How is that game you are developing going on? Post some screenshots, ask for feedback.
I hope you are using Gamemaker or Unity 3D.
You really think I'd post about my Unity game on 4chan, anon? Posting Unity games on 4chan get the following replies:
>not using UDK
>not using Cryengine
>not using Source
>using pre-made engines
>not using Game Maker
>not having Unity Pro
>not making a 3D game in Unity
>using Unity 2D
and so on and so forth. At the end of the day, you only get decent feedback if nobody can tell what engine you're using.
Also my game is a mobile game so I'm basically Hitler, anyways.
>Hunger Games+Chivalry the game
It's going pretty good anon. Thanks for asking.
That's because they always use the unity assets. If you have a good game with unity and your own assets and code it might be interesting.
I don't and I'm curious about your game.
>unity games still run like absolute shit without exception
Unity has its bottle-necks, just like every single other engine out there, but if you can't figure out how to work around them or choose to make a game in Unity that the engine just isn't made for, the problem isn't the engine, it's the idiot who doesn't know his shit.
It's going terribly, thanks for asking, it's an action rpg, but I'm struggling big time with the story/setting, because I love both futuristic and medieval, I'm trying to combine the two.
>5% of every sale after $3000
>implying your game will even make $3000
>implying you'll even recoup the $100 it costs you to put it on steam
>never mind the hundreds of dollars you spent on Unity since the free version is underpowered underfeatured shit.
There's plenty to bitch about with UE4 but the pricing model is not one of those things.
Nothing at the moment. Just fucking around with tutorials n' writing stupid shit when I'm bored.
I'd love to make a 2D action game, but it's a wet-dream I have on the shitter at the moment.
>making 3d action game
>get Kinect for mocap animations
>mocap some moves
>realise I'm a graceless unathletic spaz
>forced to make all characters clumsy assholes
fuck this shit, I'm making a 2D platformer
I've been dealing with some weird bugs since the switch to UE4.5 (some of which you can see here, like the aiming being too sensitive during slowmo and the enemies being sort of jittery when air-launched, and there's a weird walking animation blend issue at one point)
But I'm trucking along nicely.
Actually Nintendo does have a deal with Unity where Unity can cook games for WiiU release, so it's possible that they'll grant the license on special terms which don't apply for people making PC or mobile games. I don't KNOW if that's the case, but I could believe Nintendo had Unity licenses it was willing to hand out.
You can get a license for free, no strings attached other than in hopes that you ship on the Wii U. Because of their generosity, I'm definitely going to.
Your game has to look really good though.
Well I've spent months building what I have so far, but that comes with the caveats that
(a) I'm doing it entirely in BP, and
(b) I've never programmed or modeled/animated anything before in my life.
So I don't know if that means it's hard or it's easy.
Okay yes, but again, do you really expect everyone that wants a free pass will get one from Nintendo? No, thus my point still stands that it will cost 1.5KUSD for most people.
Totally unoriginal donut steal.
In short: you're a amnesiac doctor working on a comatose patient that's the god of the unconscious mind and you world switch between the collective unconscious and the real world as scientists organization attempts to manipulate you into choosing a path that will lead to a unified human consiousness.
I started out just thinking I'd do an item based action game with a bit of exploration but then I thought that'd be boring and that gameplay doesn't work any more. I usually go the other way around.
It wasn't INTENTIONALLY.
The only moves I outright STOLE were Prop/Shredder from the DMC games and the dodge attack from Darksiders II. But there are only so many fancy tricks one can do with a sword, I'm sure someone's done them all sooner or later.
Actually, it sort of is.
Look at the bottom right, you can see numbers climbing, and when they do eventually the "1.0x" becomes "1.5x". As you build combo your hits do more damage per hit, and the core game progression mechanic is that enemies spawn endlessly and you slowly build combo, and once you start killing them faster than they can spawn replacements, the game starts spawning stronger enemies worth more points, on and on ad infinitum.
So the game is about firing bullets (and blades) into sponges until such time as you can oneshot the fuck out of them and send their lifeless corpses flying into their comrades for bonus damage, at which point the game decides it's time to feed you some bigger and badder sponges.
Been pretty slow at it the last couple of weeks
Just been mindlessly making art assets because it doesn't take immense brain power
Feel like working on a smaller project in the mean while so I can focus on something different
I'm new at this.
Anyone know show to spawn bullets on the direction of a ship in a 2D shmup?
Hard mode: While the ship model is facing downwards, if I just instantiate the bullet with he ship position and rotation and push it in a forward vector, it goes through the Z axis (shouldn't happen, it's a 2D shooter).
Usually works better than mocap for certain games.
For instance the DMC games used mocap for the cinematics but did manual keying for all of Dante's combat animations.
Really it makes sense; if the vidya character is doing things a normal human CAN'T actually do, using mocap makes no sense.
I'm making a basic 2D platformer as my first game, I'm spending most of my time on the art, I don' t have any unique mechanic and don't plan to have any, I just want to get used to sound/art/game design as a whole before I do anything more complicated.
Next project will probably be some sort of old top down GTA but in space with aliens and stations and docking and ship interiors.
I've been wanting to make a webcomic but also a game, so I've settled on making "chapters" monthly as a unity web game.
Really that's only because I can't into pacing or type setting, but I have a story that make for some real interdasting gameplay.
Sound like a good idea, or a bad idea?
Yeah, but it's close. I think one of the bugs (particle collision randomly resetting channels so particles hit everything instead of just level geometry) is related to the "previewness" since particle collision channels is new.
But the jittering airborne enemies is new; fixed it with a lerping node but still. This sort of thing happens a lot; I do something slightly wrong (I don't lerp or don't properly fire a conditional on a check) and it works so I ignore it, reasoning against unnecessary math... And then a later update causes that to break because of some low-level change and I have to go back and do it right.
Still no idea what's up with that walk blending bug though.
but telltale doesn't do anything by itself
it uses third party franchises to sell their shit games, and then have it passed as golden turds by paying shit reviewers to give it a 10/10 to a 3d version of a VN that doesn't even have any real choices.
And yes, I'm fucking mad that rescuing the prince meant shit in TWAU.
Just made this scene in ten minutes, be as harsh as you need to. What do you guys think about asset quality?
>Chivalry+Hunger Games multiplayer game, autumn themed forest
Using modified textures from previous work and some third party stuff. I've collected about $4,000 in assets from Unity/Unreal asset stores.
Just looking for critique on asset quality.
Nope. I'm using RPGMaker VX Ace.
The game is in its VERY early stages.
Its actually a serious take on events that occur in the forums of the website MyAnimeList and relationships between members of the community there. Not a parody though, as I really am trying to write a good story that anyone can enjoy even if they aren't familiar with the community there.
Let me see if I can get a quick video playthrough going. Its incredibly early.
Because it doesn't do any good to try to capture realistic human movements for unrealistic actions.
Ever seen a low budget action movie and winced at the wirefighting? Unrealistic jumps and flips result from the actor not being able to DO those kinds of maneuvers; that's what mocap would capture in those circumstances.
If Bayonetta does a double-frontflip and lands with her feet pointing squarely forward, it's easier to get something good by just animating it, rather than trying to get an actor in a suit to perform it and then just cleaning that awful mess up anyway (and it would be awful because the keyframing is not very intelligent for mocap due to how it works, it has to do periodic sampling of all bones)
Mocap is great for, say, realistic military shooters, since you can accurately capture a lot of nuance in the kinds of motions that people actually perform in those situations. Not so useful for a cyborg human that can leap 20 feet in the air and do triple-frontflip double jumps.
Fuck anon, you can't just ask me to be harsh and then post something that actually looks kinda nice and with a fun gameplay idea to take part on it.
Maybe I could tell you to stop using unity because it's shit
Thanks anon! That's exactly what it's supposed to be: an homage to cuhrayzee in all of its forms.
Well, that and a thesis statement on the unmitigated kickassness of gunblades, which in some way or another constitute literally every weapon in the game.
Vector3.forward in unity is just shorthand for Vector3(0,0,1)
Before continuing, i would recommend reorienting your game to use Z as forward and y as up/left, and use X as depth (since its a 2d game) as most of unity's built-in shorthand methods assume Z to be forward.
If not, check out http://docs.unity3d.com/ScriptReference/Transform.TransformDirection.html
its a function that transforms your local heading into a world heading, remember when you instantiate it is usually in world coordinates, so that might help.
Just doing some basic modeling right now. Trying to make an isometric RPG and building some assets for it.
Will Source 2 have better modding capabilities than Source? The new Hammer and the addon system are both god-tier, really hoping Valve uses it for TF2 eventually.
I'm using paid for assets and I'm also using stuff that my developers worked with on previous games that's 100% proprietary.
Once we reach a certain financial goal, we're planning on redoing all the trees and stuff to ship out an SDK for modding.
Since I got nothing better to do, I'll post some more things I've been working on. I began making a snowboard game in the summer, but I dropped it in August after I realized I have no idea how to use the physics engine in Unity. Will try to dig out some videos.
not him, but there is a pay-per month unity pro payment model too(https://store.unity3d.com/products/subscription)
Also, you are allowed to make money off the free one. As much as you want.
Feel like giving up everyday, I don't like the direction this is heading in. Just feel like throwing out everything and starting over.
and why wouldn't you? You can't use your character as a gameplay hook for fuck's sake.
Come up with something to make the GAMEPLAY unique and all else flows from that.
I dont know anything about the state of your project, but if you feel that way, maybe you should. It almost always ends up being much better.
Just make sure to properly document and salvage the stuff you made in the previous iteration, itll make round 2 faster.
I'm more of an artist than a programmer, pic related is the main character's model and snowboard. I'll probably go back to it sometime soon. I'll probably hire a programmer.
I want to make a cute little Mall Tycoon-ish game, but with pretty low-poly models
Do I use Gamemaker or Unity 3D?
I believe Gamemaker can do 3D, right?
uh, it rolls and bounces,
I'm writing everyday in my game design document to make sure everything is great and special before diving into the real dev work. The more I'll be prepared and the better my ideas, the better the game will be. My advantage is that I'll make all kinds of scenes which will always bring new monsters and situations. The player won't ever be able to adapt completely like you would with the alien in Isolation. I really hope it will be a good game.
I've been working on a silly game for a little while. Hopefully I can be done with it soon.
Speaking of, if scaled a mesh I made in Maya using a group (65 times it's normal size because I didn't have my grid/units set right in Maya for UE4) and now when I pop into persona my manipulators are all fuckhuge to the point of being unusable.
I tried exporting using a smaller scale (was set to centimeters, I set it to millimeters) but I still get the issue. Only now the manipulators are 10 times the size.
Anyone know of a fix, or a way to scale a rigged mesh in maya and freeze transforms after without fucking everything up?
I really don't want to have to re-rig/animate this...
my shitty game
lemme know ways I can improve it
no h8 ;-:
It's 20 dollars a month PER SEAT.
But yeah, the pricing is far better. Especially because you can just cancel after a month and still release your game. 5% isn't too bad honestly.
Currently planning a game with the 3D environments of Metroid Prime but involving the acrobatics you can pull off in the 2D Metroid games. Basically, a 3rd-person shooter with rolling, walljumping, shinesparking (probably), etc.
And instead of simply aggregating abilities, each ability is sort of like an artifact from the STALKER games. You can pick and choose which abilities to have "enabled", but each has a significant health malus associated with it.
UE4 fucking SUCKS at handling scaled skeletal meshes. Root motion interpretation problems, physics asset problems, collision problems, animation blending problems, socket problems, child component attach problems...
Honestly, re-rig it now. It shouldn't be hard unless you have a bunch of animations already done, you just apply the scaling to the mesh. The only thing that breaks are bone deformations, so it means your anims need to be redone.
I have pleaded and screamed at Epic about the shittiness of scaled model importing for UE4 (a problem they should honestly expect because who the fuck is using centimeters for their unit scale in their modeling software? I don't think that's even close to the default for any of them) and they just sort of don't care.
Bite the bullet, the longer you insist on working around it the harder each new workaround gets. Trust me, I'm dealing with it now because I'm already dozens of anims deep with mine.
This shows it a little better.
Still working on a playable vertical slice for investors. www.diluvion.com
Been working on a director AI of sorts for the last 3 weeks, something to spawn events around you as you sail through the sea.
Maybe but I planned on having varied segments in the whole game. You'd have a part where you'd get a melee weapon, one where you'd have guns, one where you'd have a tiny camera-drone that would let you activate shit but leave you at the mercy of everything around you...stuff like that. The gameplay would switch all the time and you'd never know what's going to happen next since it's not X monster who's usually doing X to get you.
I'm still planning everything out though so it's still smooth and not all over the place.
There are a lot of things you could check out.
Hell, maybe watch some Escaflowne or something too.
I have a few anims, which is why I didn't want to. But it's god damn annoying, for sure. Based on what I've read/seen it works fine if you have your shit set up right... But fuck man. I really didn't want to. Fuck it I guess though. re rigging it is. What a pain in the ass.
Yeah, GM isn't really meant to be a 3D engine, even though it includes a 3D mode. It's really only for people who have too much time on their hands and like the experience of bashing their heads on their table every hour.
>You will never have the time, dedication and/or talent to get started into coding and eventually create your own games
Me and my bro are doing some pre-planning for a game that's kind of like a blend between STALKER and Dune, would Unity be a viable engine to use?
If you were making a Steam Greenlight project, at what point would you upload it to Greenlight for "would you buy this"?
I want to get greenlit prior to release because it's multiplayer-centric and Steamworks plays a large role but I don't want it to look unfinished.
I have environments, assets, UI, basic networking (none of the animations synchronized) and animations. They're just all separate. If I were to combine them, do you think it'd be ready for approval?
Eh, I think it should be that way. The game is very fast, at the end of the day adding weight = slowing shit down. Can't have that. Realism doesn't interest me, speed does.
I've spent quite a bit of time on my follow throughs; that inertial slowdown of the sword, the continued motion of muscles after the swing is finished to counteract them, etc. But at the end of the day most of the anims move too quickly to make that sword not feel like really sharp cardboard. And I'm okay with that.
I wanted to do the same but with guns. I ended up with the idea of being in the body of someone.
After you kill the poop you end up in the toilet and if you look up you can see everything
It's not finished yet. A lot of basic critical features aren't implemented yet that you need for anything beyond indie/mobile. But I don't think anything else comes even close to being as easy to use for beginners/ non programmers.
Could someone actually give me reasonable arguments as to why Unity isn't good for development? I want something other than "A bunch of indie devs keep making low quality games with it." I simply want to hear the arugments against the actual engine whether than what people use it to make.
I like animation. Rigging is boring. It's not particularly hard (for simple rigging anyway, which is all I need), but it's tedious is all...
What are you working on anyway? How far into UE4 knowledge are you?
Not him, but i've shipped a game on unity, its nowhere near as bad as the nay sayers here say it is. Its just that it's design interface is so accessible its been picked up by so many, and naturally, a lot of shit has been churned out in a short time. The engine has no more or less quirks than any other, and will at least let you prototype your idea quickly.
Everything gets through greenlight these days, so i'd say so, yeah. Dont release early access until you have some proper gameplay though, you dont want to be one of those people.
Unity is more of a prototyping engine. If you want things done, you'll have to code everything yourself from scratch.
The most basic things are such poor in quality, you're lucky if it works the way you want it. Even then there are still problems with how the engine handles some things.
Go UE4 for now, you can just pirate it and get used to it. You can make anything look amazing in that.
No actually, you only have to pay $20 once and only pay again if you want the updates.
So you can pay only $20, and then if they release a major update next year you pay $20 again.
All the Unity haters I would like your non-vague criticisms of it please. Here are my examples:
When deploying to iOS builds Unity3D will link to the GameCenter library and entitlement without you using any GameCenter methods this used to cause iOS app rejections until Unity contacted Apple about it. Now it will only sometimes end in an app rejection.
The editor is just a transform editor(Except the terrain editor), to make it remotely useful for actual game development it needs several plugins (SourceStyle or ProBuild) or for you to write them yourself.
Now you go!
I'm >>267701384 and it was just a prototype but maybe one day I'll finish it. I'm very busy with college at the moment which is mainly why I spend time writing down stuff for NEET which would be my first real game.
I have quite a few prototypes for games.
Check this out: http://a.pomf.se/ximfry.webm
I'm a technical artist, mostly focused on maya rigging/animation/scripting, i did mostly UE3 work, and now i'm working in unity, so i probably wouldnt be much help on that particular pipeline.
I've been doing maya since 2007 though, so you can ask about that.
You don't actually need to re-RIG; you can apply the scaling to the mesh and skeleton and it will work fine.
The problem is that only retains T (or A) pose, the anims will need a refactor. Not the rig, though.
If you've only got a few anims you might even be able to use retargeting to apply them to the new scaled mesh, depending on the skeleton's complexity.
going to be making a fighting game when the Skullgirls Engine gets released.
So, since /v/ is the BEST at fightan, what makes you like a fighting game? What makes you dislike one?
I've already got a few character ideas goin' around in my head, but if you guys want to suggest some that'd be really cool
Pic is a HD-Mockup of Ryougi, a Melty Blood character for animation/art practice
I got a long way to go, don't I?
Working on a 2d zelda style game
Just spent today fixing bugs with these enemies
Bullet hell platformer I dunno. Just grinding mechanics right now.
I saved all of these gifs forever ago so I don't whether they're actual mechanics or just bugs of said mechanics
I dont like how unity has been focusing non-stop on features since they blew up, and backlogged the optimizations they promised doing at Unite 2009. There are countless things they could do to bring down the overhead automatically, but have not focused on in favor of sexier features.
Almost every shader/lighting feature EVER is behind a paywall of some kind.
Want to do photorealistic? Fork over that money
Want to do stylized shit like cel shade or vector/pixel imitation filters? Fork over that money
Want to do something unique and creative with the gbuffers and postprocess? Fork over that money.
People say all Unity games look the same and this is why, because you have to pay extra to make them visually decent.
Yes I know but it's all I can work with and it lets me do pretty good stuff for minimal work. All I have to think about is every element that's not code so I can focus on ideas and world design like with that webm in >>267703618