He's not making AAA shit so it's fine.
I don't know about programming. Why do people always hate python?
i'd like to make a roguelike with text+ascii but I don't think I can do that with on basic knowledge of loops,arrays,objects, and such. I'm learning java c++ might be better
Python is significantly easier than Java and it already has a neat library specifically made for rogue-likes.
Everything you learned in Java can be used in Python, just with a different syntax that's probably cleaner and simpler.
Here's a step-by-step tutorial:http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod
Or a video, if you prefer.https://www.youtube.com/watch?v=rVBDywOmX8Y
>Always wanted to make a game like yume nikki
>Realize i have 0 art and music skills which made that game standout in the first place
you should just use unreal engine or unity to create your video game.
even big companies like blizzard use unity to make games, such as hearthstone which is their top money maker
I've been following a roguelike tutorial that uses AsciiPanel. Mostly just copy and pasting things, but the guy explains what everything does. Everything was pretty straightforward, except the procedural generation part. I understood the general gist of what everything was doing, but I couldn't keep up with all the nested for loops he was using.
Python roguelike tutorials seem to have far more material for them however. You'd be better off using them since the one I'm following and an unfinished one on roguebasin are the only java related ones I could find.
nobody hates python, it's a great script language. but games development requires compiled languages (c/c++) because efficiency is a critical aspect of the program.
I'm confused as to how people start making games. Do you study engine api or is it copying someone's tutorial until you get to the point where it 'clicks'
depends in what you want to make, but the most common way is using an api with your favorite programming language, studying the api's manual / documentation. and there is no 'click' because if you alredy knows how to program, it's almost the same.
Ive been trying to learn off and on but i really don't get it
it's like someone dumping a bunch of legos in front of you and trying to build a house from it all without having a clue as the best use for what piece. Maybe I'm too dumb for this.
I agree with this. Unity and the like have great tooling for rapid development of games. You can also use C# for Unity which is as easy to learn as Python.
Any book you'd recommend on c#?
what'd you use to make this
flowlab and mspaint
looks great! i particularly like the indoors lighting. can't stand the sound effects though.
Very nice old-school atmosphere. The high-res dialog popups ruin it a bit though.
i don't like them either but currently i have to use those alert prompts you see for dialogue because the alternative text labels must be manually dragged into the exact pixel position onscreen for every single line of dialogue. i emailed the developer of the framework with a suggestion to implement position input for text labels so dialogue/menus/etc could be made anywhere with ease. the guy responded saying it was a pretty good idea and is going to look at what it involves, so im hoping i can phase them out eventually>>39767
sounds are just stock generic 8bit stuff. i dont want to have to make my own audio files to differentiate between everything going on so its alright for now since the audio cues help figure out problems with timing and things not happening correctly
i've always been intrigued by an idea of taking something shitty and making it less shit or even good, for example taking some shitty quest/idea/enemy from somewhere and putting it in my own game, while attempting to make it better of course. just now i've spent half an hour fantasizing how i'd improve and put in my game a stupid quest from fallout 4 where you find a kid who got stuck in a fridge(next to his parent's house who are still alive) for 200 years. while it would be great to have my own game, it probably would be far easier to just use Fallout 3 and New Vegas editor, i'd like to hear from people who had experience making mods for bethesda games, was it easy or hard to learn?
I've so read countless books about C# and the one so far were I understood the most was the C# yellow bookhttp://www.robmiles.com/c-yellow-book/
Though I still haven't managed to actually do anything in C# even now.
Good advice in this thread, I have nothing to live for except the dream I have of a game that will try to capture the spark of the games I loved from my childhood like Digimon World. It's not overly ambitious, it won't be mechanically complex, I just need something to fulfill me or life just isn't worth living.
>Remember i can't draw and no one wants to play a game with vanilla assets
This is really cool. Love the blue lighting and the sprites. If this was game some random anon posted here I'd pirate it.
This thread was the biggest thing to get me to do something.
What's everyone's opinion of Udemy? I bought a $10 course and I'm still trudging through the beginning courses. I'm just so desperate to start working on my simple dream game because I'm afraid of being pushed over the edge again and dying.
I just want to make some simple low poly models, make it on Unity if it works. I have it planned out, I just need direction in my life.
is it a top-down shooter game?
Making games = learn programming. games are programs.
It sure as fuck isn't easy but that brief sense of accomplishment I get towards my ultimate goal makes me euphoric and regret all the time I wasted not doing it.
>>41427>games are programs.
They are also art and entertainment.
Good art, writing and design skills are just as important (if not more) than just being a code monkey.
Programming is just one the skills needed and it's probably the easiest to acquire, delegate or even ignore with engines needing less programming than ever.
Can verify modelling is made harder than programming because Blender keeps finding new ways to fuck me in the ass repeatedly every time I open it and I do find it easier to draw the shit in advance.
comfy as heck. Good job wiz, would love to give it a try once it's ready
It's going to take a long time and a lot of painful effort but that is a very conventional idea to pull-off.
indie dev here. Python is a great place to start. Me and my friend are making a wizard deathmatch game in Python right now. Look up Entity-Component system it is way better than regular Class based programming.
>>42022>Me and my friend
Yeah, it's "my friend and I".
Here's how I got started on making games again (not that I'm doing particularly well at it…)
Step 1 ) Download Visual Studio Community (free to download) or CodeBlocks (also free to download, should work with Linux) or MinGW (also free, command line). I'm using Visual Studio because I'm a faggot who won't get away from Windows.
2 ) Get SDL2. Here is a tutorial on SDL and installing it with various development kits: http://lazyfoo.net/SDL_tutorials/lesson01/index.php
3 )Learn C++. www.learncpp.com was my resource for this, and it goes over many of the language concepts. I am not a professional programmer so ymmv on whether this is an actually good intro to programming. If you already know c++, you don't really need this, but it is something I refer to when I want to know if something I'm doing is going to work.
4 ) Follow the tutorial sessions on the lazyfoo site to learn SDL functions. Once you learn enough of them and have a sufficient grounding in C++, you should be able to understand the SDL API documentation (just google for "SDL API documentation" to find it).
5 ) Start planning the actual game you want to create. I had to start several projects before I had a decent idea of how to structure a game's logic at the most basic level.
I now have a very crude engine for making just about any 2-D game I would want to make, so when I want to make say a platformer or RPG I don't have to reinvent the wheel and can reuse much of the code I have already written. Perhaps some day I will release to the world and you can rip off my code, although I must confess my programming ability is bad and an actual programmer would laugh at my code.
That's good to know, I just said fuck it and went with C# and Unity seeing as I also have to model this bullshit. Too bad getting the hang of modelling is consuming all of my free time for little results.
I don't know the first thing about 3D modeling, I'm just making 2D sprite games for now.
There's a big reason many people don't do this and stick to 2D as I've thoroughly discovered and yet have no choice but to do.
I hate math and cannot focus, and have found GML to be the most forgiving language with the best workflow (so far). Theres a developer called tom francis who has a beginner video tutorial series about gamemaker, he's not pedantic and it doesn't feel like a drag. So I recommend that.
I can't even use things like RPGmaker. Make a map with the default assets and all the basics things like cutscenes and transitions? Yeah. Anything beyond that? I can't wrap my head around it.
For some fucking reason I have the constant desire to make a game while being too fucking uncreative to have ideas or the necessary art skills to make it look good.
I could work hours on the engine, adding entity systems, tweaking physics, playing with rendering etc. but then I come to the part when I should add actual CONTENT and I just give up.
I'm making assets for myself but it takes months and then I have to learn what you're already proficient in.
most of the music in yume nikki is like 1-5 second loops of pitched drone noise. the sprites and most of the backgrounds could be made with mspaint if you're patient. not saying it's easy but you don't need to be mozart and picasso
I took 30 minutes trying to draw >>42376
and I doubt anyone would tolerate a game that looked like this let alone be impressed.
That's "drawing" indeed, >>42383
was talking about pixel art.
I heard pixel art is pretty difficult to do. I imagine if you can't get the basics of drawing down you won't get very far with it.
Yes, that's one big factor.
But even if you do a ASCII game.
Do you actually have an interesting story to tell?
Will you be able to keep the scope of the game reasonable or will you try to do way-too-hard things?
Will you keep at it and not get bored of it after some time?
Everything I did is vaporware.
I was going to do a text based game similar to >>42367
but couldn't figure out how I'd handle branching text and gave up.
>>42395>how I'd handle branching text
Come on, you gave up too quickly. Even if you suck at programming, understanding IF-ELSE logic is something anyone can do.
You can try inform7 BTW, which is designed exactly for that.
I know I can do if else logic, but I'm trying to wrap my head around how I'd alter text based on prior decisions without having a giant if else logic everywhere. >>42397
>>42398>I know I can do if else logic, but I'm trying to wrap my head around how I'd alter text based on prior decisions without having a giant if else logic everywhere.
It's generally something like:> character_name+" decides to attack with its "+current_weapon+"!"> "You can see that the enemy is "+print_enemy_condition()
Where "print_enemy_condition()" is a function that prints different things.
If the situation is more complex than this, then you are probably making the game way too interactive and you're risking over-complication.
If a sentence has more variables and functions than normal text, you're going too far, so you should try to keep it more simple.
I understand that. It's hard to describe, but what I'm trying to talk about is avoiding if else as little as possible. For example in print_enemy_condition() the obvious solution would be to compare the enemy's current health and output text describing them. Now, that isn't really a problem for something small scale but say you add in more enemies, which means you'd have to write specific descriptions for them, and now you have to deal with far more. What's the alternative solution where you don't have 200 lines of if else statements or something like that? I remember some text game running into an issue because it turned out the dev had hundreds of lines of if else statements that they eventually ran into an obscure bug in their language that only occurs if you go over a certain amount.
That's exactly what I was talking about in my second part of the post: you are overcomplicating the mechanics. If you want such a level of complexity, it is ironically better for you to do a 2D game: it would be easier! My previous pseudo-code example was about combat, but in reality you should never need to reach that level of complexity in a text-based game.
My previous example would actually become:> "You attack!"> "The enemy gets "+calculate_damage()+" damage!"
And that's it.
If you're goal is to have something like:> You attack the goblin dealing 200 damage, hitting him right in the chest. The goblin looks visibly tired and it…
then you're doing it wrong. This is what leads to unfinished projects.
Well, that's a shame. Seems like text would be best for that kind of thing. Now I see why hardly anyone makes text-based games outside of the sea of recent ones that are just furry porn simulators.
I don't know, I think it's really difficult, I've been trying to learn it for months. I've got the form of things down more or less but it's hard to find a place that teaches me shading or hashing or dithering since pixel art's a nonstandard medium.
Not sure I completely understand what you're asking, but if you just want to have different textual descriptions of each enemy type you could just store them in any list data structure that can be indexed into (assuming you have integer id's for the enemy types).
i.e. if you have two different enemy types, slime with id 0 and skeleton with id 1, you would write (in Python)
enemy_descriptions = ["slime description", "skeleton description"]
and then you would just use the id of whatever enemy you want to retrieve a description to index into the list. Or you could use a hash table to map enemy names to descriptions if you don't want to have integer id's for them.
I don't know what you mean by "alter text based on prior decisions" since that's kind of a general question, though. I don't really do gamedev, but my advice would be to separate design and implementation of what you're trying to make. Plan out the actual design of your game (story, progression, enemy types, player stats, battle mechanics, maps, etc) on pencil and paper or a word document. Worry about implementation (control flow, data structures, algorithms, etc.) later.
Pff, that's fucking nothing. Try opening RPGmaker and then closing it because you feel it's too restrictive then going on a hunt for the perfect engine/library only to end up going back to rpgmaker in an indefinite cycle for 15+ years now
Ahah I can relate.
Is anyone here using Unity to make a game? I saw it mentioned earlier in the thread and was wondering if would like to share what they are doing with it.
It's a big commitment. I have some ideas but nowhere near the time, dedication, and skills to make them into a reality. I don't think I would use Unity either way, I remember reading that they require royalties in some cases. Maybe Godot would be a better choice.
Anyway I started playing with the Construction Set for Morrowind. It's a lot easier to make mods, and pretty rewarding too. I would recommend it if you're thinking about making something, but a full-fledged game seems too daunting.
What's a good way to start with C++? I heard it's difficult to learn compared to other languages. Any "THE C++" textbook out there?
I don't know, I started with C# first which is kind of like C++ on easy mode, then after that I learned C++ proper which honestly wasn't any notably more difficult the C# as far as I could tell. It is just the compilers for C# can hold your hand more and there is a lot more stuff that can be done easily without you having to write the code for it. Like making windows and buttons, which is streamlined. The actual coding itself is more or less the same, you just have to do more of it in C++. But what it lacks in convenience it makes up for in flexibility and power.
I say start with a simple text based game as a project, then learn how to make a GUI for it as your next project to learn the ropes of it. I mean if you already have a object oriented language under your belt then it is just a matter of learning the quarks of the sintax anyway.
55 stars? Wow you're a celebrity.
good 3d animation will still be based on a 2d animation and thats fine by me but so much of it is shitty motion capture and thats what really grinds my teeth, just shoot a live action cutscene and don`t bother pretending is animation if its gonna be that basic, you just end up with uncanny valley floaty characters that have these high res 4k textures but still feel like ps2 era garbage.
Too bad game has almost no single player content
Mocap works really well for certain games, mainly semi-realistic 3d fighters where they only use mocap for animating the skeletal frame.
Virtual fighter and dead or alive are both good examples.
What doesn't work so well is when they try to use mocap as a short cut for unrealistic 2.5D fighting games that really should be animated manually in every frame to have things feel right.
Here's a big protip: one thing that's good to realize as soon as possible, is that infinite detail will net you frustration and no game. You have to compromise at some point.
Take a game you like and rebalance or reboot it.
Video is for RTS.
Link below is for 1 vs 1 fighting games.https://mikezsez.blogspot.com/2015/12/what-id-change-for-third-strike-upper-3s.html