Post number #49796, ID: 9f2902
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What's your engine of choice? Current project? Worst bug?
Post number #49814, ID: 57e461
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Game maker was fun in primary school
Post number #49815, ID: 175e19
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I'm a pervert like that, and I try to make a IWBTG-like platformer using only PyGame. So far it's just a dumpster fire and it's only getting worse over time. Some things just aren't supposed to be attempted. But I still do.
Post number #49825, ID: 99b10a
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I'm a complete beginner, currently learning unity. Current project is to just learn as much as I can until I can actually make something decent, I do have an idea to expand on a simple space shooter game that I learnt to make in unity.
Post number #49826, ID: 99b10a
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Any tips for a rookie in the game industry?
Post number #49839, ID: 9f2902
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>>49826 Above all else? Keep making games. My university has a saying: "you have to make 10 terrible games before you can make a decent one" Follow tutorials, watch the game makers tool kit and Extra Credits (YouTube series) Also pick a focus: level design, programming, animation, it's ok to have multiple but for the love of god nobody wants to hire a guy who just has "cool ideas" for games
Post number #49841, ID: 9f2902
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>>49814 Game maker can still be fun, my major project right now is being made in game maker. Couple of Steam selling games are game maker
Post number #49842, ID: 9f2902
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>>49815 Respect anyways, at least you picked up an engine and tried
Post number #49857, ID: 2a0c73
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I'm making a game with Love2d right now while trying to wrap my head around its api. Normally I'd use unity due to peer influence, but I'm getting tired by its unnecessary bloat for every smol game project. So far Love2d is a lot more contained and I can easily tell where to look at for the functionality I need.
Post number #49858, ID: 2a0c73
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>worst bug worst bug is prly game engine bug which is what I'm avoiding by picking a smol game engine. pretty sure there were occasions where I had to edit the source of haxepunk/openfl api due to bug or missing functionality.
Post number #49895, ID: de97ca
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>>49857 Would you say that love2d is the best non-bloated engine for making small-ish games? Also, how good is its performance speed? I'm kinda considering leaving PyGame behind because it's slow as molasses. Or maybe I just suck at optimizing it, sure, but still.
Post number #49897, ID: bae64f
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>>49857 yeah Unity really makes me use my computer science classes while game maker lets me not worry about multithreading bs -op (devchan)
Post number #50017, ID: 86f248
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>>49895 this blog post sums up my opinion about pygame which is pretty much biased but eh https://eev.ee/blog/2017/03/23/why-love/ performance wise idk. lua interpreter is supposedly faster than python to say the least, but don't quote me on that.
Post number #50045, ID: 99b10a
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Are you guys all like indie devs or are you working for a company or do you have a team, right now it's me and a friend, I'll be handling the technical stuff and he'll be doing most of the Aesthetic stuff. Not sure what's up ahead for a team of two...
Post number #50060, ID: 2a0c73
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>>50045 I'm mostly a hobbyist. Idk about the others. I've worked as a two-man team before. When it comes to aesthetic, you may want to work on the pipelining so that your artist would quickly be able to see how their art looks in-game and fix things (like readability) every time they produce an art asset.
Post number #50078, ID: 0fe3e6
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>>50045 I'm a game design student currently. Obviously not a job but I do solo and group projects pretty much every semester. End goal is to be in a company not an indie
Post number #50079, ID: 0fe3e6
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(This is op btw)
Post number #50090, ID: 86f248
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>>50060 (love2d anon btw)
Post number #50159, ID: f5f421
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>>50017 All that is pretty much true. Well, maybe pygame isn't totally abandoned, but indeed, I haven't heard of a single project made with it, while LÖVE at least has Mari0.
Post number #50173, ID: 9b71bd
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As Dev I prefer UE4. Working with Epics Engine since the good old udk2 days. You can do almost everything with it. And it's Beginner & Artist friendly. So you can work better with them together. Well... but for 2D games I would use Unity... It's better documented for this purpose.
Post number #50211, ID: 680976
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>>50173 The only reason I chose Unity over Unreal is because Unity has so much more resources to learn, and the community is extremely helpful, if you ever get stuck they can help you out within record time. So for a total beginner it's been a big help.
Post number #50212, ID: 680976
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>>50211 Beginner anon BTW.
Post number #50409, ID: bae64f
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Devchan here What made you start pursuing game design? Share your origin story.
Post number #50428, ID: 0cbf40
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>>50409 Not the same anon, but would like to share a bit of my thoughts. Doesn't every avid gamer (yes, I'm using the G word, deal with it please) want to try themselves in game development? Maybe I'm just biased, since that's how it's happened with me (but alas I can't make it more than a hobby), but AFAIK it's a pretty common origin story, no?
Post number #50445, ID: 3eb948
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>>50409 You sure? Story has an ugly part. Well, ok. Part 1: Ever since I was little and was allowed to play Monkey Island on the computer of my parents, I dreamed of writing my own stories. The interaction part was the most interesting thing about it, 'cause you could experience and influence the stories in a really cool way. So my first steps were to try out modding and after a while I started my own little projects.
Post number #50447, ID: 3eb948
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>>50409 Part 2: Now the ugly part: After my boyfriend killed himself 11 years ago, I fell into depression myself. (Well, I'm still here... at least something)... After changing myself a lot, I started only focusing on my career as a game developer/Designer and gave a shit about myself, working my ass off. In a very unhealthy and anti-social way. Today: I specialized in 3d art and programming. ME<- Tech-Artist & Game-Dev with lots of problems... yay?
Post number #50481, ID: 86f248
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Making games is fun sometimes. That's my origin story.
Post number #50486, ID: 3eb948
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>>50481 XD +++1 (o_o)b
Post number #50718, ID: 84597c
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I've got something I want to make, a platformer based around playing with the physics of the Shield Boomerang from the Megaman Zero series. No gamedev experience,but some programming experience. Do you already real gamedevs have any idea for how I should even start this project? I have a bunch of ideas, and I've read about different engines, but I haven't understood what's ideal for this kind of thing or really even anything I haven't been able to program myself.
Post number #50719, ID: 84597c
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Continuing that, I don't even know how to handle time properly. That's my stop right now. Writing something in C++, I've learned how to make a window and a triangle from an OpenGL tutorial. Moving slowly.
Post number #50725, ID: 84597c
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Thought about it and figured that I should mention that I've got glad and GLFW packed in the project right now, in case that makes a difference on the time thing or in telling me I should just go use something else.
Post number #50749, ID: bae64f
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>>50445 Thanks for sharing that sounds tough. I'm glad to hear you're still working. -devchan
Post number #50751, ID: bae64f
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>>50428 From what I'm witnessing here, yeah a lot of gamers want to get into game development. but unfortunately what that means is a lot of people think that just by PLAYING games they will be good at MAKING games so they either get too frustrated or get too self-righteous and ignore criticism
Post number #50756, ID: 175e19
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>>50751 Oh, for sure. I'll have to admit that I thought so myself before I started to actually learn about game design. But what I ended up doing is just copying things that I liked, more or less, and not actually understanding the underlying processes or idea, thus being unable to create new interesting things. The latter is still kind of true to this day, but I'd say I'm making at least some progress.
Post number #50843, ID: 9153a7
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Am I a gaymdev yet, /tech/? https://youtu.be/IMZ74bGzMUQ
Post number #51037, ID: 441a67
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>>50409 My interest in being a game dev is relatively new... And at the same time something I've always wanted. I've been playing video games for the longest time, it's been my thing for as long as I can remember, when I was much younger I dreamed of making my own video games but I grew out of it, It seemed like a pipe dream, something I'd never be able to do. /1
Post number #51040, ID: 441a67
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So yeah life went on focused on other stuff bla bla, in any case this year I was in my first year of film school, and halfway through the year I realized I was wasting my time there (not film itself, but the institution I was at) so I started thinking about dropping out and other things I could do. So I was thinking about freelancing and the skills I would need, I wanted to learn an array of different skills from vfx, to motion graphics and so on. /2
Post number #51043, ID: 441a67
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So mid year holidays came around and I took the opportunity to start learning some of those skills, so I started learning Blender. I ended up falling in love with the software and at some point I started dabbling with it's game engine, it's really meh but after creating a really simple little game within it I remembered how much I loved games and my child hood dread and since then I've been focused on only game design, I decided that, that's what I wanna do with my life.
Post number #51044, ID: 441a67
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/3
Post number #51047, ID: 441a67
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So yeah, been learning unity and Blender, trying to convince my parents about dropping out and now I'm here, a dropout learning Unity and Blender while hoping for the best. - Beginner Anon
Post number #51050, ID: 441a67
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>>50447 Best of luck to you.
Post number #51173, ID: b2edc0
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>>50843 Needs a couple hundred more obstacles to dodge.
Post number #51188, ID: c120c8
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>>50843 You made a game you are now a game dev <3 -devchan
Post number #51210, ID: 9153a7
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>>51173 I didn't manage to make multiple enemies/obstacles spawn at the same time tbh, even though I kinda know how it should be done. I think I'll try again in a new engine of sorts, as this one was lackluster at best. >>51188 Oh, cool.
Post number #51584, ID: 441a67
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Have any of you guys released anything on steam or like the playstore yet?
Post number #51655, ID: abacb7
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>>51584 >guys Hahaha, there are no guys on the internet, you silly g/u/rl. But to answer your question, no, I have not.
Post number #51802, ID: c120c8
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>>51584 Not yet but let me be the first person to ever say "Yeah I bet I'll have something up there in the next year or two." -devchan
Post number #51807, ID: 84597c
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If I had released something on Steam, I'd already be shilling it.
Total number of posts: 49,
last modified on:
Tue Jan 1 00:00:00 1511160419
| What's your engine of choice? Current project? Worst bug?