How's that game coming along Zig Forums?
How's that game coming along Zig Forums?
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got lazy and havent worked today
learning c# still, almost done with codeacademy stuff. What did you anons use to start learning Unity?
I already had a programming background, so mostly just the docs
It's coming very slowly. Not sure if I've fucked up by falling for the 8-directional 2D meme or the workflow is just what it is, but Unity's 2D animation list is really bad and makes it three times as monotonous as it is. Can't even scroll that shit with the mouse wheel.
basic youtube tutorials.
any monster catcher anons in today?
gamejolt.com
gamejolt.com
gamejolt.com
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come play my .io demo! press "play game" and then "join arena"
me, but I haven't worked on it at all yet today so have this webm from a few threads ago
why is he so OP?
look at the discrepancy between him and the players' level, user
*player's
fuck grammar
This is it... the home stretch... now I just have to populate the level with inconsequential NPCs who say things like "hmm the weather is weather today" or give you some little game tips, that way the level doesn't just feel like this big empty game world that only has the main/side quest givers and nothing else. Once I do that I will have a prologue level demo to show off.
But, well, I have to draw the NPCs. I'm so fucking tired of drawing
I have literally never used this list at all. Never even seen it, to the point that I don't understand what your workflow even is. My workflow is better, much better. Okay???
cope
>I've fucked up by falling for the 8-directional 2D meme
Yes.
Why the fuck would you do that to yourself?
is that an undervania?
undertale metroidvania?
it's more of an SMT clone
Last project didn't turn out so well, mainly because people started ghosting.
I prefer to make something 3d and low-poly. I'm not great with ideas though. I've been thinking of something along the lines of smash 64 but focused on single-player and platforming. Any input would greatly lift my spirits.
>Any input would greatly lift my spirits.
Stop relying on others.
Walk the path of the 1MA.
I'm not smart enough to program, I wish I had a friend that I could write scenarios for and he could program
>136 MB
Sorry, user, but I don't think I will.
how long have you been working on this?
also how long did it take you to learn how to make something like this?
Too big.
That's pretty good. My demo is 3gb. Pretty sure it's all assets, but still unforgivable. Good luck getting anyone to download this, right? At this point it should be pretty clear I don't know what I'm doing, but for consistency's sake I'm going to keep going like this.
When my game is finished, it will probably be 60gb. This is a 2d rpg by the way
the ones on unity's own site were surprisingly good
Currently reworking my UI and fixing a few bugs.
For those who might want to try it: itch.io
the demo, more like a prototype, is a little bit outdated though.
I'm building a 2.5D "Metroidvania". Simple concept.
>Has RPG elements, to a small degree, you can increase your max hp/mana by finding hp and mana pickups.
>Using Mana instead of ammo for weapons, weapons are powered by magic. when you fire a bow or gun it fires out a blue/green light instead of a arrow or bullet.
>Core mechanic is balancing mana usage, you can pick up any weapon and use it once you find it, but you may or may not have enough mana to sustain it. Need to look for more mana upgrades as you go.
Building the assets as we speak. Rock and Metal, going to build a test room so i can get the mechanics working. Developing the mana system has been a bitch.
fukken great mate!
holy shit it's fish dude! the only dev on Zig Forums i care about. how you doing?
Mostly fixing some UI and ship AI issues here and there. Also mulling over if I want to bring back individual hardpoint destruction (I had previously had it turned off super early in development).
Having the camera following the golf club during swinging is disorienting. Are you absolutely sure you want to implement the swing like that?
Im trying to figure out how to do turn based combat and setting up an actual card system
everything else is world building
>how long have you been working on this?
I've had the idea in my head and have been making assets for it since high school, but in terms of actual development, about 10 months. i'm not working nearly as fast as I should be, and if I'm being honest, the amount of stuff I have to show for 10 months' worth of work is pretty pathetic. as for how long it took for me to learn, I've been making sprites since like 11th grade, and i've been making music ever since I was a kid. god I sound like such a narcissist writing all that