How's that indie hit coming along, Yas Forums?

How's that indie hit coming along, Yas Forums?

Attached: file.png (1600x829, 360.54K)

Attached: 6684BC0C-21D0-4441-82CE-506685490521.jpg (680x510, 46.53K)

Yas Forums has not made a single good video game

Probability of Precipitation

>good video game

Sorry, dev thread guy, no progress to report today. Maybe next time.

pretty alright

Attached: room4dbig.png (2960x1440, 58K)

>shitposting

Yandere Simulator would like to say hello

Attached: yan oni.png (201x251, 45.72K)

is that an underbound clone?

Currently learning Unity.
Why yes, I am making a 2d platformer with pixelart to start, how did you know?

Already can program a decent bit, am enjoying the process so far. Not going to share the gimmick though but I'll just say it's heavily inspired by Warioland.

gotta start somewhere user

I'm not anticipating it to turn into an indie hit, but i'm currently learning and making a game for fun with some help

Attached: placeholder.webm (528x456, 459.89K)

After many years with Unity I'm now trying to switch to UE4.
Just did this remake of a N64 games' level/area as a practice piece.

Attached: HighresScreenshot00001.png (2092x1190, 3.97M)

NO

Yep. I'm just glad I don't have to develop an entire game engine by myself which would probably take years and be inferior to what's already on the market for free.

After working on my silly platformer I plan on expanding my horizons to an old school sega arcade style racer, think Outrun, but maybe with some other gameplay styles mixed in between "racing" levels i.e. side scrolling action/shoot em up.

Other than that I've got an idea for some text based games that would essentially be a trolling/shitposting simulator.

I don't really care if I ever make it or if anyone plays them. It's just fun to do.

Are these assets that are already in UE4 default or did you make these textures/tiles etc. yourself and import them? Thinking of starting UE4 tutorials but not sure where to start

I appreciate these thread by the way OP. It's a good kind of nagging. Always could use a reminder to get back on it. Ironically YandereDev's trainwreck inspired me to want to get better at coding/game dev.

Keep at it user, being better than Yandev is a very solid reason to get into game deving

Couple days ago I was watching videos about the little AI details in Half Life as well as the alpha and it made me really wanna make something again.

Right now I've got this, a top down movement demo thing, different floors make different sounds, damage sources have knockback, you can run or sneak for different volume sounds. I'm hoping to turn this into a twin stick shooter with stealth elements maybe

Making games is fun

Attached: unknown.png (514x416, 12.25K)

It's a mix,
fewest stuff is from their examples, possibly only some particles near the waterfall.
textures mostly megascans, some others made with substance painter.
most modeling done with blender.
Trees, foliage and a few other pieces are some free stuff they gave away in the past on their marketplace.

why switch? Unreal is only worth it if you have a dev team over 3-5 people. If you're solo or a small team it's pretty pointless

enginedevving is fun if you want to learn how things work behind the scenes

Rewriting my engine.

I don't think so.
Unity seems to be missing some stuff and seems to be making their money from asset store sales, that's probably why they advertise this so much.
I don't think UE4 is only for bigger teams, it might be better suited for team work if you need it though.
It offers a lot of things Unity is missing.
Automatic LOD and imposter generation for meshes? It's there, I don't have to spend time to model those.
Automatic light probe placement, it's there - I don't have to painstakingly place them by hand or get somethign from the asset store.
Also Unity always seems to play catch up.

The main thing that got me to switch was the pure fragmentation unity is moving towards. You basically have to stitch the engine together from pieces everywhere / the package manager.
And their new ECS / Burst and whatnot systems that are extremely unity specific.
So i could either learn C++ for UE4 and stay up front.
Or Learn the new Unity only ECS way of coding.

I've been working on the same project for 3 years now and I would say the game is not even a quarter of the way finished, I want to hire help but I've got no fuckin money

I'm proud of what I have but there is no end in sight as long as my team is this small

Attached: 1584289270254.jpg (750x738, 27.44K)

Maybe yall should dial back the scope? You could always add content post release.

Won't be a hit, but I'm glad to be making it. No visible progress since yesterday so I'll recycle the webm

Attached: 32720.webm (1280x720, 1.57M)

I initially planned on starting that way but I've got other programming projects outside of game dev + school + work so I'd like to just get right into making a game for now. Maybe in the future though once I'm a little more confident/can form a small team.

Left my little project on standby to take a course on machine learning and work on my master. Now I'm getting the itch to pick it up, quarantine is helping.

it's a run based platformer, the scope can't get much smaller

Why is it that in the 90s id Software had like 5 dudes working on cutting edge technology who managed to push out games in barely any time at all, and now in the modern era indie devs have everything handed to them on a silver platter and can barely manage a pixellated platformer in half a decade?

what is the name of that retro gay furry game that's been posted around?
i want to cash in furry bux too

I don't know what that specific one is, but I know he's the same dev from Anubis

I want to make a game, I have no coding experience but can do art ok. Where should I start?

Attached: 1569792769270.jpg (235x235, 11.79K)

get coding experience

>had like 5 dudes working on cutting edge technology
cutting edge technology for that time.

Projects have gotten far more complex in their needs these days.
instead of just one color texture you need multiple (albedo, roughness, normal, displacement, emissive, AO,...)
You need multiple shaders for various effects.
Models have gotten way more complex, not only in vertex count and shading, but also animation / expression.

creating 90s era content with modern tools is relatively easy.
but the requirements to be good have been amped up.

Also there were a lot of indie devs in the 90s that have pushed out terrible pixel platformers, if you remember those game discs that came with some magazines.

It hasn't changed today that only a few of the many small group or solo devs make something decent.

Made my first sprite and it sucks. I tried again and it turned out even worse. And I'm gonna have to make hundreds of sprites for this game. Fuck me. I haven't even tried shading yet

Attached: image-3.png.png (32x32, 456)

if you have a real cool game idea or something that you can use your art to make something eye catching from it do that first so you can use it to recruit people, and then also learn how to code yourself

If you're looking for the easiest way to get your foot in the door and start learning, without needing to put in a decent upfront amount of effort into learning code, your best bet would be to start with a "code free" program.
Most notably, Clickteam Fusion 2.5, Construct, or Game Maker Studio to a degree.
You'll still need to put in effort to learn how their pseudo-coding languages work, but you'll be able to get some quick basic results to help motivate you to continue learning.

>tfw have more fun making code design patterns and practicing my code architect than actually making the game
>tfw i unironically do need an ideas guy that can do art

>The principle holds that 10,000 hours of "deliberate practice" are needed to become world-class in any field.

You just started, literally EVERYONEs first pieces of anything are basically trash.
But that is why we practice and improve! Keep going!

All done, only need to make a trailer now and I can release the free dlc

Attached: 1585446522489.webm (710x400, 2.86M)

You start by sending me those sprites so I get them moving inside the engine :^)

being good at art is the first step to being good at sprites

>1585446522489.webm
hmm.. okay.

Looks like doom for poor people, but still fun-ish. Good luck.

>free dlc
woah there pal, you wouldn't wanna make us big companies look like the bad guys, would ya?

What's your game called?

Looks really good user!

He probably has the Yas Forums x option that randomizes filenames on.

All day dying

Here is another older webm

Attached: 1584242897721.webm (600x350, 1.69M)

His name is harmarist
Do not make the mistake of opening his twitter page as it is full of gay furry incest diaper porn

I've been thinking about making my own version of a top-down GTA game, something like Retro City Rampage but less reliant on old memes to stay interesting. Should I make it in Unity like I was planning on doing, or does Unreal work for 2.5D games now?

Attached: 145594-grand-theft-auto-2-windows-front-cover.jpg (800x794, 160.13K)

How do I learn to draw? Give me actual advice and a step by step. I want my hand held but remember to do it from 1.5m apart.

Attached: 1435862739692.jpg (388x354, 48.59K)

1. pick a style you like
2. open a pose you like
3. draw pose in the style you like
4. go back to 1 and repeat for years

there's a sticky on /ic/ about it, the only thing I want to add to it if it doesn't already mention it is that you should start by learning how to draw realistic people before devolving them to fit your own style. Comic book characters drawn by people who learned to draw comic book characters first before learning how to draw realistic figures always have fucked proportions that everyone makes fun of.

I'd say Unreal is overkill for that type of game desu

whatever advice you get, always draw
no matter what, just draw
every single day for at least an hour, just draw
doesnt matter if you're just doing cubes or random lines sometimes, just draw

1 (one) of two sprites that I made a year ago I think

Attached: recon_standing.png (100x100, 2.08K)

and the second

Attached: recon_fire.png (100x100, 1.74K)