How's that game coming along Zig Forums?

How's that game coming along Zig Forums?

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trying to make a dmc clone but can't think of a cool weapon for the protagonist, so far I have "Shotgun Gunblade" or "Mantis blade arm" that flips up like a sword during some attacks

would this dialogue fly

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the last line made me chuckle

thanks user

im makin maps and baking fights

I can't read.

And i never read text in games if is in not Fallout 2. I have no idea what your dialogue is about.

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good stuff user

>will provide nothing to the conversation
>posts anyway

it's all spreadsheets and design docs chief... God help my soul.

Right now i'm looking for someone that can turn my monsters sketch into models and animate them.

why is its neck broken

thanks user

if you can't read then how are you on Zig Forums? checkmate

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>a dmc clone
>Shotgun Gunblade
You stay the fuck out of my territory

Fourth weapon UV'd and textured. Revisited the color scheme on this one to make it match the player's armor more directly.

I'm quite happy with this one, partly because it was extremely fast to set up the UV islands for a number of reasons (I followed the advice of an user in another thread and used some beveled edges already in place to just "be" outlines in isolation without any island edging, also I discovered a heretofore unknown shortcut for rectifying large selections of UV islands at once).

But also partly because after some experimentation (and a lot of looking really hard at the Frieza model for DBFZ) came up with what I think is a really nice glass rendering method. That's the first time I've done a material for this game that wasn't matte plastic/rubber or polished metal, so I wasn't sure how it would turn out.

On the subject of this last, can anyone recommend some good resources for pixel art shading? Not that I'm doing pixel art, but it's a form of art which does "shading" with minimal hand-chosen colors and I imagine that the people who are good at it know a lot about conveying material information/textures and environment light by controlling which shade color is chosen for a given lit color.

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>start making games a year and a half ago
>get more and more into it
>can't even enjoy playing games anymore without feeling guilty like I'm wasting my time or I should be working on my game instead
Anyone else? Or am I just getting old and feeling guilty because I have nothing to show for it

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I shared a demo on /dgg/ >>/d/9432261
for my rpgmaker project, but I'm going to go back to work some more on it. Need to plan more stuff and expand futher the lore.

Every time I sit down at my PC to play a game I wind up working on my game instead.

Looks cute, what engine?

Godot

Save system turns out to be more complicated than I feared.
I'm going to hate it so goddamn much.

playing other vidya or shitposting on Zig Forums is usually how i get inspiration or unwind after brain drain from working on my game

Old vid, in game maps work. Need to adjust the dimensions of the later areas as the map is limited to displaying a 14x10 area, so there'll be one area made up of two stacked (North and South) and one with two side-by-side (East and West). Should help with the lesser able players though.

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I need the player to slide down slopes. It's not enough to just make the material have an ice-like physics material applied, they need to be forced to slide down at a specific angle.
How should I achieve this?

How can I make music? Any good Ableton tutorials?

2D or 3D / what Engine?

Shit sorry, UE4, 3D.

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I'm having trouble coming up with ideas for the remaining scenarios of my game.

This is like asking for a wacom tablet tutorial to learn to draw. Learning the software won’t help you make music.

r8 my art pls :)

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In UE4, you can use “GetCurrentFloor” in the character movement component to get the slope of the floor. If it is determined to be of a sufficient angle, you can set a bool or custom move mode that forces the player to move along the floor (use the floor normal with a zero’d Z component to get the “forward” direction for downhill, then enforce orthogonalit with the floor normal to make a vector parallel to the downhill direction, use this to tick player movement.

I already saw it month ago, show something new

where's his hammer?

I'll give that a go, thanks. I already call similar functions to determine speed on angle.

Since my last solo project finished, it's time to pick a new one
In the mean time I'm keeping myself busy with my job

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aw fuck it's been a month? jesus I suck at this

Im currently learning 3d modelling so I can make a sonic fangame!

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have the character move along the spline? add some randomness to give more natural feel

Yeah, I know that feel, man

No

Note: to do this, make sure you increase/get aggressive with the CharMovement Component’s “max walkable slope” angle. Otherwise, past 45°, instead of sliding, the player will just fall. I recommend setting it to 90° and letting sliding handle “unwalkable”

When my player is on the ground, I won't apply gravity unless I want them to slide down. In that case, I add gravity to my velocity vector and the engine usually has a built-in collision resolver that will slide against walls (or floors). You could also use trig to calculate the force of gravity on a slope manually (g sin theta). I also use a raycast to determine if I'm on the floor and the slope angle and whatnot.

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Thanks. Unfortunately I'm a complete beginner so nearly all of this and the other post go way over my head. I know some people who know a bit more than me and might be able to assist if I show them these posts.

I've spent the last few days overhauling things and plundering the core mechanics of Eldritch Horror, and as such finally have a functioning game, albeit one without much content, and in need of some UI/camera changes. Feeling pretty optimistic, though; I took the shakeup as an opportunity to refactor things and make it easier/quicker to script new events, and hopefully I'll find it easier to write self-contained vignettes in place of long, interconnected quests with a dozen flags each.

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>windjammers
Nice. The playing area looks a bit small though in comparison. Then again it has been a while since I've played WJ

I really like the aesthetics.