Where the autistic get artistic.
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2723 No. 2723 [Edit]
I bought gamemaker for a couple of bucks during the humble bundle thing. Finally got around to using it and it's been pretty fun. Post what your working on. Video related. I'm not exactly sure where it's going yet but hopefully it will be compelling.
Expand all images
>> No. 3273 [Edit]
what happened to your game, OP? also can we use this thread for asking if everyone wants to make a video game together on rpgmaker (or something else)? Is [all tohno-chan] interesed?
>> No. 3274 [Edit]
>>3273
It'd be fun to make a game with TC. I have no skills, but it'd be a nice motivation to learn to use simple tools like rpgmaker.
>> No. 3275 [Edit]
>>3273
>>3274
It's a fun idea on paper, but working with people that don't so much as have usernames, on a project like a game, is a recipe for disaster. It could only work if it's not really a "tc project".
>> No. 3276 [Edit]
>>3275
names don't seem the problem to me
>> No. 3277 [Edit]
>>3275
Names aren't a big deal. Just make some throwaway name. Sure, production wouldn't be particularly efficient and the game would suffer a bit, but I don't think it matters much as long as we don't take it seriously or anything. We certainly aren't going to make a masterpiece or anything.
If we keep our expectations low, we might get somewhere.
>> No. 3278 [Edit]
what is better, a 2D or 3D game?

Post edited on 25th May 2022, 1:45pm
>> No. 3279 [Edit]
>>3278
3D sounds like it'd be really difficult. Not that I'd really know.
>> No. 3280 [Edit]
Someone would need to step up as a leader/dictator to ensure an orderly production. Until that happens, it's all a reverie.
>> No. 3281 [Edit]
>>3280
That's not really the main issue, software development suffers from the long-tail problem where the most crucial parts are usually the boring grunt work no one wants to do. It's why lots of things stagnate in a half-baked state where people fleshed out the interesting, exciting parts quickly but lost interest in doing the 80% needed to finish it off. It's also the reason why so many indie devs fall into the trap of bikeshedding by working on random things other than the game itself (i.e. they start on their game, then decide they need some new fancy DSL to express their logic, then decide that existing languages aren't good enough so they create their own, and soon enough they're off in the weeds).
>> No. 3282 [Edit]
>>3281
Then maybe we should try and figure out what kind of game we'd want to make and make a general list of what would need to be done.
I wouldn't mind doing some of the boring stuff, so long as it's simple enough.
>> No. 3283 [Edit]
>>3281
What you're describing are effects, not a causes. Strong leadership is important, and I've seen what happens when it's absent. Indie devs themselves are poor and undisciplined leaders, too, and that's with just a team of one.

>then decide that existing languages aren't good enough so they create their own, and soon enough they're off in the weeds
Good ol' zig.
>> No. 3284 [Edit]
>>3283
Since I can't edit my post, I forgot a qualifier: many indie devs, not all, obviously.
>> No. 3285 [Edit]
>>3283
> Strong leadership is important, and I've seen what happens when it's absent.
Yes I agree it's an effect and not a cause. But the abilities of a leader are limited when the people participate voluntarily, so the two incentives are either coolness or money. Most bigcorps use the latter, most startups use the former, strong open-source projects (e.g. linux) have a mix of both (most are usually partly funded by bigco).

>zig
Actually I was thinking of Jai, was Zig also created out of a game development context? (I haven't used the language itself, but its clang wrapper has absolutely amazing cross-compile capabilities).

Post edited on 25th May 2022, 5:00pm
>> No. 3286 [Edit]
>>3285
>But the abilities of a leader are limited when the people participate voluntarily
Indeed, and I overlooked that in a bout of tunnel vision. I think for such a project like this to succeed, it needs at least one person at any given time to not only create an actionable plan and organize objectives so that people can easily pick them up, but also do the work himself, directly or by actively looking for new people, in this open environment when nobody is available or willing. Otherwise, the consequences you've stated in your previous post will more likely occur.
Software makes decentralized collaboration easier than before, but you need somebody with the discipline, dedication, and disposition to ensure completion and integration of many moving parts and egos.

>>3285
>Actually I was thinking of Jai
I thought of Jai as well, but at least Jonathan Blow has successfully consummated projects before.

>was Zig also created out of a game development context?
Assuming my memory isn't very faulty, he stated as such during an interview. His desire is to make a game when Zig becomes viable.
>I haven't used the language itself, but its clang wrapper has absolutely amazing cross-compile capabilities
So I've read, but the language doesn't seem that compelling compared to other newcomers such as nim. But that's just my tastes.
>> No. 3287 [Edit]
whi wants to be the leader project?
>> No. 3288 [Edit]
I'll ask again WE NEED ALL TOHNO-CHAN this time
>> No. 3289 [Edit]
>>3288
If you want to try and make a game with TC so bad, why don't you take the role of director?
>> No. 3290 [Edit]
File 165358886975.png - (63.86KB , 200x199 , 200px-Master_Ball-RS.png )
3290
>>3289
ok
>> No. 3291 [Edit]
GENRE:
First person shooter with rpg, bullethell and visual novel elements

GRAPHICS:
Advanced 3D

ENGINE:
Unity using the Python API

ART STYLE:
90s Ken Sugimori + Itaru Hinoue

MUSIC:
Vocoloid

STORY:
Mystery Comedy

SETTING:
Taishō Era Saitama
>> No. 3293 [Edit]
Yall serious about this game dev thing?
>> No. 3294 [Edit]
>>3293
I'm interested in helping, if the idea goes anywhere.
>> No. 3295 [Edit]
I've been playing around with unity a lot lately, and have learned a few things along the way. I've got experience with rpg maker in the past when I started my own game but dropped it soon in. I'm not a great artist, but I like to think I'm decent with photoshop/photo editing. I've also got a number of ideas for games and wouldn't be opposed to scouting out resources and assets, maybe getting some commission work done for music tracks and such, but I think one shouldn't underestimate the world of copyright free content.
2D would probably be best for a first game, and might fit the style of TC the best.
>> No. 3299 [Edit]
>>3290
I saw a panty hat, and now I can't unsee it.
>> No. 3303 [Edit]
>>3299
oh..me too now...
>> No. 3306 [Edit]
is everyone still alive?
>> No. 3307 [Edit]
>>3306
No.
>> No. 3308 [Edit]
>>3306
Alive and unwell.
>> No. 3309 [Edit]
>>3306
No sorry I'm dead
>> No. 3310 [Edit]
I have a game idea, listen everyone: An ancient evil has awakened, destroying the kingdom of Land, sent its generals across the land to dominante the kingdom. your the hero. You must defeat the ancient evil and its generals. You can have a normal journey: kill the generals then the ancient eveil OR go straight trying killing the Ancient evil, then killing its generals to free the land of the kingdom. what do you think of it?
>> No. 3317 [Edit]
is everyon still around?
>> No. 3319 [Edit]
>>3317
Nope I'm dead
>> No. 3320 [Edit]
>>3319
no one want to make a video game together nyoron~ sad sad
>> No. 3321 [Edit]
>>3320
I use Unreal engine 4/5 and can make 3D assets.
>> No. 3324 [Edit]
>>3321
ok lets begin. make here's the first mam you have to make. its some houses and a church. this is the first village our hero will go to
>> No. 3325 [Edit]
File 165521376620.png - (122.22KB , 720x1536 , 94ab6f32-91cf-4106-ae64-218b81966d65.png )
3325
>>3324
>> No. 3326 [Edit]
>>3325
Have you ever used an engine before or possess any kind of skills, or are you the dreaming ideas guy?
>> No. 3327 [Edit]
>>3326
Im the draw models off paint guy
>> No. 3328 [Edit]
>>3327
Just make the game in RPG Maker. It's easy enough to use.
>> No. 3329 [Edit]
File 165522254060.png - (293.76KB , 643x811 , 7ff0bf2b345046507c01ab10a881b5a3.png )
3329
I'm sorry, but this thread is pathetic. I'll explain for anyone who's not in on the joke. When it comes to projects, image boards are only good for brain storming and recruiting(given enough people). That's what this thread should have been used for.

Also, one person has to take responsibility(and have some ideas). After the first stage which can happen here, they need to set up another, outside, structured space for the actual development to occur. Somewhere for communication, and somewhere to aggregate game resources/code. They can invite people from here to there, and kick out people if need be.

And then, over there, details have to be worked out. Specifics about the game-play and scope of the game. "This", is about ten miles away from that part currently.

I'm not going to do this, because I'm not interested in doing that kind of work. But I'm not going to expect other people to pull a game out of their ass, or waste their time make resources when they have no idea what to even make because not even the brain storming part has been done.
>> No. 3330 [Edit]
File 165522386510.jpg - (0.97MB , 1914x2085 , game.jpg )
3330
>>3327
Either RPG maker or UE. I have some structure assets from the marketplace, atleast it would save time than having to model everything myself from scratch. I got some blueprint programming experience aswell and can design levels. Picrel is my last project I started on but haven't touched for a while. I worked on the lake and forest most of the time and had some guy who composed music for me.

Coming to your idea unfortunately this scale of a game will most likely be difficult without a proper team and communication so I'll just say go to rpgmaker like the other dude said since it's much easier to pick up and make games in. I know the hell as a solo dev
>> No. 3331 [Edit]
Often I have ideas for really nice games to make but I don't know how to make them.
My latest idea is a survival game set on a procedurally generated island with the combat of Squad and the mechanics of Space Engineers but with some kind of colony sim mechanics as well. The plot is that this fictional island is being fought over by several fantasy races but fantasy races that have our level of technology(or at least cold war level technology). The idea is that you pick one race and then you build a base on that island building your army and your industry to protect yourself from the other races and to eventually go on the offensive and attack them. Because it has the open expanses of Space Engineers and the combat of Squad it will focus more on realistic combat. You'll be able to send out scouts and they will report back when an attack is incoming and what that is. Early on it might be a Dwarf militia section but then it might even get to a company or higher with supporting assets as well. They will use proper tactics too, a dwarf Rifle section will have an LMG that lays down suppressive fire as the dwarfs advance then they will throw grenades and storm the base. Each faction will have it's own quirks, for example, because dwarfs are short they won't be able to use long firearms, there weapons will be short so they will rely on getting in close and automatic fire. But as they are quite technical they will have heavy APCs that they drive right up to the fight before debussing and they will have some of the best artillery to support them.
This game would probably be hard to make but I have easier ideas too.

Game making looks interesting and in many ways it does not look that hard now that there are so many tools available and so much information out there but I always have that feeling that if I make the game I want then because I made it then I would actually enjoy it less, I may enjoy making it but I would not enjoy playing it and that might extend to other games too as I would know all the tricks and I would not be looking at a game as a consumer but as another developer. As Otto von Bismarck said,'Games are like Sausages, it's better not to see them being made.'
>> No. 3332 [Edit]
>>3330
lets make a medieval game. toure wolrd building is bueatifuk
>> No. 3333 [Edit]
>>3331
Yeah, I wouldn't want to make a game past the story. Writing is fun, but I think playing games would be more fun than making them.
Writing a story on it's own kind of sucks too. Some things are better shown than said.
>> No. 3334 [Edit]
>>3333
lets begin yeeeeeeaah!
>> No. 3335 [Edit]
>>3334
I'll probably make it myself someday. Shouldn't be too difficult. I already have the tools.
>> No. 3336 [Edit]
>>3335
let me help you
>> No. 3337 [Edit]
>>3335
here's the world map. those circles are the mountai s regions
>> No. 3338 [Edit]
File 165522860851.png - (219.73KB , 720x1536 , 4f63a2ee-7b7b-4e15-a87d-cbcdb1c9abb0.png )
3338
>> No. 3339 [Edit]
>>3336
I don't need help. At best, someday I might put out a version for playtesting.
I already have it all in my head, I just need to put it together. Then maybe I'll try and sell it for a couple bucks. I'll end up making a cool $5 total and spend it all on an ice cream cone.
>> No. 3340 [Edit]
>>3339
but I want to make a video game with you ToT
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