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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 1440958881476.webm (3.15 MB,720x405,16:9,internet.webm)

c4e418 No.21421 [View All]

What specifically is holding you back from making games? Lack of knowledge, lack of art, some mechanic that's giving you trouble, or something else that always gets in your way?

"No motivation" isn't an excuse, either you want to make games or you don't. If you don't have motivation, then there's something discouraging you.

Mine is graphics rendering. I'm an engine dev because that's the way I like it, but I have no idea how to use OpenGL and I don't know where to learn what I need to learn. I mean I can use it, but I have no idea how I'm supposed to use it, so I end up with shitty performance whenever I try to draw many things.

255 postsand54 image repliesomitted. Click reply to view. ____________________________
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c4e418 No.27105

File: 1467094453712.png (28.05 KB,680x653,680:653,156295.png)

Not able to make 3D models yet and the fact that I lack the will to do things. Stupid practicing to draw which is all I had and now simply too fucking lazy and uncaring whatsoever to do anything. Gonna fail art-school niggas. The year is as good as over and I haven't even began my 'end project' which is pretty much all I needed to do aside from studying the bones from the human skeleton. Here's some low energy footfag or whatever it's really the artistic level I am at now it's not even good and I don't even seem to care about trying. Been having it very difficult.

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c4e418 No.27116

>>21703

Same here, mate. Commute transportations wastes 4 hours each day, leaving like 2-3 hours to do all else.

Also drawing sprites slowly. Also RL.

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c4e418 No.27131

I really don't know where to start. do I just jump into an engine and get working or what? I only very little of python and java but I had just picked up a C++ book and started that.

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c4e418 No.27144

Nothing's actually holding me back today OP, although my progress seems excruciatingly slow sometimes.

In the past, it was primarily ignorance of technicalities on my part: Not just magically understanding how build systems and toolchains worked, or library usage, or creating assets, or, or, or...

Slowly and surely I climbed out of that pit of ignorance and now I can at least work on slowly implementing my ideas, and not just basic gruntwork.

Good thread btw.

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c4e418 No.27145

>>27096

It's probably parented (or 'padded') to another grouping anon. If that's Maya, check the outliner window and you'll be able to tell at a glance. If so, try breaking the parent connection and see if the behavior changes.

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c4e418 No.27164

The fact that I can't open these damn .kar files.

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c4e418 No.27235

File: 1468268680642.jpg (19.71 KB,580x308,145:77,scoutknots.jpg)

Lack of knowledge: working on it by educating myself on C. I'll move on C++ later. Also want to properly learn Java, Python and Ruby on Rails (though the later for webdev only)

Lack of art: I'll think about it when I cross that bridge. First I want to make game with shit art and then start replacing everything.

Lack of music: Read the above

Lack of time: I try to be consistent by it will be years before I finish my first complete game

Others: Right now I have free time and could keep studying c but for some reason I feel like my intestines are doing pic related. Can't really focus on anything in this condition.

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c4e418 No.27324

>>27070

Anon, thats online content. anything you create offline is safe.

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c4e418 No.27325

YouTube embed. Click thumbnail to play.

>>27080

stop talking shit anon. game make is just fine.

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c4e418 No.27368

I've thought a lot about this and I guess the main reason is that making a game (by one person alone) is simply a bad choice. It might be fun, it might be fulfilling but at the end it's just a bad way to invest time. It takes a huge amount of time. This alone isn't necessarily bad. However considering that chances of actually succeeding (it being recognized/liked/sold) are very low (not because lack of skills but because games with much bigger budgets/teams failed) it makes it a foolish endeavor.

Reality is simply that "making a game" is simply no thing to do just like you don't "make a movie" with only yourself. Unless the game is a very simple game a game is made by a variety of specialists and one or two lead designers who put all the things together.

So in order to force myself to work on it I have to distract myself from thinking about how foolish every step I take actually is and just think about that finished game and how great it will be. And not only that I also have to distract myself from all those reasonable, healthy, profitable choices I have to invest time. I continue for no other reason than having it finished.

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c4e418 No.27525

>>21421

>howto GL

Minimize drawcalls. Theres many talks on how to do good batching. But honestly a lot of it should be intuitive.

If you are using legacy GL then go murder whomever told you it was okay.

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c4e418 No.27526

>>22704

My brother we share many qualities

I have a low opinion of QT though. Its bulky as hell, and I infinitely prefer either HTML or ad hoc for UI

I'm a proud dropout myself, managed to land a job at a prestigious company for 10 months. I recently walk-out-resigned because anxiety attacks. But I have 4-7 months of savings, so I can not give a fuck about money for awhile. Still not enough time to finish my game.

The big thing that fucks me up with gamedev is I get overly ambitious with every feature. I can never concentrate on something until completion before getting distracted by another feature.

Or if I try to do a rough naive impl of a feature and go broad, then I get stuck architecture astronauting.

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c4e418 No.27545

I got into computer programming because I wanted to know how games work.

I had note books I'd fill with ideas on games, and drawings, but now that I have the skills the ideas are gone.

I stopped enjoying games because I'd rather think about how they work more than playing them.

(implementation anxiety -- programmer's monkey see monkey do, i.e. suicide)

I can't think of anything that would be fun, because I don't have fun.

The only reason I'm considering getting back into gamedev is because interactive graphics impress normies (employers) more than pure algorithms and computer stuff (last project was compiler)

I'd like a job, but don't want burn my eyes out for Sanjay writing useless software in the C#/SQL/JAVA/PHP/FULLSTACK/BALLSACK all day.

I'd rather work with engineers, physicists, math guy or something, but I'm not AMPL enough and I'm pretty fucking degenerate.

I wish I had my old hard-drives. It would remind me that I once had passion for this.

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c4e418 No.27548

>>27545

>interactive graphics

>work with engineers, physicists, math guy or something

A defense industry contractor is where you want to be

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c4e418 No.27565

>can't draw with a mouse

>can't make sound

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c4e418 No.27596

art and drive, mostly the latter.

however I am at this point heavily editing sprites to fit a concept I'm working on.

think Hotline Miami but if you could stop time, slow time, and 'skip' time.

oh and throwing knives, claymore, c4, revolver, and maybe a wormhole gun.

You'd work for the PD dealing with a extra planar terrorist organization that turns out to be a bunch of nihilistic humans who came from different lost places in history.

As in Atlantis, maybe like five Egyptians, a bunch of fags from that one town in Maryland that disappeared, the fuckers behind the Green Children or whatever they were...

Being that my expertise is shifting away from computer science and more towards astrophysics and math, I'm finding that the universe demands more attention than my incomplete project.

I guess you could say that I'm out of time

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c4e418 No.27598

File: 1471473128925.webm (2.14 MB,1280x720,16:9,Anime Girl Waits for All ….webm)

No assets outside of code- anything I made would need to be a "fan game".

No time to learn- made a /tg/ game to sell. I've spammed various forums and no one cares. Will try again when it's released.

Easily Frustrated- last time I tried code (UDK) I spent more time looking for errors, and not understanding why I had errors.

I mean, the easiest part I have is making stories. No idea if they're good. And publishing is just as much of a farce as getting vidya published.

I'm scared of putting effort into another venture that'll have no pay off that'll just rob me of another 5 years I could have spent focusing on something that would actually let me create.

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c4e418 No.27645

File: 2e52f022bf31cbe⋯.png (3.64 KB,265x132,265:132,mareo.png)

I don't know which engine to fucking use.

The game I want to make is essentially an Ace Attorney clone. So there has to be support for stuff like

>Adding in effects like sounds, screen shakes, pauses, transitions, etc.

>Make character sprites animated and move their mouth along to dialogue, etc.

>Branching dialogue paths, evidence, interrogation

YOU WOULD THINK THAT WOULD BE EASY FOR ME TO DO BUT HOLY FUCK

Ren'py seemed promising at first but trying to get the sprites to animate when certain things happen is a living nightmare

Then I tried Game Maker, but my options are:

A: Learn how to code a complex visual novel frame in an engine that isn't built for it

B: Buy a fucking $40 engine pack on the marketplace that may or may not actually do what I need

C: Cry

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c4e418 No.27646

>>27645

Have you tried any of the other VN engines like KiriKiri or Novelty? They might give you the control you're looking for.

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c4e418 No.27647

>>27645

I would just code it in game maker if I were you, spend like one or two months making a solid VN engine in it and you're set. Better than doing it from scratch or being limited by other engines. There are way more complex projects out there so a VN should be easier.

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c4e418 No.27648

File: fcd77250b4f6826⋯.png (123.36 KB,247x321,247:321,mu.png)

>>27646

Thanks for the suggestions.

I'm not hardcore enough to use an engine with 65% Japanese documentation, so I checked out Novelty.

It seems alright, except for the whole "importing" crap that's needlessly complicated. Seriously why

>>27647

The problem is, I barely know code as it is.

My crowning moment is making Asteroids in GM without any drag-and-drops.

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c4e418 No.27649

>>27648

>The problem is, I barely know code as it is.

>My crowning moment is making Asteroids in GM without any drag-and-drops.

Follow Shaun Spalding's tutorials on GML and never ever use drag and drop except for adding a script when something happens (duh).

Drag and drop is absolute shit and GML will give you a lot of freedom. Try programming asteroids in gml.

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c4e418 No.27654

>>27645

Are you serious?

Download and learn Ren'Py today. It is the engine of your dreams.

http://renpy.org/

I did it and never looked back. Forget everything else. I tried everything else for you so you wouldn't have to. And it was shit.

Btw I am not a coder, merely an artist. I can confirm that using Ren'Py is game development in easy mode. And the results are absolutely fantastic.

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c4e418 No.27683

Lack of knoledge, school, lack of work ethic because I'd rather be lurking on here.

The usual.

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c4e418 No.27690

File: 873cf989f3ba44e⋯.jpg (94.26 KB,695x715,139:143,crye.jpg)

I don't even know anymore. How do people make all these amazing things? Music, art, code, how do they do it?

I don't understand agdg. What kind of sorcery is it? Where did they learn all that stuff?

I want to create, agdg, I really do.

But how? H O W?

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c4e418 No.27693

>>27690

The skill doesn't come from a void. People learn because they really love doing it and they just do it, not read tutorials and post in 8chan and anything besides actually doing the thing.

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c4e418 No.27702

>>27690

>Where did they learn all that stuff?

Most of the games here are shit made by reskinning game maker tutorials. It's not that impressive.

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c4e418 No.27707

I'm shit at modelling and texture work.

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c4e418 No.27713

>>27096

Give me the .blend, and I'll fix that shit.

I don't know how you fucked up yet, but I sure as hell know how to fix it once I get a look.

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c4e418 No.27714

File: 1e4a9b7e3805623⋯.gif (641.42 KB,640x360,16:9,stuffed crab.gif)

>>27702

That gives me some confidence since I've never done that myself.

>>27693

I love fucking doing it but the question is how other people do it? I'm not able to make a game engine in C++/OpenGL because I don't know all the concepts around game engines, where do other people get the info I seek? Should I wait until I finish college? I don't want to. I want to make games and I want to do it now but the only thing I have is youtube tutorials and OpenGL examples.

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c4e418 No.27716

File: 34e4e97099b5c90⋯.png (106.66 KB,320x287,320:287,1348258557654.png)

I'm okay at coding, but that's about it. Can't draw worth a shit, can't compose anything but repetitive <30-second loops, can't model or texture at all, can't make levels, can't do anything but code. I don't even have the social skills to team up with other people.

And even with programming, I'm stuck whether I use an engine or do things from scratch. If I make the game from scratch then it takes forever because I have to do everything. I have to handle rendering, I have to handle collision, I have to handle every single thing. Sure, writing optimized algorithms is fun in their own way, but it takes ages to make anything and eventually I give up.

I can't learn an engine for the life of me, either. After doing so much from scratch using pure code, premade engines just feel alien in ways I wish I could describe. I guess I'm just an idiot.

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c4e418 No.27723

>>27714

> I'm not able to make a game engine in C++/OpenGL

Try SFML, it's built on openGL and it's quite clean. You can always add openGL later on.

>I don't know all the concepts around game engines

>where do other people get the info I seek?

Program until you get good. there isn't a magic trick for doing a game engine. The best tip you can get is: "make a game not a game engine". If you're lost and have no idea, just structure your game in 3 function: event(), update() and draw(). event for the keyboard stuff, update for updating the current state of the game(physic, animation, the weird piece of crap falling from the sky, etc) and draw, well, for drawing every sprite. Go on youtube and write alot of bullshit like "making c++ game progress/tutorial" and look how people did their code. Get a book on the subject(game programming gem). Also, do some math,...linear algebra, do alot of it. Most of the thing I wrote is probably thing you know.

> Should I wait until I finish college?

no

>I want to make games and I want to do it now

just do it, make that fucking RPG/platformer right now

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c4e418 No.27725

>>27714

> I don't know all the concepts around game engines

What "concepts" are you looking for?

There's no one set way to do things, otherwise it would be completely pointless to make your own engine.

The only real thing that most games have in common is the game tick, and you could probably even do without it in the case of turn-based roguelikes for example.

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c4e418 No.27745

>>27690

>>27693

Programming is pretty innate. The skills that make a good programmer are ways of thinking that aren't very trainable. You're either good or you're not.

You can learn whatever interfaces and even be a qualified expert at them, but still write shit code.

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c4e418 No.27746

>>27745

>"You're either good or you're not."

>it is impossible to train someone on a piece of machinery like a computer

kys my man

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c4e418 No.27748

There's no fucking FOSS turn based rpg it seems, and I get too scared over making something from scratch since I know I'll have to rework it a thousand times.

Shoot me

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c4e418 No.27750

I specialize in 3D Animation so I got nothing really. I'm still trying to find a job but most companies out there want people with 5 years of experience or if it's an internship they want them to still be in school.

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c4e418 No.27805

>>27746

>learning algorithmic creativity is the same thing as learning to use a GUI

I see you're the latter

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c4e418 No.27830

Two things, lack of art ability and lack of health. I plan to get a good chunk of my game done and then look for an artist (or two, if my friend that can do sprite art falls through, but I'll need a portrait artist either way). I figure if I use my own money to pay for some commissions, and I have enough of a game done to start doing early promotions as soon as I put art into it, it'll help with recruiting.

There's not much I can do about my shitty health, but I pretty much work on my game whenever I'm up for it.

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c4e418 No.27930

What's probably keeping me from starting what would most likely remain a personal project anyway is this feeling that I can't make something that isn't already out there in some form. I'm interested in making one of those autistic factory/logistics management sorts of games. I really enjoy Factorio and mostly enjoy Fortresscraft despite its various issues and absolutely autistic cunt of a dev, and I think that Farlight Explorers is the most like what I picture in my head for my game, but I can't shake the feeling that just taking pieces of other games and making my own "supergame" out of them is something a useless ideaguy would do.

Besides that, I can't art or music but that doesn't bother me terribly. I know I can learn Unreal or Unity, or some other thing.

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c4e418 No.27931

>>27746

It's generally understood by anyone actually involved in computer sciences that the best programmers straight up love doing it. I've seen a few people that did muscle their way through the learning process but they never compared to those that already possessed the thought processes that suited the work.

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c4e418 No.27932

The amount of time required to create all the content. It's really a two or more man job unless you wanna spend a year on it to make it good.

Optimal team in my eyes:

>1 programmer

>1 graphic artist, spriter & modeler

>1 audio guy, sound effect & music creation

All of them can work together on the story if your game has one.

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c4e418 No.27941

Time and focus. Between work and family, even when I do find time, I just find myself zoning out in front of my computer. Like now

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c4e418 No.28024

File: 5f133be053e7e70⋯.jpg (214.15 KB,1280x720,16:9,yuki.jpg)

>>27932

Depends on the quality you want.

My ideal would be

>gameplay and UI designer and programmer

>engine programmer

>concept and rough artist

>finishing artist

>audio guy

... I'm doing everything except audio.

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c4e418 No.28027

>>21421

Just programmed for fun for the first time in years and I think it'll turn into a game.

In short: absolutely nothing.

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c4e418 No.28064

File: cdc34dbde08d6d0⋯.jpg (64.41 KB,1280x720,16:9,MEGH!.jpg)

>What specifically is holding you back from making game?

megh!

>"No motivation" isn't an excuse.

Meghhhh...

I spend too much time worrying about the syntax errors and variable typos I'm constantly making and it distracts me from visualizing what I'm trying to do.

...MEGH!!

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c4e418 No.28074

>what's holding you back?

Other than time? I'm such a nodev I can't even code Javascript, how's that?

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c4e418 No.28075

>>28064

>syntax errors and variable typos

Just use a proper IDE? autocomplete and autofix

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c4e418 No.28290

File: 8d376da4c7afd20⋯.png (16.48 KB,228x736,57:184,list.png)

File: 24aeb92eef81f6c⋯.png (5.95 MB,2880x1620,16:9,mach5_3.png)

File: de17afd76a344c4⋯.png (3.95 MB,2880x1620,16:9,Chess2.png)

>Whats holding you back?

I'm too stupid to learn blueprints. I'm a terrible self teacher but I can learn incredibly quick if I have a second person helping me out.

If I had a teacher I could learn it all in three weeks.

I have a list of everything I need to work on specifically.

What I need to work on the most is an understanding of baking normal maps, and texturing models.

I'm decent with modeling, but I'll only get better with time.

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c4e418 No.28779

File: ba8e9bab114452d⋯.png (49.01 KB,451x485,451:485,1462512180100.png)

I'm a lazy cunt.

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