>RAII (with unique_ptr, you rarely get to delete things yourself), exceptions. these are not good things. having control over your codebase and not having things happen automatically to memory allocations and deallocations is a good thing. you dont want automation here
John Edwards
Reminder that using C makes you a bad programmer. Use C++, it's the modern and safe language of choice!
Eli Sanchez
What if I use Actionscript
Kayden Harris
That's fine
Daniel Carter
>FlashLang >In 2018, the year of our lord you fool
Gavin Ward
The word you're looking for is renegade genius
Caleb Smith
I just came from /v/ because I saw this from a thread there and I think I remember seeing it here as well. Who did this? It's beautiful.
Noah Butler
Looks good enough. Now, implementation into my WebGL map editor, which is my favourite part.
Looking goo- >walks off the edge and doesn't fall Shaking my head right now, this is unacceptable
Aiden Gutierrez
>Mats without textures s t o p
Bentley Fisher
fuck you and your textures, I am batman
Chase Howard
batman's low-effort cousin
Adam Carter
How do you keep yourself motivated when you're just starting? I know the game I want to make, I have very defined goals of what will be in it in terms of game systems, story and content. But then... >have to learn 3D modelling >have to learn coding >have to learn how to work with a engine >have to learn how to make music >have to learn how to make spritework >have to decide language, softwares for the music, engine, 2D art and 3D art >no idea if people would be interested in the finished product. The only reason why I don't outright give up before starting is because I already want to die anyway, so using my life with a fruitless pursuit wouldn't be such a big loss.
Liam Thompson
>only code >buy assets >make finished game
ez pz
Hunter Peterson
Because I learned those things over the space of 10 years due to a genuine interest rather than one day suddenly deciding I want to make a game.
Angel Gonzalez
>spend money to make money disgusting
Noah Roberts
You stop wondering about stuff and you get to work. Every day. Can you not produce something ? Then you get to practice.
Ayden Bennett
>>have to learn 3D modelling no >>have to learn coding you'll do fine at first with very basic preschool level logic >>have to learn how to work with a engine it's not that bad >>have to learn how to make music no >>have to learn how to make spritework no >>have to decide language, softwares for the music, engine, 2D art and 3D art no + negative points for autism >>no idea if people would be interested in the finished product. who gives a fuck
your first game will not be a smash hit 1ma is a meme
Benjamin Price
you wouldn't a video game
Adrian Wood
video games can't say no
Jason Miller
>1ma is a meme bu-but im di-different
Carson Butler
1ma is fine if you actually take into account you're a 1ma. Honestly, as a 1ma, unless you have the will to dev for 4+ years, I'd specifically stick to the two-dimensional realm.
Gavin Hall
>>have to learn 3D modelling few weeks >>have to learn coding yes and no >>have to learn how to work with a engine so you don't want to make games ? the hell you on about >>have to learn how to make music just use placeholder midi shit you'll figure that out later >>have to learn how to make spritework 3D or 2D then :^)
Luis Gomez
i am i know it could be a pain in the ass for a 1ma to make anything too complex im trying to pump this game out fast tho to get back to work on my other game i've been riding a high lately with loads of progress and even joined demoday in hopes of actually sticking to it and not falling off like i normally do
Nathan Morris
? Workload isn't really equivalent to the number of dimensions. Assuming we're talking people who know what they're doing, 3D can actually be less time consuming in an animation heavy game. And the development side isn't really much different with modern tools...
Camden James
>Assuming we're talking people who know what they're doing where do you think you are
Cooper Martin
Except if you have a vision to how your game should sound, look and play like you do need to know about those fields.
Noah Morris
>3D or 2D then :^) Both
Joshua Thomas
those are the last things you should be thinking about if you are a dumb depression poster who regularly exhausts his daily energy quota on shitposting on mongolian throat singing forum and didn't even download an engine yet
Aaron Watson
>Assuming we're talking people who know what they're doing Ofcourse a veteran can move faster than a beginner. Funny how we don't get many of those around here, hmmmmm >The development side isn't really much different with modern tools Yeah, maybe in placement of the models in 3D space, but programming a 3D game can be pretty different from a 2D game depending on what you're wanting to do.
Elijah Johnson
You think there's going to be a Valentine's Day asset store sale?
Xavier Cooper
>learn All those can be summed up with "just practice". As for deciding on an engine, look at various engines, what they offer, and maybe try some out. The language will be decided by the engine you choose. Similarly with other software, except usually you'd just choose the free software. Make a prototype of your game, make a demo, give it to people, post it on a demo day here, and see how people like it. That's how you judge if a project is worth pursuing. Remember it's going to take years to get to a point where you can really finish your dream game.
Eli Ramirez
But, user, you already have my heart, why would you want more?
Isaac Powell
Are you the Amplify Shader Editor?
Cameron Miller
So I’ve been thinking about what I want to do for a career, as of right now I’m working in a factory. Video games have been a huge part of my life and I’m always thinking of ways to improve games I’m playing and coming up with ideas and worlds in my head. That’s all it’s ever been were just ideas. Well I thought about maybe going to school for game design and brought it up to my fiancé who in turn said I need to be realistic. Tonight when I got home I downloaded unity and am currently downloading unreal engine. Since then I’ve been watching YouTube videos to get some knowledge and I’ve read OP's post of this thread. Any tips to get a dreamer started?
Colton Sanders
>making a space game >every time you start a level there will be a 1 in 1000 chance of a red car floating past in the background
Jack Phillips
>shitposting I don't do that, funnily enough. And it's more of the idea of a project keeping me from depression than anything else, I'm mostly just apathetic.
>engine I'm working on 3D modelling right now, can't do everything at once, and I figured that before downloading one I should understand the strengths of each, same for coding language and musicmaking.
Angel Ward
No, I'm the Tiled2Unity tool
Brayden Russell
>tool you are tool alright
Liam Edwards
Where exactly do you learn about each engine's strength though? Same for the coding language.
Landon Price
A beginner isn't going to be putting out nice looking, well animated sprites, either. If you're even going to make an argument about time investment you have to assume some level of competence.
Programming a 2D game can be pretty different from programming a different 2D game. The point is, unless you're engine deving, you can build a full blown 3D game without even knowing trig these days. For most engines and frameworks which support 2D and 3D, the process and workload is essentially the same regardless.
Carson Anderson
Stay hydrated.
Ryder Thompson
That's the last webm from a few days ago. I've remade it in the new engine (godot 3) and the physics works a lot better now.
I'm not sure exactly what you mean, but a lot of what you see is placeholder since I'm focusing on getting all those gears turning behind the screen.
Austin Perry
don't go to school for game design. keep a job and work on your free time. it's pretty much the only way sadly.
take notes of EVERYTHING you think of. you WILL forget. you don't have to write like anybody could understand them straight away, but you do have to write like you could reread them in 20 years and understand them. start by cloning Pong, Pacman, Mario, etc.
Benjamin Hall
Am I going to have to pony up for Substance if I want to make a 3D game that doesn't look like absolute shit?
Carson Gonzalez
Dafuk is 1ma?
Jace Kelly
one man army, making a game on your own
Cooper Sullivan
>if you're even going to make an argument about time investment you have to assume some level of competence Then why the hell you choose a veteran-like speed when realistically we only have newbies around? >you can build a full blown 3d game without even knowing trig these days And that greatly depends on what you're trying to accomplish. If you're making a 3D platformer? Probably yeah. But what if you wanted to make some kind of flight sim-ish game? What is a quaternion? Pitch, Yaw? The fuck are those? I'm new, HELP /agdg/ DADDIES, HELP.
Jose Ross
how do you think people got around before substance was a thing ?
Brayden Brooks
It's easier now than ever before. You have giant fucking engines that do most of the legwork for you available for free. All of those things you listed can be learned over time. Everyone else did, and you will have to as well. There's no shortcut.
Julian Murphy
A sure-fire way to never finish something.
Lincoln Johnson
>tfw another dev comes into your discord and starts shilling his own stuff
Gabriel King
bu-but
Brody Nelson
>my discord
Nathan Walker
i have one for my game, has "200" people in it, u jelly?
Hudson Butler
Nope, not really. I'm not a gamedev. What the game?
Benjamin Peterson
>I'm not a gamedev. what are you doing here user
Matthew Campbell
I'm using Gamemaker and I find myself making a ton of timelines by hand. If I were to automate their creation through a loop in a loading screen, would performance be significantly impacted?
Easton Foster
...
Hunter Jenkins
You can look at each engines website and look up stuff about the engines. The ones in the OP are a good start. Most engines are general purpose engines, meaning they can more or less all make the same games. The only real difference between engines is the language they use, their workflow, their price, and what features are built in. Once you choose an engine you can follow guides and tutorials on that engine to learn its specific workflow and language.
Andrew Hughes
>TrannyLang worst meme
Thomas Powell
I dunno man this stuff takes years. If you are already in your 30's and don't know how to code, draw or model 3D, make music or write compelling stories don't bother doing it 1MA unless you want to make simple stuff like an infinite runner, or walking simulator. And even those types of games have a lot of barriers to entry that you can knock against and give up on.
Or, specialize in an area of skill and join a team (go to your local barcade and try and meet other indie devs, or try numerous forums for it) though the latter option is really difficult if you don't have much history of skill that can be easily viewed on your website/github/deviantart or whatever you choose to specialize in.
If you work full-time and expect to make a game beyond the complexity of a pac-man clone, good luck.
Benjamin Foster
thoughts?
Dylan Bennett
Also, don't use Unity or Unreal as a beginner. Try something easier like Game Maker
Colton Taylor
Done some more with the real world. Have some basis of a transition between real world and VR world now, so next is bg art etc.
Cameron Ortiz
if every page isn't filled with "just like make game" I'm gonna be angry
Samuel Hughes
what are you using timelines for? seems like something you would pretty much only use for cut-scenes i think everything else should be handled in code otherwise (i even think cut scenes can be handled in code) hmmm i wouldn't know i've never even touched timelines but im a fucking brainlet so take what i say with a grain of salt lmao
Angel Robinson
Needs a section dedicated to the shittiest looking games posted on /agdg/
Anthony King
bu-but
Ethan Adams
Pretending I'm a dev, some kind of substitute of a dream.
Owen James
area would be taken up with rotatedev and googems shit.
Kevin Martin
is the mc a mad looking tranny?
Austin Jackson
nice looking forward to seeing more.
Henry Turner
Nice try, user. I know you're just subtly trying to ensure that your game gets featured. Mine would, too.
asian slobby girl. vr world avatar is busty aryan woman
Carson Johnson
>TOP 10 SHIT GAMES EVER POSTED >come laugh at these dumb nigger """devs"""
Colton Stewart
Just getting started. Decided to learn with Godot since it's free. I read their two intro-articles on their scripting language and scripting in general but I have no programming experience so it went slightly over my head. They say their language bears a lot of resemblance to Python. So my question is would it be worth learning a bit of Python so that making sense of scripting in a game context is easier to understand and learn, or should I just learn GDScript and figure it out as I go?
James Brooks
Gorgeous
Using them for dialogue primarily. They strongly resemble the way Bethesda handles dialogue in their Creation Kit which just works. However, there are a shitton of them so I'm contemplating building a few scripts to automatically create them in loading screens on an as-needed basis.
Nolan Lee
where's your game
Christian Morris
Pretty sure it can.
Josiah Moore
>pic doesn't fill the whole page >text in front of the logo >like 5 different fonts >poor color choices that clash with the pic keep working
Benjamin Phillips
>Goldberg
Jonathan Ward
>slobby asian girl needs more tomokocore
Thomas Wood
interesting premise
Andrew Lopez
The American got out of school huh
Blake Gonzalez
I do have it. I'm not sure if I will keep it though, unless I find some solid purpose in combat.
Leo Nguyen
>tomokocore i don't have any hi res art for her yet, but googling your term, that's essentially what I imagined.
James Flores
where is your magazine?
Kayden Butler
>physx unitybabbies can't afford a havok license
Bentley Wilson
It would be like required to do well in that boss fight, does it also have weight so you can swing on things?