No.140
I did some blox shit a while ago, it’s pretty easy because there’s so many short YouTube guides for everything you could want. blox is a limited platform doebeit and also easier than other game engines
No.141
>>140I want to use godot, but I had a friend who did roblox games. Apparently it's not too hard to make an addictiveslop game on the platform and make cash from it
No.142
>>141Yeah you just have to buy an ad and maybe get lucky. You won’t make huge amounts though, because Roblox takes like 80% of what’s spent on your game, or some ridiculously large cut like that
No.144
>>143Apart from using the editor and I guess some basic Lua coding knowledge you don't really need much, just plan out what you need to make for your project and look up the specific problems as you go
No.145
>>144Oh, I'm talking about godot. I think one of the hardest challenges would be the art aspect of the game, modelling and music writing. Although if I were to make anything serious, the music would probably be written by someone else. Electric keyboards are cheap doe and I doubt it's that hard, modelling is very daunting though to the point where I want to use blockbench instead of blender
No.150
>>145Yeah no you’re not supposed to do art and music and shit yourself, you’d want a team which includes a modeller, artist and music maker. If you do everything yourself it will be very impressive but you’ll take forever just to make a small game
No.151
>>150Uh I think that the beauty of games is when they have set limits and that would impose a set limit.
No.153
>>151Well it's very difficult to become a polymath just to do it all yourself, most people aren't DaVincis. You should at least get a friend who's an artist or musician or whatever.
>>152Yeah programming is essentially just giving the computer instructions. It's like writing a script for an actor who follows instructions near perfectly but is super autistic and can only understand you if you write in a certain way.
No.154
>>152>I feel like I'm starting to understand the concept of variables, functions, nodes, etc.Ey wait you didn't have basic coding knowledge before this? Maybe you should do, like, a Khan Academy course, or W3Schools.
No.155
>>153Yeah, I probably will. It doesn't look too hard.. the type of art I enjoy in games is usually kind of bare minimum (or at least it looks that way), like simple ambiance, low quality models and textures with good shaders or just overall theme, color choices, etc. Sandbox games in particular I love
Yea, you also reuse things a lot and optimize.
>>154Nothing besides le soy scratch courses my school used to give us when we were young, but I've been playing games all of my life and have actually planned pseudo code before. I don't think it's really necessary, all skills that I have grown by myself have been more or less going in headfirst and trying everything until I find a productive way to do it/learn everything needed.
No.156
>>155I don't play that much anymore doe because it's more or less a waste of time usually. Maybe every 3 days I'll play project zomboid or something
No.160
Someone here should make a soyjak rpg, it would be very gemmy.
No.161
>>160What kind? Like, Darkest Dungeon, Elden Ring, some basic text + image RPG?
No.162
>>161Not
>>160, but maybe something action and adventure based would be cool? Turn based combat is usually hard to make fun unless super difficult
No.164
>>163I think most gamedevs go the easy route and just retexture the same skull
No.169
Only one godot tutorial today. Camera controls seem kinda confusing… I think when I'm done with this tutorial and a few others I could just write down mechanics I need and research every possible way to do them. I wonder how general knowledge of this stuff can really be
No.170
>>169Camera controls should be easy, presumably there’s a camera object and you make a script with several onclick button listeners to give it velocity or rotation in a direction when the buttons are pressed.
No.174
>>173I could make a roblos game where you run from the ESL FNF pedo or something
No.175
I finished half of dis tutorial or something
https://www.youtube.com/watch?v=9GCinm040RA&list=PLda3VoSoc_TTp8Ng3C57spnNkOw3Hm_35&index=13I feel like all of the notes I have taken so far have been bad or useless… I can't really go over them. I should have just written down all concepts and then studied them individually. Maybe with the next tutorial series
>>174Roblox isn't really good doe I've never enjoyed a game I've played on robox
No.176
>>175>I've never enjoyed a game I've played on roboxNever played Guts and Black Powder award
No.178
>>175I finished that and 2 other tutorials from the same guy
No.181
Haven't given up btw. I've spent the past two days basically hyperfixating on blender, I just created my first good looking head (an elf with a mustache and a fur cap) and then I'm going to start with the body (after I learn animation from a tutorial, so I don't mess anything up), texturing, etc. Also some easier models and more tutorials. It feels so refreshing to learn something like this, I feel like a sponge. I want to master low poly, then somewhat realistic, then hyper realistic. Not only for my own projects, but so I can be payed to do this in some way. Texturing seems easy too, it really just depends on the theme. My favorite has always been darkish/realistic fantasy, like the 3d zelda games and the elder scrolls series.
I'm mainly focusing on blender because it's the easiest to get results in at the moment. I've been watching a few short tutorials on godot, but nothing really hands on yet. I haven't gotten my foot in the door so to say, but I think I generally understand how it works even if bare minimum. I'll try doing this tomorrow as well.
Next would be music making. It seems simple from the outside, basically just finding a melody and applying different themes to it if that makes sense? Leitmotifs would be very helpful. I might try it soon because electric keyboards are very cheap, I just hope that I can find an open source DAW.
I've taken a break from Borncg and I'm trying to generally teach myself, from watching short videos and googling everything I don't understand or asking people who know. His videos are extremely boring and I call him Boringcg
No.182
>>181Shieeet bro is actually gonna be a one man studio, I never even tried to learn blender
>His videos are extremely boring and I call him BoringcgYeah watch the 5 minute ones made by some kid/Indian that tell you how to do some specific thing, much better
No.183
>>182Tsmt this is my end goal. Thank you.
>Yeah watch the 5 minute ones made by some kid/Indian that tell you how to do some specific thing, much betterI usually find good 5-20 minute tutorials. You're absolutely right bc the other video types lecture you instead of really allowing you to do things on your own, they stretch things, etc. I may still finish the borncg godot series doe because I might as well.
I also figured out how to pirate paid courses, which are usually higher quality than youtube. My favorite game dev 'tuber mizziziziz or whatever has a really nice graphics tutorial that I'm following from here
https://online-courses.club/how-to-create-retro-3d-graphics-with-blender-and-gimp/. He's very white but he has the first name of some random indian god, I think he changed it or something. He's also vegan but he isn't zealous about it, so I don't care. His videos are very down to earth and good.
This is where I found le online course site doebeit:
https://github.com/ItIsMeCall911/Course-Piracy-IndexDoing this kinda changes you in general, I feel more organized and logical on my pc and in real life because there's a real need for that now other than personal preference. I basically organized my downloads folder n stuff.
Also shieeet I need to learn drawing for reference art, I'll try to streamline it to just bare minimum shapes. I've always been shit at drawing, but I have had multiple periods in my life where I have tried pixel art (mostly succeeded, but forgot it) and tried blender (I was too young to have any real self made discipline).
Also here are my models. With modelling in general, I think I struggle the most with just sticking to a common poly count, like making the torso too low quality compared to the head. Haven't done legs yet either, but so far I'm good at heads somewhat, torsos and arms. I think I did the first image with way too many polygons or whatever.
No.204
Whats the model for anyhow?
No.206
What is it going to be used for?
No.207
>>202Now make him fight five conscripts armed with billhooks
No.208
>>206Just practice for now. I don't plan on doing anything serious until probably a month or two more of getting the basics down. I'm still very new to this and need le skilleroonies. For rn it's just modelling, texturing, animation and coding because I don't have a drawing tablet or a midi keyboard yet, very cheap doe so soontm. Also lol sorry for making you reply twice, I read that when I was half awake and misinterpreted
>>207A medieval fighting animation or game would be awesome
No.209
>>203Btw I made the head by starting with a plane and shaping it with two loop cuts vertically and horizontally, mirrored it, then extruded the edges and basically formed a mask before I made the entire face. I don't think it's perfect, but it's my favorite way to model faces so far. All alternatives are very annoying to work with and are easy to mess up imo. I think it's a bit cartoonish for the style I want to end up with, but still good.
No.210
>>208Give me a game where I can forcibly conscript peasants into my army and leave every village in my path barren of menfolk to pad my lines of spearmen and I will pay you like 20 dollar
No.211
>>210That's one of my dreams too. I wanna make some kind of game with war elements where the people you fight or conquer are completely subject to what you think of. Like doing extreme nasty power moves like mongolian plague catapults or enslaving everyone and forcing them to fight for you, with no real meta way to do things (like irl)
No.212
>>211TSMT
GENGHIS KHAN SIMULATOR NOWWWWWWWW
No.216
>>215Actually looks gemmy for Godot users
No.218
>>216Send updates if you decide on watching it. It gets a little complex after about 10 I think, but it's easy enough to figure out on your own so uh try to refrain from getting direct answers from like google or something. Btw the site has other tutorials you can watch
No.225
>>224For my first official game, I think I'm going to do something with the theme of war. An artillery game would be cool for example
No.244
Still not given up, but I did stop using godot for a few days. I'll get back on the grind o algo. I still have a lot to learn about general workflow and character making, but I also have environment and objects to worry about later. It's a lot to do, but it's very fun and very worth it. Sometimes I feel like I pressure myself too much and prevent myself from getting into it, especially when I'm tired after doing something else all day like school. It's much easier with a cup of something caffeinated DOE so I will start drinking tea regularly (I usually do black with honey and milk or green with honey).
Also le laptop is finally arriving and I can do this more regularly and more comfortably, it should be a massive boost to my productivity. I'm also going to get into file syncing which is nice.
>>240That's a very interesting workflow. Basically uh blocking out everything and then sculpting and simplifying. Tbh I think that's how all art works. Thanks for showing me this, timelapses are extremely useful
No.246
>>245coomers have even taken over youtube modeling tutorials its over
No.250
>>245just do high poly models, make xhem styled like the hd half-life 1 models
No.251
>>246Tsmt
>>250I want to get this style done first especially because there's tons of substyles kinda that I also have to learn. It's easier, faster, better performance wise and I usually like it more in games or however
No.257
>>255I see our medieval soldier already has his mail hauberk