Let's See what you are working on with all your free time.
You are working on that game, aren't you user?
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I prefer to have plausible deniability that I don't browse Yas Forums
Lol fuck no that's retarded.
As a guy who absolutely fucking hated Unity years ago, i must say that Unity 2019+ is fucking based and with UE4 the only engines worth a shit
I'm too busy working on another man's game as a contractor. I plan to start working on my game after release.
How the fuck do I find an artist? I have had a lot of trouble finding anyone worth working with.
Release next week!
god I hate myself
Still working on it. I am almoust done with my part.
do i need to know anatomy to model animal crossing tier characters
does this look anatomically correct or complex to you
My what?
Yes.
no, but "study anatomy first" is stock advice for a lot of unrealistic low-poly characters
give me your ideas
nice, i saw you on some eceleb's channel you've made it
and i still want to fuck the cat
I was making an fps in Gamemaker Studio and it was going really really well, like pretty much all the code was done, none of it was spaghetti and it ran well too. But game studios where I am arnt looking for Gamemaker devs, they want UE4 people. Sucks to have to scrap all my code but at least it'll be easier to accomplish (for obvious reasons lol).
Pic related was posted weeks ago to one of these threads, that shows the model import capabilities.
I imagine it's because it let's you deviate towards your own design in a way that sort of makes sense
"study anatomy" is a complete cope unless you're working with realistic human models
Moust games have realistic human models so you didn't waste your time after all.
I have a Wonder Boy styled platformer with a fantasy setting that is nearly feature complete. I just need assets.
>industry professional
>been programming for many years now
>can easily work in 3d editors
>can't get into Unity
I feel so stupid each time I open it, ui is a mess.
Thanks
>and i still want to fuck the cat
A lot of people seem to. Surprised we've got no fanart yet.
Is Godot still a piece of shit?
No real progress, still got my job despite the quarintine but probably will ask for LWOP to keep those who cant afford it to not be fired and to work on sprites.
No game studio out there use GMS, man.
Well now I know lol. Was also kinda hoping they would look at it and say "wow he did 'that' with such an arbitrary engine? Let's hire him". but I guess you don't get hired for that sort of thing, it really is as simple as "we want UE4 devs".
>it really is as simple as "we want UE4 devs"
Yep.
Unfortunately working right now. When I get home I'm going to do more blender tutorials but I'm doing it for a school project, not a game
I'm impressed if that means anything. I can feel that whatever the next iteration yoyogames pulls will flip the switch on 3d but that's a decade down the line and I won't be using it.
But yea gms I don't think will ever be used in studios just bc it's so proprietary though I think it's the best engine for indie devs.
A horror game about a walking fish.
Unity3D
What would be the best engine for creating a simslike building game while at the same time leaving room for an entire (possible multiplayer) mincraftlike world?
>Fuck around with RPG Maker because I'm a basic bitch
>Finally figure out switches and variables
>Apathy sets it
>Realize I'm not good enough to artistic
>Realize game will be shit
>Delete files
>Go to bed
Life is tiresome
You don't design a game to "leave room for multiplayer". You either design it as a multiplayer game from the start or you don't.
Refactoring any game into multiplayer is a mess you do NOT want to deal with.
But with that said: any general engine (Godot, Unity, Unreal, etc.) will do for that.
Thanks user, that actually means quite a lot :)
It's a shame yoyogames didn't realize their 3D potential sooner, I think a decade of hard 3D work from them might only equal to what we have now with, say, Godot.
I guess I was somewhat hoping gms would be useful for studios and I wanted to capitalize on that before anyone else did, but that obviously never happened lol. Ah well, might just upload my project files so people can tinker with them, looks like UE4 is my new home.
>You either design it as a multiplayer game from the start or you don't.
Yeah thats what i meant to say, thanks for replying tho
Been doing art assets, boss ideas, some story stuff and promo artwork for a run n gun game, we finally got a steam page up!
store.steampowered.com
I'd love to look at the project file if you're willing to upload it.
YOU CAN WORK ON YOUR SHTTY GAME WHEN QUARANTINE STARTS
PREPARE FOR CORONA NOW OR BE VERY SORRY
I made a dumb vr game for my game programming final
Cant you self publish? Seems like your skills would go to waste in a big company.
Sure! I will tomorrow though as it's currently 2 am and I'm posting from my phone lol. I'll try to match this time the next day and if there's no gamedev thread on Yas Forums, I'll post on the /agdg/ thread on /vg/.
Ok boomer
I released my game last week. It's doing alright, but no one knows it exists despite my 3 weeks of marketing.
I'm planning a lewd game, but I don't know what would work better, a fighting game or a beat em up?
Well I finished up the powerlines in Macrovari space so now I'm going through other places and tweaking nebula colors, sun positions, and fixing names and such for them.
Unless the setting is a martial arts tournament, I'd go with a bem.
Been making steady progress with my drawing skills. Apparently I'm much better at it than I gave myself credit for. It sucks to be insecure.
Thanks user, I appreciate that.
I'd really like to self publish but the games industry in New Zealand is extremely tiny. Indie devs literally cannot survive here so I'd need to work for a company if I ever want my projects to see daylight. We'll see where our paths take us, brother.
I am very certain I will be releasing the dlc this month since not much is going on with my personal life because of the whole virus lockdown. No distractions at all.
Thanks user!
How would I go about getting that dithered 16bit look that PS1 games had?
shit, this looks so much cooler without the orange/black aesthetic
you went full BP for release right? did you nativize any blueprints or did you just leave them like that?
Yeah, tried to nativize, but got some bugs so decided instead to simply go with them as they were.
Will it be on PS4? I will never give money to Steam and my notebook is for work anyway.
Come on user, I'd love to see your drawings!
You'll want to use a shader for dithering, might be easy to find idk, keep resolution small and most importantly, use affine texture mapping. The last is the hardest but really gives it the ps1 feel, there's some tutorials out there for Unity and maybe Unreal.
>Refactoring any game into multiplayer is a mess you do NOT want to deal with
Can confirm, that's what happened with our game and it was a nightmare.
Looks cute, Steam sure is working like shit now though
No, I'm just a guy working alone and messing around with Unreal, I don't have the know-how to port the game to other platforms and while I loved working on the game and am proud of what it became I have to move on to something else.
You gotta market for longer than that. Marketing your indie game really isn't that hard anymore, but for some reason a lot of devs leave it by the wayside.
You gotta share some stuff from your game about a year before release and slowly show off more as the game's coming to completion. Doesn't really matter where, Twitter, Tumblr, even in these threads for fuck's sake, just build up an engaged audience. Then when you're confident enough in your game, get in contact with a couple of streamers. It helps if you get streamers who specifically enjoy the game you're making. You don't have to go for the big ones if they don't reply, you can balance out the outreach of a big one by getting in contact with numerous smaller ones. And put out a demo about 2-3 months before release so people can get a taste and want more.
Get it. I know devkit is not excatly cheap. But i am sure Unreal is easy to port to consoles. Anyway. Look like cool game.
yeah, the game isn't really selling much at all, and while I believe Steam is a harder market than console because of the amount of games added daily, the process of porting is a bit more than just exporting to the right system. Getting the dev kit like you said, optimizing the game (although this one isn't very resource heavy), re-doing menus so that they work with a controller, properly setting up the controls for consoles (aiming deadzones, auto-aims, etc...), its just too much stuff to go through again, and spending money while doing that to try to sell it again. I don't know if I wanna go down that road again.
Im just focusing on making the PC release good and stable, the dlc (free btw) will have some more QOL fixes too.
I've only just started learning clickteam fusion 2.5, but I've got a friend who's really knowledgeable with the software and helping me out a lot.
I'm not that user but concerning dev lots, if you've got an Xbox One you can update it to give you developer privileges. You have to sign up to some program on Microsoft's website though but I'm pretty sure the entire process is free. Might be worth looking into?