Put cute girl(s) in your game so I can make lewds of them.
Kevin Bennett
but my girls are already lewd
Isaiah Gomez
I want to make small 2d games & prototypes. Is Godot worth it? I know there is a dedicated 2d renderer and some tools (tilesets, animation...) but Unity have a massive amount of ressources. What's your advice
Austin Hughes
>Ok, so new thread new post.
I don't get it.
I know what I want to make, and I think I can learn while making it (moba project). The problem is I don't understand where I'm supposed to learn. I want to make it in blueprints... Because why not? But, where am I supposed to learn? Everything I find is stuff like "We'll make a character that can run and jump, and maybe one special thing", but I don't really learn anything from it.
How do I learn? And I specifically want to make it in UE4, just because of the nice blueprints and the easily achievable graphics and everything. Keep in mind I'm either depressed and extremely bored, or I have something like ADD, and probably an aspie. So whatever guide it is it needs to be fairly easy to follow, and not be too repetitive. I'm not really stupid, I can usually understand how something works by analyzing it (e.g. I got to 4d in go/baduk without ever studying, or anyone teaching me, just from watching and playing blitz). So I rather them moving too fast than moving too slowly, as I'll space out and lose the mood if it's going too slow.
Logan Baker
There's absolutely no reason to use Godot yet
Carson Mitchell
...
Kayden Hill
Honestly, I don't think you have what it takes.
Parker Russell
There has been absolutely no reason to use Unity ever.
Christopher Hughes
>Everything I find is stuff like "We'll make a character that can run and jump, and maybe one special thing", but I don't really learn anything from it
What do you mean? I'm pretty sure you learned how to make a character run and jump. If you're asking for what's the next step, that's where you'll need to rely on programming skill, which means you'll need to be patient and learn the fundamentals. When you do that, you won't need tutorials every time you hit a roadblock, you would be able to invent your own solutions. Unless you can actually find a UE4 moba tutorial that you can just follow along. You can perhaps look into an RTS tutorial since the controls there will be more or less similar to a moba.
Parker Mitchell
do a small game on both. exact same game, so you can make (hopefully) objective comparisons
Jack Wilson
I learned by a combination of tutorials, documentation and poking around in the editor. Eventually you pick up on features and how to use them. youtube.com/playlist?list=PLU5bW3o0bUgQDwayV-EnLRTUTiRVuyT9r I quite like this tutorial series. Mostly because it shows a lot of functions I didn't know about.
Wyatt Cox
>If you're asking for what's the next step, that's where you'll need to rely on programming skill, which means you'll need to be patient and learn the fundamentals Exactly, but every tutorial I find is just them using a special function to add an effect or manipulate player movement. They usually never even explain what the function does or work either. There seemingly exist no tutorial that teaches programming skills and fundamentals.
Angel Phillips
You'll learn by doing. Just follow tutorial and mess around with it. If they added a gun that shoots bullets, try making one that charges and shoots a laser.
Try making pong from scratch, no tutorial. Add some power ups or something, bigger paddle, faster ball, etc.
A project like a MOBA is pretty complex but can be broken down into simple mechanics you should be able to find tutorials for.
Matthew Davis
If you're not here for the memes and have any form of programming experience, the engine is great for small 2D games.
Robert Taylor
I've looked at his stuff, and done up to most of Hanzo tutorial... But, I really don't learn anything. He doesn't even explain what the functions he use does, I mean specifically does.
He uses the multiply float without explaining why he's using the multiplier instead of something like addition, or what the values going around looks like. It really just ends up being a follow along and virtually learn nothing, than that some functions exist but without really any explanation as to what it does (I think he used some LERP without ever explaining what it does mathematically for example).
Josiah Scott
What I mean is go back to basics and learn a programming language. Even if you want to focus on Blueprints. It's the ideas, methods, standard approaches to tackle a problem, etc that you want to pick up when learning a programming language. Yeah it's going to be boring, but this is a baseline skill that you'd need.
If you have absolutely have no experience you can try codeacademy.com or codingame.com
Isaac Davis
youtube.com/user/Hourences/videos I liked Hourences tutorials a lot. They're all free now. He actually released games too, so he actually knows what he's doing.
Books are a lot better at explaining things. Packt publishing has a decent amount about UE4 and they're easy enough to find (pirate).
Easton Cooper
Well that's when I would first look at the documentation to find out what the things do, and then go into ue4 and play around with the node by plugging different values into it and printing the result. It gives me a good idea of how things work.
Adrian Thomas
help
Mason Torres
be more specific if you want useful advice
Isaiah Myers
Be more specific.
Logan Long
>If they added a gun that shoots bullets, try making one that charges and shoots a laser. Those are usually just running if branches, checking values and changing values. It doesn't really teach you anything... Unless you take it to a whole other level I guess, but then you'd need a tutorial to learn how to do it.
>A project like a MOBA is pretty complex but can be broken down into simple mechanics you should be able to find tutorials for. Indeed in the large picture it's really complex.
But there are multiple steps >Basic movement, in this case WASD movement and point and click to move >>Later on merge the two to make a better movement system >Basic AI to follow paths >Making a map >Making basic attack >Making pickups >Spawning and despawning minions and pickups >Basic abilities >More advanced abilities >Obviously how to implement animations etc
Even if I were to find something, they NEVER explain what's happening. For example, we were learning derivate and integrals in maths. I had no idea and I couldn't finish any of even the easy problems... Our teacher never told us what it was, just started up with throwing some equations (I was really disinterested too). I had a friend who tried to help me, but I didn't learn anything... Until, either he told me, or I realized, what a derivate and integral was/represented. After that everything became super simple, just because I got to know what it was actually doing, instead of just getting some "paintings" thrown at me.
All the tutorials are doing what the teacher was doing, they never tell you the logic behind the things they show, or what it is.
Matthew Rivera
This is literally a design consideration in my game. I noticed that games with waifus get more fan art than games with generic characters. Overwatch vs Counterstrike. Women also strongly prefer to play women while men don't mind. Conclusion: insert playable waifus into every game. The sort that men want and women want to be i.e. sexy but not in a way to turns off women. Mercy rather than this girl.
in b4 a bunch of nobiz dimwits going "but why would u appeal to womans? lmao cuck xd"
Zachary Johnson
Guess ill just cast a line, till an answer comes that works.
So with my random room generator, how do I create prefabs/actual playable rooms that aren't just a single object/sprite. Using GM:S and the only viable solution I've seen is to basically scan coloured pixels then generate off that. But my code retardation is gonna fuck me over with that one.
Pic related is the generator in action. Got the doors to work and implementing special rooms into the code soon™. I can post my code in a pastebin if yall want.
Connor Rivera
m8 given the amount of tranners in game dev this is no laughing matter Molly Nukes could be the real deal
Joshua Davis
What keeps you going, /agdg/?
Angel Butler
I'm not sure anymore.
Landon Torres
sheer force of anger
Charles Bell
Like Cortez I've burned my ships and there is no other recourse.
Blake Ramirez
my desire to leave a legacy after I kill myself
Brody Morgan
My love for what I'm doing, the people I'm doing it for, and because I want to see this finished.
Easton Davis
Something like in barotrauma or ss13
Carson Edwards
Why do you want to kill yourself?
Adrian Nelson
Surely you made your rooms such that they hold the data that represents what you want your actual rooms to be, right? If not, you're going to have to find some way to use the data that's generated to act as a representation of the actual rooms will be generated afterwards.
Nathan Myers
>a shitty game is the closest thing to progeny you will produce
Ethan Price
The hope that people will add cute girls to their games so I can draw porn of them.
Nicholas Rodriguez
Well, I can't really do documentation and such. I can read, but I "can't read". I've never managed to read a book, I've never studied, the times I've tried I zoned out after about a sentence. The only way I got by in school was by listening to lessons, and friends giving quick explanations (history, chemistry, religion, biology were obvious a difficult).
That guys videos really don't make much sense. No organization at all...
Jonathan Collins
project is taking form at least in my notes so for once I do have motivation
Joshua Rivera
tfw my PC is too shitty to run unreal
Kevin Lopez
>Making 3D games
Samuel Taylor
>you will never live long enough to have all your dreams come to fruition
Chase Perez
Not with that attitude. You can do this, user.
Carter Foster
Yeah his videos are unorganized and badly named but here's a playlist
If you can't read well, you could try a text-to-speech program. You could also try to make friends in a game dev discord or something to get some to teach/mentor you. or pay for one on one lessons.
Matthew Cook
Okay okay look. If you can't figure anything out yourself, can't experiment, can't into documentation and basically need everything spelled out for you in extreme detail but verbally and in a short time frame, then
Sebastian Gomez
I'm 45 with genetic heart problems. It's not happening.
Jason Thompson
I'm sorry. How long do you estimate you have? A few years is still enough to accomplish many things.
Benjamin Flores
They'll be able to print you a new heart for $5 in a couple years, no worries.
James Adams
is "skill creeping" a thing?
William Campbell
What's the point in a tutorial if it doesn't actually tell you what it does? May as well just make a list of various functions and then link to documentations. In fact, that would be much more useful than making a tutorial video that explains nothing.
>Now we're going to plug this into a lerp, and then the results into a function that moves our character You learn literally nothing from that, absolutely nothing. All you got to know is that in this specific scenario it worked, but you have no idea how to use it in a different context, because you don't know what they are.
What it should say is >This class/whatever has a value for this, and is determined by that. We'll be using a lerp, which mathematically/logically has this effect on the numbers we plug in. After we have converted this value we'll plug the value into this, which uses this logic to move our character You actually get to know what the things you're using does, now you can find situations where you can use these things in the future, you actually learned something that can be used.
Yes of course it takes a bit longer time, but it's necessary for the content to be helpful in any meaningful way.
Cooper Davis
Coin it yourself and explain what it is. Is it just the players getting better and better at the game as it gets older?
Oliver Young
if it's that; then definitely yes. just look at melee I agree with you. But I would tell you : learn to read.
Joshua Barnes
no, it's too much skills, spells, status effects, items, etc. that you end up never using, or they don't really matter in the end
Justin Ward
well; as long as they are unique and not just modified versions of each other it's not really a problem
Ryder Gomez
Dude forget moba. Forget ue4. Try gamemaker. There is a preery good documentation for every code with examples. Once you learn one programont language it becomes a lot easier to learn other gamemaker language is easy to learn. You need to watch some basic tutorials and then try and make a simple game like mario. Try to make everything exectly the same except the art. You need to do a postmorterm of the game you need to copy. Example, mario dosent just move left and right, he accelerates to a certain speed and when stopping he breakes like a car. Try making that mario movement michanic. Ask in the comunity forms if you get stuck. The people are very helpfull. If you need some help you can discord me kjhkj(kjhkj#0986) I am really new to discord so dont really know what or how to give someone the contact.
Carter Rodriguez
I know Im just wasting my time and I will regret it when I grow older and see how I wasted my youth instead of being a normal human bean, but I'm too stupid to stop
Matthew Martinez
Sid Meier famously defined a game as a series of interesting decisions. Even if you don't end up using a lot of content that content still has value if it makes the player seriously ponder whether they should use it. Whether the amount of effort involved in producing that content is worth the joy of deciding between several options depends on the game's specificities.
There's no formal term that refers to the situation you describe but people usually talk of a design being bloated when they speak of things like that.
Jeremiah Campbell
The point is to show how you can use the functions. Documentation and experimentation can explain the individual functions. >watch video >tutorial guy shows a node you've never seen before >oh what's that do? I guess I'll google it >okay now that I know what that node does I can continue And sure. Yes it'd be helpful if the tutorial people would go into further detail every single time they add a new node, but that'd take forever to get through a video, so I actually prefer it this way because I don't have to sit through explanations that I don't need. If I need to learn a function, there's plenty of resources for it.
Nicholas Campbell
also, try listing out each skill/spell/item in your game in a spreadsheet and identify the role/purpose of each (offensive, support, crowd-control, etc.). If there are too many in a particular category, that would help you pinpoint which are probably redundant.
Chase Lewis
>just look at melee Yeah man that's why devs make games more shallow nowadays like Smash 4 and Overwatch. I imagine balancing for a player base that extreme would be a nightmare.
Elijah Robinson
=_=
Guess Ill do that,thx Ill start with godot thx What is that game?
Ryan Cook
I 100% do, everything is notes right now. that's kind of why it's getting there.
Colton Ross
Eh, I googled what lerping actually does, and it wasn't easy to find it.
Usually documentation uses such poor grammar and beating around the bush to an extent almost unreadable, and very difficult to understand. Instead of using common language, and being direct to a point, they use what they believe to be fancy grammar and never really explaining something directly.
For example, when something could be explained in 5 words, they'll usually use 20 words and try to use as many exotic words as possible (or even worse, using references to other things that you'll need to read up even more documentation, which in turn require the same thing... leading to a never ending rabbit hole).
Michael Johnson
My advice would be to learn how to program. It sounds like your issue is the inability to go from knowing how to do a bunch of specific things to combining these things in new ways in order to achieve new results. This is what programming is all about. It's something that is nearly impossible to explain but is possible to teach via exercises. This is probably not the answer you want to hear but I think that's the way it is.
If you want to make a game but don't want to learn more then a bit of programming you should use Twine or something like that. Alternatively, find a collaborator who is willing to do the programming for you.
Adam Mitchell
simple wiki can be a bit better at explaining things. usually still too long tho.
Chase Turner
Well. . Yeah I can't argue with that. The ue4 answer hub is a lot better for explanations sometimes. If I google "ue4 lerp" the first result is an answer hub page with what I think is a very nice and clear explanation to what a lerp does. Searching for stuff can be really tedious to get good answers, unfortunately.
Cooper Morris
Construct 2.
Adrian Howard
...
Gavin Foster
I forgot, it's been a long ride
Charles Hall
give me unique idea and i will send 100$ in BTC for the best one
Nicholas Howard
too uniform
Mason Hill
I like the aesthetic.
Dylan Lee
Why would I want $50 in bitcoin?
Dylan Mitchell
...
Thomas Young
Ayy /agdg/, perhaps you guys would know. What's the name for the genre / central game mechanic in games like the Football Manager series where you manage a team of characters with varying strengths and weaknesses (agility, strength, teamwork etc...) and the aim of the game is to optimise your team to be the best and beat everyone else?
You don't directly control the team and its participants, they are just a collection of stats and attributes. I want to create a game in this mold but am having trouble identifying what the particular genre is so I can do some research on the best ways in which to program shit for this project.
Levi Wilson
...
Adam Torres
Go to Steam and look for games that have similar tags.
Anthony Morgan
Update: created a preliminary object system to replace my older one
It's kind of mix between entity-component and object classes. You create classes by composing them out of components, or by "branching" from another class (which copies all of that class's components). All objects created from these classes are, themselves, just new branches with a special uniqueness component that initiates all of the other components and ties them to a unique ID in their respective system.
It's a little convoluted, but I was inspired to make something like this after having seen a pictorial representation of evolution, and the various branches therein of life. I think this system will be good at encouraging multiplicative gameplay. So far, I just have a proof of concept going with a few test branches and a couple of test components, but I think it'll be a fun system to implement.
Anthony Roberts
sports management
Asher Lee
"X Manager" or Simulation there's no name.
Robert Jones
My family One brother programs, another documents and designs, I do art and ideaguy shit, I'm the luckiest guy on earth
Ian White
Reminder that if you actually want your game to make money release it on the switch
Colton Clark
I must have seen a thousand gifs of this game but I still have no clue how it works
Ryan Sullivan
There should be. I'm addicted to Football Manager but hardly give a shit about football or sports altogether. I'm gonna make a game with the same team management / optimisation element but without the football. Don't go stealing my idea now bros
Jeremiah Rivera
I'd want to release for Switch even if it wasn't a gold mine for indies. Making a game and putting it on a Nintendo main console is a childhood dream.
Cooper Morales
replicating different kind of art styles to find an art style for my game
Leo Nelson
Cool game. Would play.
Also want to try this.
Jaxson Sanchez
Nice squirrel.
Jack Moore
by the time my game is done the ship will have already sailed and switch owners will actually have games to play other than mario and zelda
Luis Johnson
So free roaming or patroling between target points?
Nolan Moore
I get that response 50% of the time now. Play it, it clicks very quick.
Although I don't know what I'm gonna do about the trailer because of this.
Gavin Diaz
What are some good ways to take player choices out of menus and putting them in the game itself?
As an example, the game I'm working on is a sort of Metal Gear Metroidvania with something similar to a CODEC. I was thinking that a neat way to let the player choose the difficulty would be to give them the option to skip obtaining the CODEC, allowing them to go in blind instead of receiving objective updates or what have you from NPCs. Effectively, skipping the CODEC would be the same as setting the game on hard mode.
Is this good game design or no? Pic unrelated.
Gavin Young
I've been a NEET for years and I don't really have anything to show for it. It hasn't been until recently I've been actually committed to finishing a project.
Charles Hall
the player needs to know that they're making a choice, even if they don't have all the implications yet
Joseph Walker
From this day every day, I will spend 1-hour at the very least working towards finishing my game. I will not go to sleep until I've achieved my goal for the day. The time has come to stop being a loser and become a loser with a game.
Landon Watson
...
Carson James
>i'm writing this post to give me a dopamine kick i need right now and i will forget about this in two days, maybe a week at most if i'm lucky