Just recorded this for you (sorry if quality is shit, didn't proof-watch it)
I figured anyone who would remember me would have already died and turned into a skeleton. Where are the other old AGDGers from before Veeky Forums was created?
I remember your roguelike too :^)
Brandon Howard
Wow, im a newfag here so never saw you posting before but the game has progressed a lot!
Looking real nice!
Jeremiah Rodriguez
what are you doing for rendering this?
Benjamin Foster
>camera follows 1:1 with dude that has stuttered step aaaaaa
Jack Roberts
At this rate you'll outpace me, so I'll look forward to playing your game
Caleb Carter
did hopoo from hopoo games stop posting here?
Joshua Richardson
>Where are the other old AGDGers from before Veeky Forums was created? In prison
Lincoln Hughes
>Where are the other old AGDGers from before Veeky Forums was created? Some still lurk, most post progress on tumblr now, but they're around.
Glad you're still alive. Missed this game.
Jace Sanchez
He'll be back. Once you become a big name dev, you can just drop in whenever you want and everyone is happy to see you. But if the plebs like you and me try that, we're called whodevs. This place, I swear...
Isaiah Anderson
why is there never a clear cut answer for this
Matthew Turner
If he started posting again everyone would beg him for keys. Because that's what happens when someone here actually finishes and releases a game.
Eli King
>best Because there isn't one.
Camden Brooks
clear answer: unity with c#
Asher Smith
Might fix that tonight, thanks for pointing it out. Right now the A* sends each position to the navigation agent, which causes the stutter, so to fix it I'd have to check ahead and consolidate straight lines (no turning). Shouldn't be hard, but since I'm the only programmer my attention is divided too much
>Some still lurk, most post progress on tumblr now, but they're around.
I guess I should get into tumblr then. I discovered cartrdge.com recently and it looks pretty cool. Tumblr is probably more useful for reaching players though, since Cartrdge seems to be more for collaboration
Luis Foster
Awesome to see you're still alive, the world needs more Butterfingers.
Benjamin Rogers
I still have the porn drawn of Butterfingers x Lethal League for various reasons
Grayson Powell
Don't get memed, start with small web games that you'll be able to finish.
Asher Turner
>you need to use a shitty web platform (they all are) to make small games ???
Noah Morris
Tumblr is useful for reaching players, yes. There are enough people using it that if you're actually tagging posts they'll get a lot of exposure.
Just avoid whatever you don't care to see, grab one of the addons that lets you block certain tags and you'll be fine.
Angel Adams
its the stuff like this that im talking about that confuses me we have this guy who gives an answer but then this guy says something that goes against it
I understand that there is no best language, that they all have their pros and cons, but there has to be some chart or guide out there that simplifies what each language is "good" at so i can make a choice from there
Camden Hall
Where is your game made with your great not shitty platform???
Luke Garcia
Not an argument.
Nolan Ortiz
>[blogging platform] is useful for reaching players
my favorite agdg marketing delusion
reddit is useful for reaching players, /v/ is useful for reaching players (see: minecraft, yandere etc.) neogaf, kotaku, gamespot etc. is useful for reaching players
a blog, twitter, tumblr, website, facebook etc. are useful only for keeping existing players engaged
Liam Roberts
you came to the wrong place man, this place is a shithole
Nolan Edwards
you should learn the language that your engine requires
if you aren't using an engine you probably are not going to be able to make a game
Jack Thompson
UNITY with C# will let you ship a game. By the time you hit the limits of the engine, you will have enough experience to learn a new engine/framework.
Dylan Reyes
this entirely depends on the scope of the project and also comes with its own drawbacks