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So I'm not an experienced game developer or anything, but I figured we should have a general dedicated to this sort of thing, especially since I'm interested to hear peoples' ideas on lefty-orientated videogames that would be cool for me to make.
I've been using Blender since I was 11 or 12 years old (I'm 20 now) so I'm pretty much at a level now where I can model any game asset I want. I'm also in school for Computer Engineering, and have been a hobby programmer since I was around 14 working with Python, C, and GLSL shaders, so I can script pretty much anything as well. I would say my main weaknesses when approaching a task like this are Sculpting, Spriting, and Painting, so to any drawfags/artfags with skills: I invite you to contribute on whatever projects we end up embarking on.



Blender: https://www.blender.org/
Kritas: https://krita.org/en/
>Game Development
Godot: https://godotengine.org/
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This. Look into Jagged Alliance 2 with the 1.13 mod. It's ancient, but there's a reason they're still updating the mod after all these years.cockshottCockshott


I second this. ue4 blueprints are much more user-friendly, there's a huge discord where you can ask questions (unreal slackers) and tons of videos explaining every "node" (Mathew Wadstein on youtube).
I'd say give it a try.cockshottCockshott


Alright people, you've convinced me. I'll take a look at the resources here and learn more about gamedev. Thanks for all the inputs.

I'm not trying to shove skyrim into my alarm clock, so i have no clue what you're talking about.


Is developing something like Chapter Master and Aurora 4X difficult? I always wanted to see a 4X game that has almost nothing to do with expansion but more about ruling over a planet. Something like a planetary governor simulator.
The end goal would just to exist as long as possible without getting your ass replaced or killed.


File: 1627630525196.webm (2.65 MB, 1280x720, rp005.webm)

Got the clock and day counter working.

Glad to hear that! Let us know how it goes!
Some other relevant engines: twine and renpy (python!):
Twine is used for "choose your own adventure" type games, while renpy is for visual novels (for a more general one look up "pygame") while still being accessible by the virtue of being python.

Games made with each software (NSFW! I don't know how to filter out adult games on itch.io and there seem to be many of those)

I can't say anythin about Chapter Master, but 4x games must be among the most difficult genres. I have looked up some games that could fit what you have in mind. The first one is specially simple (a series of binary choices) and could be a good first game (maybe. I am a rookie too!). Te second seems more complex, although it's text-driven too.

You can find games that are similar to the one you want to model yours after with this site: https://steampeek.hu/
It shows more obscure games that won't show in a steam game's page, so you can see less successful games as well. Those might be useful as learning material (what they did wrong? What did they do well?) even if they're not great games. Best of luck!cockshottCockshott


I finished my stupid C++ snake game, I'll try to follow another tutorial to compare and learn. Then after that I'm making another simple game in C++.
Also reminder that you don't need amazing art to sell your game, even bad and simple but charming art can suffice, especially if the game is fun.


>working on a fighting game (for about a year ?)
Tell us more anon, please


This. And I would add that if you have a good game with placeholder art you can get funding (kickstarter, for instance) to buy the art, music, and all the bells and whistles.
Yeah! And post it, pleasecockshottCockshott


i'm sorry i cant show any art it's the artist game idea so i'm just helping him with code and general design (also i suck at fighting game)
It's a 2d fighting similar to darkstalkers with full pixelart with some modern effect (like parallax background maps lighting etc).
i will keep you update when we decide to show it up.

Btw those are "game" that i have posted here


Speaking of which, if I want to share a game here, how should I do it? I don't wanna accidentally spread viruses or use my personal accounts for storage.


you can host it in itch.io


But I don't want to make an account for that. I wonder if I should get a GitHub account.


Why not?
Github is owned by microsoft. Use Gitlab or any other alternatives. Source control is always a good idea.cockshottCockshott


Could a JRPG based on 2016 American politics still be fun or would it be horribly dated?


it really doesn't matter anon, just pick whatever works best for you


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Any thoughts on Godot's visual scripting as an alternative to Blueprints?
yes I am trying to push Godot how can you tell?


Depends on how you portray the political aspect, the writing and the humor I guess

Alright I guess I'm gonna use Gitlab, thanks


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Godot's visual scripting is good and it still lack some features like for housekeeping( like group node that you can actual see the children in the node kinda in Natron2 or blender)
and tell is less number of demos compare to Gdscript or C#

overall UE4 blueprint is a good start for someone new because of the Shittone of resources available because of how popular it's


I didn't know it had visual scripting besides gdscript! This is great news. If I wasn't married to ue4 I would definitely use Godot. I encourage everyone to use it. Cruelty Squad was made with it!


How hard would it be to update each 4 years?


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>If I wasn't married to ue4 I would definitely use Godot. I encourage everyone to use it.
For sure. It's great to start seeing the "it's free so its shit" mentality get disproved more and more.
Also, the devs are based.
Unironically might start a game today just to play around with it, since the demos provide a nice template.


Well I like to believe I'm funny and could pull it off, but maybe not
Well a big chunk of the plot is about the Trump presidency and liberals' reactions to it


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You can join #godotengine on Libera's IRC besides the discord channel. It's always nice to have somewhere to ask question and get quick answers. Especially at the beginning.
Don't let your dreams be dreams, but since it would take time, I'd aim for 2024 or at maybe the mid-termscockshottCockshott


>It's great to start seeing the "it's free so its shit" mentality get disproved more and more.
Does anyone actually still believe that shit nowadays? I think the quality of free and open source projects is widely acknowledged.


Yep, sounds based, guess I'm learning to use Godot now

I used to have a friend who wanted to make a commercial indie game with me, and he wasn't sure if he should use Unity or Godot. I think back then there wasn't much documentation for this engine, otherwise he would've picked it.


I think the OP needs this too:
Aseprite is a pixel art program that's $19.99, but it's open source and it's free if you compile it.


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Should I learn assembly and make a game for a retro system or is it really that much of a fool's errand?
I just feel learning assembly will benefit me somehow as a programmer.


I mean, if you really, really want to make games for old consoles it might be useful. I want to make a game for the GBA.


Don't torture yourself… If you want to improve as a programmer and make games, C++ is the way to go.cockshottCockshott


Btw, ue4 blueprints are easy peasy to learn. Implemented sight radius in very little time. Trying to create a "matrix" to store faction relations data messed me up a bit, but I believe it's because I was devving for too many consecutive days.
Whatever you do, remember to make breaks often!


Honestly I feel I just want my game on a real game boy and not really learn assembly, I should not worry about optimization that much since modern computers have so many fucking layers of abstraction.
I should just focus on getting better at c++


If it helps with motivation (C++ es hard), you can check out the miriad of open source games coded in C++, like Wesnoth or Cataclysm: Dark Days Ahead.


Yeah I was planning on studying other game's code later on


Holy fuck, I thought this thread had been deleted since I couldn't find it in the first pages
With this last transfer they fucked up the flags as well

So I've been reading "Sams Teach Yourself C++ in 21 Days" although at a snail's pace (the introduction was kinda boring), at least I'm on Day 2 now. I'm still not sure what kind of game (or tool) I want to make in C++, though.


tradegame ddr dude here. I eventually decided to go 3d and after some moderately painful time with babylonjs I now think that ogre not not even be that bad of an idea.

Nice heightmapmesh they now have now I do find not much about how to load it from a file, Pretty new feature I gues and I am also new to it, wite not to programming


I mean not ogre bot godot, sorry. I am not myself without sweet herbs :<


waste of time imo. Assembler is nice but at least going with c should make your code much better organized


if you mean a mixture of stretagy & shooter you should take a look at the arma/ofp cti mods for inspiration (and fun)


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Have any of you ever just fucked around with game assets? Having previously worked in a job that used game engines, I can confirm the pleasure that can be achieved by spawning a few thousand instances of an asset and raising it a mile in the air.


I've never played Warcraft, but are you assuming the game is the same size?
Because it's I assume possible for one professional graphics designer to make a tiny game with that same graphics quality, which would be far, far easier than a full game with that quality. One half is the artistic skill and the other half is doing it over and over again which takes time and motivation.
I'm skipping over the actual gameplay stuff and graphics engine stuff because I'm assuming a game engine would work.


yeah like a similar level fo 3d graphics to the early 2000s in polygon count or w/e or better, but a smaller scale game.


What do you recommend for making fighting games?




if it's 3D models,I guess you could use the unity toolset,or code it entirely in unreal engine.
If it's pure 2d,you can unironically build something with MUGEN,but you can't sell it that way.
You could also just make something from scratch in godot or gamemaker (if you're crazy) depending on what you want,I don't think there is that much specific fighting games oriented engine,and the Fighter maker community looks like its dead after all this time (you also can't sell stuff made with it legally)
Or you could do what crazy people always tell me on those type of question : just code your own game engine entirely with just what you need.


I was wondering how I could make a playable slime,that needs to roll around to move,can jump,and all of this while his body is "jello" like.
I've tried on unity,I managed to somehow make a cube move using only physics vectors,but when I try to make a soft-body for the actual character,I don't understand jack shit on how its even supposed to work,and using premade bones in blender didn't help.


>you can unironically build something with MUGEN,but you can't sell it that way.
Why not? I don't know a lot about MUGEN.


well,because the license to use it is legit only for non-commercial use,they can sue you if you try to sell stuff made with it (I think you can ask them via mail if you want to still do it,but they're probably going to ask you for a fee at best)


You are thinking of making a sidescroller like Gish or something like basically Super Monkey Ball with a liquid like Mercury Meltdown?


Oh, alright, I don't think that'll be necessary because I doubt I'll ever make a commercial fighting game.
I've never used it, how good is MUGEN compared to other engines?


>Mercury Meltdown
oh,I never heard of that.
The second answer is pretty much what I thought yes.

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