i'll idea guy for you lad. And i'll even do it for F R E E
Ryan Cooper
Where do I get started with making myself a small Touhou prototype kind of game using SDL2? Do I just read through lazyfoo.net/tutorials/SDL/index.php and do all the tutorials?
>everything works fine >one thing broken >some things don't work so good but they werk(tm) >update unity to latest 2018 build from 5.6 >everything works fine >shit works bretty gud across the board >thing that was broken is fixed >but now something else is broken >no worries, I'll just open the script in monodevelop and- >fucking nothing compiles >missing references to the engine itself >huh >turns out they intentionally broke comparability in the interest of C# 6.0 support on MacOS >for debugging features they have yet to implement Guess 2017.3.1f1 is the last unity version then!
Bots are people too. Anyway now that I got the animations I'm working on 3Difying the non-navigation UI elements. Can't think of a good border for the windows here though...
They don't choose one, the first one stays regardless of how terrible it is.
Colton Turner
i do this as much as possible already. i miss playing ttrpgs, i should get a group together. howbout a sample?
Brody Diaz
>For an artist who's weakness is programming, is Unity still a better option to start making a game with? That'd be unreal.
Hudson Harris
you were a minute late and they go by which one has the most posts (usually). Unless one is a blatant shitpost thread, which means "did they fuck up the OP?"
Isaiah Mitchell
You'd take that risk?
Dominic Campbell
Hmm you know I was thinking of making it in the future. Maybe someone can be murdered in a lab or something somewhere, and via the magic of technology your police supercomputer has made a simulation of the night based on available evidence that you can explore.
Isn't Unreal not so great for light 3D indie games and horrible for 2D games? Also while nodes seem easy to grasp, I heard the memory management was really poor unless you write the C++ code yourself.
Jeremiah White
>howbout a sample? give me a random baseline to go from.
Andrew Gray
Where's Clarentdev?
Where's Letodev?
Where's that one guy that was making an RPGmaker H-game?
Oliver Rogers
Arrested by the generic 2D pixel game police
Ayden Stewart
>Where's Letodev? long gone lad, she rage quit like a year ago from the bullying.
C# in Godot is still alpha stage and not very good. But if you're an artist who's weakness is programming you should be using GDScript anyways. That's why I started using Godot and I'm now at least able to program enough to make the games I want to make.
Owen Watson
that's the best comeback you can think of?
Juan Rodriguez
@208254671 guys wearing makeup isn't cute
Bentley Ward
the only better comeback than that one would be no comeback at all
Hunter Bailey
>she
Austin Reed
Rather than building the game first and adding gameplay later, I'm going to make gameplay first
how do i do that
Landon Collins
Sup guys, longtime lurker here. I was wondering how much is too much of rpg elements in a action oriented game?
a game where you fight english pig men for an independent ireland
Nolan Stewart
> how much is too much of rpg elements in a action oriented game? there really isn't a limit, desu. A lot of people long for the old days of RPGs
if your games good, a niche audience will be more faithful than your average /v/irgin buying it because FOTM. If you want an autistic amount of elements, go for it.
David Ross
valley of the boombox king
Lincoln Reyes
You're gonna make it very slowly
Connor James
Anyone? Any other resources I should know of?
Nathaniel Baker
If I swing and it looks like I hit something the only RNG of how much damage I did is between a low end and a high end. Don't say I fucking missed when it litterally went through him. Otherwise everything is fair game.
>knockoff 2hu game without music, waifus or autistic lore wew
Gabriel Morales
That's a good start, check also the SDL2 wiki while you're learning with the tutorials wiki.libsdl.org/APIByCategory If you need help with something more specific I could help.
Adrian Gray
[screeching morrowind fans]
Xavier Long
also headshots should be instantly fatal if the caliber is above a .22 at 200 yards if guns are involved. This includes damage against the player.
>Some would say I wasted 8 hours only nodevs would say that. You have to practice to get better. And I think that's a fine practice.
Blake Robinson
I just want to prototype one stage to get really started with C++ and applying the stuff I've learned so far. Thanks! I'll be sure to check that out. No problems yet but thanks for offering help.
Ryder Jenkins
Become an indie dev and get hired on to a big soulless game company for a few years before going indie again.
Jackson Flores
Craft an experiance that makes people happy enough to pay me a dollar for it.
Carter Morgan
What is the easiest kind of 3D game to make?
Gavin Howard
Fuck off with your tranny shit
Carter Rodriguez
----[ Recap ]---- Game: Cash Sample Dev: SlowDancer Tools: RPG Maker MV, Photofiltre, Cubase 8, Internet, Water Web: lemmyrodul.com Progress: - Poor progress past week, re-evaluated design - Game not really fun + Working on Furniture Hack Minigame - Recap guy are u ded?
You are purposefully replying to and perpetuating shitposting in hopes of it creating drama and a shitstorm of nodev posts. There is literally no other reason to reply to it.
But how about this, you don't reply to me or any other shitposting and instead you make some progress and post that instead.
Landon Reed
I prefer the original. It keeps my toxic masculinity and anger at a minimum while making my lactation taste sweeter :)
Bentley Long
>we
Henry Adams
/v/ gamedev threads have some nice games. /agdg/ gamedev threads also have some nice games. I enjoy seeing progress no matter where it's from.
Cameron Davis
if you're bad it doesn't matter if it's finished or not.
Hudson Turner
>MFW making UIs in Unity
It's so easy compared to what I use to use before.
It's still shit but takes a fraction of the time and effort!
>spend 2 minutes doing a drawing You made a few primitive shapes to rough out the shape of what you're drawing? How is that worthy of showing anyone? Hell even if you were a professional artist who has spent 20 years studying and practicing art it wouldn't be worth showing that to anyone. If you want to show sketches then sketch out 10 or more 2 minute thumbnail sketches of the same subject and ask us to pick the best one or something like that.
Brandon Davis
>spend 3 weeks on art >show agdg >its shit ;_;
Jayden Kelly
The last engine I used had basically no inbuilt features for UIs other than being able to place an image on the screen. I think of the 6 months I spent working on the last project I made with it, over a month was on UIs.
Samuel Flores
nectar makes your lactation taste better to be quite honest my famalamadingdong
Samuel Howard
what a handsome bunner! are you making a game bunbun? a game about leafs?
Not a professional designer but I'm an artist, so have my cents: >clear vision of what you're looking for / what it needs to be (what impression am I trying to elicit from the viewer, what role does this creature serve in my game, etc) >good visual design (appealing and appropriate color scheme, consistent visual elements [eg. don't put round cute eyes on something otherwise sharp and mean unless it's for a specific purpose, like how Toriel's sharp horns remind you that she's a monster and not just a kind mother], fits with greater aesthetic of world) >inspired (eg. not just "generic goblin" but it's an entry-level enemy so it should look smaller and weaker relative to the rest, maybe some specific idea like they're tricky imps who like to steal candles because they like light and they use fire- or radiant-based attacks or the player can lure them with movable light sources if those exist in the game) That fakemon likely wasn't going into a game so the artist may not have considered its gameplay purpose (like how early mons look cuter, simpler, and more like wild animals, or how legendaries need to look powerful or mystical), but they still had vision. Overall the impression I get from this guy is that it's sharp and fast - even not considering the blades on its forelegs, everything about its shape is lean and pointed. Its pointy snout and relatively large ribcage are reminiscent respectively of a wolf and cheetah, two cursorial predators. Its dark, angled eyes look mean and wary, not friendly. Judging by its name it's related to Lucario, so it shares visual information with it such as the color palette. Complementary colors (blue & yellow here) almost always make for a strong palette by the way, and the light blue with black provides value contrast as well. White could make it look too pastel & gentle for its theme, but it would have worked with dark blue.
TL;DR Think about what you're doing & why you're doing it, and analyze designs you find appealing