So, games like Castlevania on the GBA created giant enemies made up of multiple sprites all moving around individually. How would I go about making such a boss in Game Maker? What's the most efficient way of coding an object with dozens of sprites all anchored to it and moving when the object tells them to, so you have the illusion of a giant re-animated skeleton or bouncing big-titty women?
Adam Russell
I wanna learn Unity.
Hook a brother up with tutorials that explain Unity itself. I can program, I just want something that helps me find the individual quirks of this engine.
Adam Williams
Can you give me some examples of what you did?
Practices and whatnot
Cameron Howard
did you land that internship yet, /agdg/? clocks ticking...
Elijah Anderson
Accurate graph of my experience finding play testers.
Cooper Long
>TFW you aren't as good at drawing as you thought you were,so you now either have to lower the scope of the game or scrap it entirely
How would you design a haunted house game, but one where you play as the ghost?
I'm thinking something like a first person Ghost Master, where you play an invisible who has to spook a family. You get more power by making them scared. So at the start you can only do shit like make lights flicker or knock over objects, but as fear builds you get more and more power. The end goals would be stuff like possessing a family member (by mentally breaking them), or killing the family or shit like that.
Each map would be a single house-sized location with a day/night cycle. The npc characters would have 24hr schedules and such that you would have to plan around.
Josiah Jones
Well pick people from the middle. At least you get playtesters...
Asher Jackson
>tfw you realize the reason you don't make progress is because your attitude is always about trying to reach personal deadlines and doing things for utility, instead of just doing things for fun
Easton Morgan
Are you paying?
Jordan Sanders
just git gud
Brody Reed
I'm thinking of making a 2D porn game, should I go with Game Maker or Unity? The former was designed for 2D first and I already know its syntax, but the latter uses an OOP language which might help me down the line
Renpy is an invalid answer because it's not gonna be a VN but something closer to CoC
Charles Campbell
>POO >helping anyone
Grayson Reed
>A VR RTS where you're playing on the inside of a dyson sphere. Yeah! Someone remake Startopia, pls!
Charles Hall
godot has the best UI tools
Grayson Green
notice that they are wanting to use a tool to make a game, not use a meme
>godot users can't handle banter nobody could have guess that...
Landon Nguyen
Game Maker if you want to spend $100. Godot if you want to spend no money. Unity if you want to make a 3D game.
Chase Rodriguez
What do you guys think of going completely untextured?
Thomas James
Are you planning on going with pixelart or hi-res drawings? What style of animation, also (frame-by-frame or tweened)?
Asher Jones
Recap user, Recap user! Wherefore art thou Recap user?
Justin Fisher
Fuck
Kevin Anderson
mite b cool if you add colors in a different way (not sure how antichamber did it but a similar look), but plain white + realistic light is terrible.
Jordan Reed
Gamemaker if you want "you can't make pornographic games with our engine but trust us we won't enforce this rule, this is just to keep our name clean" and be jewed a $100. Unity if you want to be jewed for life.
Jose Sullivan
What do you think of this art style?
Ayden James
Your game has to push my buttons if you want me to properly playtest/QA it for free.
But I dont think your game is next Hollow Knight/Celeste so..
somebody should think of a name for it, this is related to high res art like pixel shit is related to pixel art.
Jose Cruz
its shit
Brayden Allen
it's just illustrations user Adobe Illustrator is a thing
Christopher Gonzalez
I am going to keep shitposting here, извeни.
Anthony Miller
Really? I think it looks pretty cool. Something like this would be my goal. Its kinda comfy, imo.
Dominic Russell
I already got a GM license when it was in a Humble Bundle, so the money part is taken care of for that engine. I wasn't aware that they have a no porn rule though, is this something recent or an old rule from back when GM was a learning tool first?
It's mainly going to be text-based (like CoC), so the animation will probably be limited to menu items. As for the art style, I'm planning on having the characters be randomly generated, so that'd probably end up forcing me into pixel art
Noah Garcia
kinda meh but it can work if you go all in and do some interesting animations and/or shading
Jason Roberts
>porno-game with pixel-art
Nolan Gomez
What's your opinion on the physical and magical stat splits? If I have Physical Attack and Magical Attack stats, should I split my Defense stat to Physical and Magical too?
Jordan Wright
I kinda want to do this. Is there a way to spruce it up though? What about just sticking to solid colors instead of highly detailed textures?
Ian Lewis
That's a 'style'?
Ian Wood
anyone familiar with skeletal animations for more "realistic" 2d human bodies? i'm wondering if this'll be a satisfactory way to split up the sprite. 2 bones for the lower arm, forearm > hand 3 bones for the body, chest > midriff > hips 1(+?) bone for each hair cluster
Adrian Anderson
It implies the game isn't interactive beyond just interacting with pre-positioned items that trigger text to read
Aiden Edwards
It's good. Almost looks like an old cartoon.
Carson Rodriguez
>can't even see the curvature of the earth with the naked eye >can see the curvature of a dyson sphere
>#girlsbehindthegames last week >#visiblewomen this week >all those free retweets Rigged desu
Kayden Roberts
it's just a small space station, it's round to rotate to produce centrifugal force to simulate gravity
Eli Lee
this looks just like a modern cartoon and if one added a bit more detail and more natural shapes it'd pass as an old one as well i don't understand the outrage some of the other posters show
Logan Foster
...
Landon Collins
HNNNNGH
Noah Johnson
>mystery-unique gossip is working fine and ties in nicely with the new sidequest system feels great but I still need two random students more
Thomas Roberts
Working on the Boss enemy for Grazin' Grotto: Ungeziefer (bonus points for catching the reference)
Currently he's meshed but not much else; I've done some practice on how to animate his walking. He need materials (which, like most, will be borrowed from other Dixie enemies). He's also going to have to have a bunch of Bugbite enemies stuck to his opisthosoma, though I have to implement that as a part of his actual Actor (rather than this, which is just an animation). As a part of that process, he's going to have to become the basis of the "Large Enemy with multiple static weak points" enemy framework, since all existing enemies in the framework act as a single object that can be knocked around.
Ungeziefer (and any other large-size bosses) is a single rooted invisible object and the "movement" will be all via animations, so no root motion or actual translation will be required. This helps make the foot placement feel better. It restricts the enemy design a small amount, but there are advantages in AI design (since it's just a tree of animations; a random approach, a corresponding idle, a random attack from that specific idle, and a corresponding exit) and it feels more "boss like" with attacks being scripted and more pattern-driven.
Also decided that all bosses will drop a unique weapon. Ungeziefer's will be called "The Harrow" (again, bonus points for catching the reference) and it's one of his two "teeth", which is actually a minigun with a bladed shield around it.
Christopher Collins
Did you ever release that demo? Did I miss it?
Michael Johnson
Would you guys play an edgy serial killer game? Your goal would be to break into a house and kill everyone inside. If neighbors hear screams or gunshots or if someone calls the cops, a timer starts. NPCs in the house will attempt to hide and flee from you, and your goal is to find murder them all before the cops arrive.
Christian Wright
Demo has been pretty much release-ready for 2 weeks now but I keep adding new stuff to it. I -should- have it online thursday/friday
David Howard
>tfw you spend $12,000 USD on professional drawing equipment and you're still shit at art
James Flores
is this the game that was mayhem league?
Jaxson Hughes
You don't start seeing returns on the investment until the 20k mark. Keep going bro, we all gonna make it.
Jeremiah Anderson
Yes. If you couldn't tell before, the "I have to find excuses to have giant bosses" should be a dead giveaway.
Granted Ungeziefer is nowhere near as big as Big Jim, but just wait. I'll have at least one boss to put SOTC to shame.
David Perry
Yeah, I did that, and was exactly what I needed. Just looking for the next step.
Oh nice, this is perfect. Thanks, user.
Grayson Mitchell
docs.unity3d.com
Isaiah Scott
Spending a shit ton of money doesn't make you better at art You need to practice bitch
Hunter Nguyen
>give $12,000 to an artist >suddenly my game has nice art Explain that if you're so smart
David Fisher
>tfw all the best /agdg/ devs don't post often but when they do its great
Robert Taylor
What the fuck? How? Just buy a tablet, use the fuck out of layers, automatic shading, photoshop tricks, have decent perspective and anatomy and you'll be better than 90% of the "professional" artists out there.
An artist will never be able to do what you envisioned, which is good if you didn't really envision anything, but bad if you have a very focused vision you want to bring to life.
Daniel Thompson
how can a brainlet into quadtrees?
Jose Gomez
2D physics don't work in godot 3 I swear this engine is broken now. Both my objects have collision shapes but the physics engine doesn't work anyway.
Carson Lopez
Quadtrees literally are brainlet to implement.
Gavin Torres
I said that buying expensive software and equipment won't make you better at art. Spending money on commissioning art for your game isn't the same thing. If you commission an artist and you're shit at art then you're still going to be shit at art when the game is done because you didn't learn anything about the process.
Bentley Powell
I was just goofing
Jackson Rodriguez
I TRY to post every day to couple of days but my job makes it hard around the holidays.
Also I recently suffered catastrophic motherboard failure due to a power supply issue so I had to replace my whole goddamn machine. Just got back up and running.
Charles Morris
What's the best place to learn C++? I know there must be one of those hands on tutorial sites for it, but codecademy doesn't has this language.
Kevin Peterson
Sorry. I can't tell shitposts from reality anymore
Jace Collins
learn C instead
Asher Ortiz
no, UE uses c++, that's what I'm going to learn
Christian Walker
It does work. You're doing something wrong.
Josiah Gray
most everything in C is legitimate code in C++.
Learn C.
Samuel Campbell
Use Blueprint instead
Jack Lopez
learncpp.com You shouldn't start with C++ with UE4 anyway, it relies on a lot of crazy macros and shit and blueprints will help you learn those.
Finished turning my old crappy 2D map into a 3D one.
Jacob Jones
I gave them both collision shapes, that's all I had to do in godot 2. What is there to do wrong?
Tyler Ross
Are the collision shapes children of physics bodies? Did you do the physics tutorial in the docs?
Jack Powell
What do you do when you get stuck in a programming problem?
Brandon Wilson
They are children of a kinematic body and an area2D. Also the documentation for godot 3 didn't seem to have jack shit.
Ryan Ramirez
Spend a few weeks being severely depressed.
Jace Watson
if it's a bug then fill everything with prints if it's something I don't know how to do then I bing it
Colton Adams
I don't.
Alexander Morales
The physics stuff is pretty much exactly the same as it was in 2.1. Post your code and a screenshot of the scenes or something. It's working.
Landon Bailey
Do meshing/asset design, work on animations, or level design.
Then return to it with fresh eyes.
Actually most of what I do in development involves getting stuck on something (programming/development, art design, animation, level design, or writing) and moving on to obsess over some other aspect for a while before finally cycling on to the next thing.
Evan Parker
>programming problem
Jesus, user. You're not inventing groundbreaking algorithms here. Just write your your specification and implement it.
Carson Martinez
Where did you get this picture? The version on show at ArtStation is smaller...
But I like it. I could definitely see a visual novel or an adventure game in that style. However, I'd like the theme to be something a bit more special, and not just "oppressed communist hellhole", like 'Papers, please' did it.