How is your game going Holla Forums?

How is your game going Holla Forums?

Other urls found in this thread:

ioquake3.org/
forum.unity3d.com/threads/node-editor-with-working-dialogue-editor.416446/
youtube.com/user/handmadeheroarchive/videos
steamcommunity.com/sharedfiles/filedetails/?id=684708653&searchtext=barbarian
unrealengine.com/marketplace/realistic-blueprint-weapons
youtube.com/channel/UCmtyQOKKmrMVaKuRXz02jbQ
youtube.com/user/cgboorman/videos
volafile.io/get/I_NAPXkIw65Tnw/shadowquest-game.zip
twitter.com/AnonBabble

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make a mod

less chance of embarrassing failure

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What should you make a game in then? Genuinely curious.

I have pretty much given up at this point, I think I'll do some modding for now just so I can see the fruits of my labor after a couple of days instead of it being months to get something that barely passes as a proof of concept.

GoldSrc, quake2 engine, id tech 4 or make a mod (for source)

UE4 and Unity are both bretty good, I would say UE4 is a little better mainly due to documentation and blue-prints bypassing a lot of code if you don't want to L2code.

Use Unity or modding to prototype your ideas then build up your own engine. If you haven't got the time then you're best off using Unreal despite I have some major beef against it.

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Why did you spoiler that last bit? What's wrong with it?

So basically what the WSW guys did.

It's going great so far. Currently on beta v0.3.1 using the Mind Engine by GodSoft creations with Vulkan support. Release TBD 2050

Unless your versioning is all kinds of fucked you should actually have something worth showing, what are you making user?

To hide a predictable and obvious answer.

Pretty much.

I suppose that's my bad. I didn't mean what's wrong with your answer. I meant what's wrong with Unreal.

For me the biggest issue is the counter-intuitive "program in program" layering it uses for somethings like texturing or making collision meshes.
I'm a pleb and that user can probably offer better insight

Was making a Metroid Prime clone in UE4, but dropped it early on to work on my current project. Might switch from UE4 to Godot for this one though.


Easier said than done.

Has got some good ideas there but might I also suggest Godot. It's free and open source so if it's lacking anything you want feel free to pry it open and change it.

I have problems with how shoddy it runs. I wish I could elaborate more but I have normalfag shit to.

it's stuck in an indefinite hiatus because of exams and shit
meanwhile i'm making a generic rpg framework that i can later integrate into it

Not far at all

I've downloaded Amazon Lumberyard and am playing around it with it, I can't believe that Crytek sold their engine and Amazon is now releasing it basically for free.

Is it any good? Is it a huge pain in the ass to work with?

Another time then user.


I might try Godot out. Any relation to this cool motherfucker?

Were there threads about this? Somehow I had no idea this was a thing.

there were, but everyone instantly figured out it was shit when they said they have "twitch integration"

It was a joke, i can't make anything because my toaster can't handle Unity, so i was thinking of using this
ioquake3.org/
Has anyone tried it? I want to make something like Dark Messiah.

you could just use source and be a good steam goy
at least it's nicely optimized, unlike jewnity and unreal

Isn't game maker basically dead?

Why aren't you continuing the Hitler boxing game user?

because i failed half my university exams and i've only got a month until i have to redo them, and i fail more than two i get kicked out of uni
also i figured that it would be easier to just start from the RPG parts and then just implement combat and shit, since it more or less works already
also i can't fucking model for shit and hitler always ends up looking broken

Its going ok. I just wish Godot had a bit more documentation. Ive been waiting for a good 15 minutes

It seriously depends on what kind of game you're making.
Sometimes it's actually easier to just make your own engine that use somebody else's.

on a side note, if you don't frequent the /agdg/ threads, here's a pic of my horrible bastard child of unity and unreal's blueprint system
forum.unity3d.com/threads/node-editor-with-working-dialogue-editor.416446/
if anyone's interested, although i doubt i'll bother updating it

this
it's easier to make your own engine for a roguelike, since you really don't need a lot of existing functionality
but if you want to make a generic fps, it would be easier to just use an existing engine, and there'd hardly be a reason not to

What if you want to make a generic isometric rtt game?

i'd make my own engine then, existing ones kind of suck when it comes to rendering tons of units

People still use it. I sure do hope they pirate it instead of paying their outrageous rates, though.

I've been working on something that started out as a mod for Nuclear Throne's demo, but started turning into a fan project as more and more of the original code got modded out in favor of stuff I've written from scratch. I don't have anything current to show off, so I'm just gonna post this.

I got most of the annoying stuff out of the way, and put some of the systems in place that I want to use for a future project. Once I have this behind me, I'm working full-steam on my personal project.

well im using angel2d because making my own takes too long.

well i'm not familiar with other engines
i was thinking more along the lines of "unity or unreal" would be shit at doing an rtt

I wish I weren't so shit at art. Other than that development is slow but steady.

GameMaker used to be a joke but now it's probably the best choice for people that just want to make 2D games.

You seem knowledgable. Do you know why some of my textures have a pink outline around them and others don't?

if it's unity, try messing with the import settings for the texture, i think it was something to do with the wrap mode. i was getting similar issues but i think i had white outlines
otherwise i don't know, could be an issue with the UVs themselves rather than the textures
also check the texture, maybe you left some area around the edges that didn't have anything on it and if you're not importing it as a transparent texture it could also be causing issues

We've got a few spritesheets. And some battle music. And a town. And a dungeon. And some memes. And I think someone spliced up a few soundbytes of Todd Howard saying "it just works". Tfw still no story

Stuck in limbo for a while now. Yeah, deal with it.

Apparently it was because my texture res was not a power of 2.
I am ready to die now.

someone has never tried to mod the goldsrc engine.

There is no lazier and more boring engine in the world than this piece of fucking shit.

Any ideas to what I should start a first game in

first game ever? RPGmaker2003, better get your first failure out of the door quickly.

i use godot
because its uses the mit licesnse
its ok

This is actually going somewhere and I'm pretty surprised. We have literally no experience but we might do it since UE 4 is so fucking easy to do.

Today I'm going to try to bully my sister into doing art for us, wish me luck.

It's okay.
Spent quite a few days working just fixing bugs.

Godot is a pretty nice all encompassing suite. I was playing around with it. I could not for the life of me figure out how the 3d animations work though. Not that I know how animation files themselves work. I'm a coder not an artist. They code and syntax looks pretty straight forward though. The demos that came with it where kind of neat. I was hoping to do everything in c++ instead of its .gd script language though, but they don't seem to have many c++ examples.

So you have multiple people working on an RPG maker game?

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nigga you dumb

Nothing but prebuilt engines. Casuals.

I can't decided what engine to use. But I like shit simple so I might go with unity, then move on upward to unreal then after I die of old age, I'll make my own engine.

Slow as fuck, there is to much to master. good luck that im in neet status.

Here's what I think about all the niggers who are stuck at the "what engine should I go with?" stage: You're stalling. Who cares what engine you use; your game design and most core functionality should be completely independent of your engine. If you have a game design, and you probably don't because you're researching engines or worse, asking to be spoonfed here, start implementing it and experimenting with it today. Any modern OOP language will allow you to prototype systems independently of one another, whether it's a map generator, an inventory system, an NPC dialogue/quest system, a spring you step on that launches the player, a UI mockup, a base entity class, or whatever. Or just fucking practice game dev: make a model, make a texture, make an editor where models or sprites change based on what's adjacent to them, like rivers, rails, fences, that sort of shit, make a turn based RPG with a handful of items, spells, and a monster or two. Seriously though, I see this question way too much. The people asking are almost always not ready to make a game, so just skip it and start designing, practicing, and prototyping instead.

Hows your engine coming along?

This looks great user, what engine?

I feel you. I switched to Godot coming from UE4 (webm is an old WIP of the game I'm taking a break from making) because I wanted to make a 2D game (and I met an artist who wanted to make a 2D game). Luckily their scripting language is really easy to understand.


God damn it I see his face every time I try to search how to do something in Godot.


If I'm not mistaken he said in one of the /agdg/ threads that he made the engine himself.

There's been some good games made with it, (Yume Nikki, OFF, LISA, Space Funeral, etc.) but it's still the engine most retards use to make their shitty anime rpgs and tumblr-spiced Yume Nikki rip-offs. There's better engines.

Watch me.

Game maker is much more versatile and able to deliver better result. Not much more difficult if you learn to code array. Only kids and lazy retards would use RPGmaker.

Good job, now actually make it good.

Dev team fell apart and writing on my own gives me nobody to bounce bits of writing off.

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RPG maker seems to never ever work for me

(nice trips)
Yes. Yes we there are five people working on one RPGmaker game

Someone released a game really close to what I was making, and I'm basically doomed to get called a copy cat.
Mine had Space channel 5 sections for dodging in combat. Not bullet hell
Now I'm worried the next idea I will spend weeks on will get made into a game before I finish making it on my own, and debating converting what I already have of my game into a fangame because I ended up liking the game that came out.

Instead see if you can used it as inspiration to expand upon your ideas and turn it up to 11.

I lack the kickstarter and manpower to crank it up to 11 user, I unfortunately have a job.

I just started learning C# and Monogame.

How bad of a move was it?

If I ever make it big I think I'll make an /agdg/ fund for anons to tap into

You're on the fast track to being a top tier Unity developer. Congrats on absolutely nothing

Just finished an inventory system and I'm now trying to make a hotbar. Still haven't started on combat since I want to start focusing on an armor system. I just don't want to draw any more shit quality art to implement.

Since Star Citizen was announced and disappointed me, I learned to game dev, made my own space combat game, and released it and got sales.

Technically it's a "starter kit" for unreal so you can make your own space games, but still. Get fucked Chris Roberts.

What would you recommend I learn, than?

I want to play this shit.

I don't know about the other guy but at least for me, c# is an okay place to start. I find that for beginners it is better to gain a programming mindset than learning any single language. Once you learned one language then you can learn any other.

It gets a bad rap because of how "easy to use so anyone can use it" it is, which ended up bring just about anyone who could slap together a walking simulator and call it a day.

Making anything should be your top priority.

Thanks user.
My brother told me the same thing.

Stuck in the concept phase and sort of intimidated because if I do it now people will think I'm ripping off Pokemon Go.

Fuck you, Niantic, I had this idea since middle school!

Its already gold and ready to ship. I'm just having more fun not releasing it right now than I would releasing it.

it was a joke because 9/10 unity developers fail thanks to sheer numbers. c# is actually a decent language but Ruby is the cutest

On the finishline. Fixing last bugs and wondering if itch will be a good place for it. Any suggestions? Want some hekels for the future of the game but don't want to blatantly sell it.

Nuclear Throne is a damn good starting point, user. What it does, it does very well. Take what you can, use it, recontextualize it, feel around and figure out what works and what doesn't and why, I have no doubts that you can build up something truly great.

I don't think any of you faggots actually know what this entails and you are just regurgitating the same shit other people have said because you want to sound smart and are too ignorant on the subject to know better.

I'm actually slowly assembling a design document for Half-Life 3 that I intend to somehow have noticed by Valve. I fear for what a modern day Valve will do to Half-Life if left to their own devices.

maybe you should try just making your own engine, lol

It just werks.

Not a completely shit move, so don't worry about it.

Hotline Miami and Nuclear Throne were both made in Game Maker.

Welcome to AGDG!

And again!

This.
If you need an example here's this channel which is building a game from scratch:
youtube.com/user/handmadeheroarchive/videos

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Actually plan on learning how to make shit and learning C#

There's a weird Russian guy on steam who uses Twine and 3D porn software to make SFW adventure games.

Oh, this guy.
steamcommunity.com/sharedfiles/filedetails/?id=684708653&searchtext=barbarian

I made this recently and now I'm learning the basics of C# so I can put it in Unity.
Anyone got decent rigging tutorials to recommend? The few I checked out feel pretty limiting and fiddly.

Nice textures, you bothered to put shading on it unlike 90% of indie devs.

/agdg/ and their threads here on Holla Forums almost always warn AGAINST making a custom engine unless you're going for a very specific functionality that off-the-shelf engines can't handle too well.

I think you meant to say "Nice textures, you bothered to actually make them unlike 90% of indie devs". Pic related

Making lewd dungeon crawler in Love 2D and making good progress. Once you cope with the idiotic way Lua handles tables it's pretty comfy engine to use.

And yandere simulator, and most indie japanese devs out there.

Ma nigga.

It's good engine. If there were more libraries and code examples available more people would be using it for sure.

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My partner is working a fulltime internship to get money for a new computer and we're passing the time playing guilty gear +R
Plenty of ideas still going around, but we can't work proper without the tech. At least we might have an engine decided on.

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you should use whatever youre comfortable with and gets the job done. we dont have the luxury to be picky about fucking engines

Isn't Quake 3 engine propietary?.

Anita pls go

Nope, it's open sores.

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It depends entirely one what game you're making.
If it's a simple 2D sidescroller, then making an engine for it actually isn't very hard unless you're mentally retarded.

Damn. The apples and oranges argument. You really showed them.

going in the folder of retarded analogies

Some people like his game. Some don't. Some like the gameplay but hate other crucial elements (story, setting, developer being a cunt)
Some will like your game as well as his. Some will like just your game.

Never be afraid to make. Just make something different, and try to be better in areas where comparisons can be made.

IMO the game's heavy pacifist message and "lol so weird" can be a real turn off. Plus the dev's gone SJW. I'm not saying go for the opposite in tone, but bare that in mind.

I'm going to be following GameMaker's tutorials soon. Other than the ones on the website, what ones should I look at? (Aiming to make an RPG)

Also, how do you all get your 2D and SFX assets?

chances are the smaller cake has better icing. fancy cakes tend to taste odd. plus i dont have to worry about destroying a work of art

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Technically the steel would be heavier since it's more compact vertically.

BUT THEY'RE BOTH A KILOGRAM

Toby went sjw? That's heartbreaking, he always seemed like an ok dude.

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Same mass. Different weight.

Only from what I've heard.
Previously he was (politely) telling people not to use the game to push agendas, and that he'd rather the game died down than limbering on.

Now he's blaming goober gators.

Or maybe it was just a guy with a Sans icon on twitter. Probably that.

Depends on what kind of RPG, if the usual JRPG shit then just steal ideas from any generic JRPG you like, if more traditional RPG then it's about the right time to start reading some pen&paper rulebook and picking interesting rules and concepts for your game.

If you can't make your own assets then you have to beg someone to make them for you or use some from opengameart.org or something.

Probably is, there is one somewhat known SJW faggot who has a sans icon.

Got bored. Did thing.

okay but theyre weighing them based on weight

>perfect analogy
fix'd

Weight would be given as Newtons.

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What the fuck is going on

Fucking horsefuckers, when will they learn?

Are you me? I have no idea how to go about such a thing, but I thought of writing scenarios for the game at one point. How much progress have you made?

but it doesnt appear that hes tasted either one. IS THAT THE JOKE?

shillng baiting and good old shitposting all games are shit nowadays

It's an /agdg/ shitposting thing I guess.


That's why he doesn't even have utensils.

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Gunna save this one just because it's so retarded.

Standard old FF style RPG (bar the chibi party members), with a few mechanics from here and there.
I love the 300 choice games and romance/friendship options (that are more than just talk 20 times + a quest), but I want to start small.

Otherwise, I'd make an FFTactics style game where all of your army has personality and an effect on the plot (as opposed to 4/5 "real" people and drones that have no dialogue).

Thanks for the link to that open source thing. Will certainly help for free projects.



Hey we got OC out of really old content.
Awesome.

but steel is heavier than feathers

Steel has higher mass density than feathers. Whether it's heavier or not depends on the quantity.

but steel is heavier than feathers

What if they're steel feathers though

steel feathers aren't real feathers, they are steel shaped like feathers

then what are feathers, but ducks shaped like feathers?

we just don't know

i was expecting some actual useful advice and then you trot out this shit, 2005 was 11 years ago faggot you need to keep up with the times

this is how badly the american education system has failed
your thinking of ground pressure which isn't the same as weight, 1kg of steel would exert more ground pressure due to being much more compact than the feathers

Hey, how did you manage to create that magnification effect on your scope?

he didn't, its part of a gun pack you can buy from the ue4 marketplace

technically speaking though, its just a camera with low FOV on the end of a scope that's being rendered to a texture on the viewer's side

though i must add the example sniper rifle provided with that pack is total dogshit and this guy managed to improve on it quite a lot

That was fast. I did know that it's a separate camera with less FOV, it's just that I have no idea how to implement it.

surely we just need more ritalin and anti depressants

Could you care to point me to the gun pack he used?

This is better.

Docs and art assets being created but after reading through the thread, the engine is undecided now. I was going to use RPG Maker since I managed to bruteforce a good base for a different kind of combat style but I just realised I'm on a new PC that can actually use newer engines instead of the dinky shit I was on previously that had frame drops on RPG Maker.

Is Unreal 4 good for 2D games?

What's the best one if I'm not a good programmer and wanna make a JRPG?
I know there's RPG Maker, but I want the battle system to be something more unique, as it seems fairly limited something.

Game Maker.

Construct 2 might be easier if you don't want to code at all, but I don't have a lot of personal experience with it.

What about Godot?

Game Maker is good but I honestly recommend to take up Unreal Engine 4. The blueprint system coupled with the documentation, the answer hub and the forums makes starting off piss easy unless you're mentally retarded.

Sure, it'll be an uphill battle at the start but you'll make gigantic strides in progress though.

I think Construct 2 allows some coding, but it's purely javascript. Gamemaker is C based with some object oriented stuff thrown into the mix, also allows for file I/O if you ever want to make your own level editor or something.

It has the potential to become something really great, but IMO it's currently very lackluster. I never managed to get into it properly though, so maybe I just didn't see all the things it can do.

unrealengine.com/marketplace/realistic-blueprint-weapons

it's honestly not very well made but its decent learning material for if you want to create your own guns in bp

Great engine and IDE but documentation is nearly non-existent. The scripting language is basically Python so it's not too bad if you have at least some programming experience.

I only need to get scopes going, a year ago there really weren't all that many weapon tutorials, so I had to make almost everything up. Thanks.

What engine would you guys recommend for a tactic game such as FF tactics, Fire Emblem, or stuff like that?

I'm even thinking about going the easy route and make it full 2D with a map view, and make fights like in Sengoku Rance or something like that.

What language can you program in is the first question, from there it's just about picking some decent engine for that language.

I know python and C#, but I'll probably just have some help in the programming part since it's not my strong field. That's why I'm researching first some engines to make sure that I find a partner with experience in that engine.

Not sure you really need an engine for that. Shit, you could probably make it in flash. All SR really needs is a good skinnable gui library. The territory map is the only thing you wont have out-of-box, and that is probably done by color picking.

PyGame then nigga, there's even some Risk style games made in it so you'll have examples to work with.

There's absolutely nothing wrong with using RPG Maker. There I said it.

Unity is good if you are planning to make a small game. It goes down the shitter for large games, The Forest and Verdun are great examples of why you don't want to build a large game on unity.

Well, so far it's a plot outline probably about a quarter of the way through, a series of notes on "game feel", narrative themes and general design, and a list of essential references/inspiration for what the game should be like - sort of a primer for developers coming on to Half-Life 3 after being responsible for CS:GO and DOTA 2, I suppose. It's all rather unorganized, and I think I'm actually a bit stuck on my plot outline, but I think I've got something really good in progress here. General idea for the plot is that Gordon is on a lonely journey through alien space, first aiming to put down the Universal Union, and then seeking escape from cosmic forces beyond.

this tbh fag

that's not how it works you fucking faggot


more accurate but still not perfect


4th pic is the only accurate one


pic related

So what exactly is so hard about making a game engine? Never done it, but I'm genuinely interested. Any books on 3D, rendering and such?

So you're baking a cake.

Using an engine like Unity is akin to going to the convenience store to buy flour and sugar and a bowl and shit, and then baking the cake with them.

Making an engine is you obtaining a farm, some seeds, a toolbox, and a crate of wood and bricks.

In either case the result is very unlikely to look like pic related, but as an engine baker you're more likely to get bogged down and so involved in the ingredient making stage that you forgot about the cake itself by the time you get there.

There's several levels of dev that can be considered "enginedev", some require more chiseling and some less. Depending on the libraries/frameworks you use, you can actually get pretty close to the features of big engines except without having the UI to work with, so it's kinda hard to say what the difference is.

The best examples come from 3D and graphics rendering, which is why you should at the very minimum use a graphics framework of some kind if you go the engine dev route.

In Unity you can pretty much drag and drop the 3D file into the program and it's there.
As an low level engine dev you need to figure out how to read the file, how to interpret the data, store the data in the program somehow, make the program handle the data according to your need, build a system that creates a GLSL program out of that data, manage a system where that data is loaded/unloaded and used by the appropriate objects, figure out how to deform the model mesh using bones which are really just vectors and points, create a system that animates the skeleton values properly and can switch between several animations and blend them together, make sure it's all organized and handled appropriately by the program for OpenGL or whatever you're using so it won't run like donkey ass… and that's not even counting the fact that different objects need to interact with each other in various ways, and your game will look like gonorrhea unless you learn some GLSL, and it'll still look worse because the methods that big engines use are extremely advanced and well optimized.

That's a pretty good although extreme description of engine dev in general. Engines tend to have a button somewhere to toggle shit on and some knobs and sliders to adjust them and then you can attach a script to it if you want and dragndrop another object on top of it to link them, but as an engine dev you need to build the actual systems from scratch, the systems that you can't even perceive from the inside when using the big engine. It seems like those things are just floating somewhere in the void and you can press the button if you need it, but when you build it yourself you need to actually put it somewhere in the code and handle the way it interacts with the rest of the program and think how it's supposed to work in the first place. And if you do that like a retard too many times, the program will become a convoluted mess that even you can't read, and the computer will have harder time running quickly.

Alright so how legal/viable would it be to take some source code from an already existing, commercially available engine that is owned by a corporation, like Unity or Unreal, modify it to your personal specification, and then use the modified engine to build your game? I know in the AAA industry, large corporations will do this, but they have licenses and money and legal teams and professional software engineers to throw at their problems in order to avoid lawsuits and copyright infringement and all that shit and even then they'll sometimes run into issues. The layman, who may be experienced in coding but otherwise incapable of understanding the legal jargon that would save his ass without some outside help, is going to be walking on thin ice, right?

it should be illegal to make games, only professionals like ea have the right tools and ideas.

Are you trying to do this with a license, or on the sly?
Because with a license for those two examples you can modify the engine however you like and use it for your game, you just can't sell/license the engine.

Oh, I see. As long as you've purchased the right to use the engine to publish whatever you come up with, there will be no issues with your game, but the moment you start trying to patent the modified engine, claim it as your own, and try to sell it to people as a competitor, you'd be gang raped by the corporation's legal teams to hell and back. Is that about right? I mean I don't fucking know about this shit, I'm just wondering

That's about the gist of it. Obviously the details can vary with different agreements but that distinction is fairly universal. Also, you're generally not able to distribute raw, uncompiled code if it includes something licensed, unless of course it's an open source license.
And it definitely applies to the bigger companies as well. When Capcom ported Dragon's Dogma to PC, for example, they were unable to release modding tools because the tools they used to create the game were from third parties.

So I suck at rigging.
Any tutorials for low poly rigging?

Anyone in need of a 3D artist, need to polish my lowpoly skills

Have you tried re-topologizing your current high poly models to the lowest poly you can while keeping quality?


youtube.com/channel/UCmtyQOKKmrMVaKuRXz02jbQ

youtube.com/user/cgboorman/videos

youtube.com/user/cgboorman/videos

Im trying fam

Yes.

nigga that's kawaii as fuck

All I ever do is concept ideas about a fictional universes I've made that I'm hoping will be part of a game in the future.
It originally started out thinking about making an MMO when I was 16 and now it's turned into an ARPG with Co-Op.
7 Years later, the same idea is still in concept, and it's gone through so many goddamn changes in order to fit the game, and then the game changes the lore, and I don't even no what's going on anymore.
Some times I don't even know why I concept this stuff if I know it won't become a product or even anything more then just some design documents.

Nigga, stop right there and just like make a game. Seriously, sit down and start making the game, doesn't matter if it's generic Zelda clone in fucking Gamemaker. It will probably turn out shit but that doesn't matter, it will let you get a clear idea of what's good concept, what's bad concept and what's too complicated to bother with. Just like make a game.

I need to have plenty of weapons modeled, level stuff and characters. Any contribution, even if it's a couple of models, would be welcome. E-mail me.

I'm using RPG Maker XP for my game.
I'd share it with Holla Forums, but it's pretty shitty and it's half finished.
Do you want a demo, user?

Okay, so the e-mail doesn't show up. My address is sh,iny,rice,@,red,chan.it, just remove the commas.

Just fucking post it fag.

Depends - do you want people to play and criticise it or are you making the game just for yourself?

Unreal engine 4 looks amazing on mobile.


This is only worth it if you can achieve Black Desert Online levels of graphics and nobody in the industry can right now by their own admission. Better to just cut out the middle man and save time and money with a license.

unreal 4 does look amazing on mobile, I have a sweet tablet and dev for it, I wish other people did. There's so much potential for space / Xcom type games.

Just looking for criticism on things like balancing and bugs atm.
volafile.io/get/I_NAPXkIw65Tnw/shadowquest-game.zip

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just the dev name, fam

I have but one question.
Porn when?

remember to film it

this is the opposite really. the extensions are mostly shit, you end up doing a lot of code to achieve anything good.

gamemaker is more-so the "no hard work" one out of the two….considering how much of the game you can flesh out just using drag-and-drop and no actual code.

not sure about the "are you serious" part, some pretty top notch stuff has been pumped out in GM lately. it did use to be utter shit though, and the news of them being purchased by a gambling company is really sad.

you got these ones correct. unreal is better off for serious AAA devs, not indie stuff.
basically, unity for 3D, gamemaker for 2D, unreal for super-serious non-indie AAA stuff.
construct can fuck right off, that shit is stupid.

delete this

That is obviously a nigger, not what I asked for.

...

i swear to god if anyone actually does porn of my shitty rpg maker game i'll do a backflip out my fucking window

still a nigger

fix your photoshop configuration

Sent an email

Sent you the reply.

this is quite accurate. It was so limited in so many was, but so easy to pick up.
I've tried GM again recently after the humble bundle sale, and its quite _ok_ for certain games.

I can help friendo, I need the practice

I've shilled for Love 2D once and I'll do it again - Love really is better if you're making a pure 2D game, it's portable, it's using easy to learn language, it's free, usually performs better and for something made by Lua autists in their free time it's surprisingly powerful.

It doesn't have drag&drop way of editing but it has pretty nice 3rd party IDE.