Current Events > Have you ever made a game?

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LightningAce11
09/30/17 1:41:44 AM
#1:


Topic.
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TheMarthKoopa
09/30/17 1:43:53 AM
#2:


I've made a couple crappy RPGs with RPG maker, that I've since lost sadly

Tons of prototypes with fully functioning mechanics but I never made any content to complete them

Currently working on my masterpiece that will make me rich
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ManSpread
09/30/17 1:44:43 AM
#3:


um

i was a private tester/designer for Marvel Heroes and have an ingame item dedicated to me along with some achievements?
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Insanity216
09/30/17 1:44:46 AM
#4:


Does a crappy board game count?
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Click Here to find out if you're an idiot.
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GiftedACIII
09/30/17 1:45:22 AM
#5:


Made a dumb little shmup on unity
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Hey
09/30/17 1:45:24 AM
#6:


No
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Kisai
09/30/17 1:46:14 AM
#7:


I've tried working on one using the original Construct involving a few original characters I had since first grade. And I've dabbled in RPG Maker stuff a lot. You could kinda say I completed a game back when I was in 8th grade or so involving me and a bunch of friends' RP characters, but I don't really count that.

So sadly, no.
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Questionmarktarius
09/30/17 1:46:32 AM
#8:


A couple games on classic mac, some noodlings on Amiga, and a RPG Maker project for a mostly abandoned fansite.
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MabusIncarnate
09/30/17 1:47:35 AM
#9:


I had a thing for making board games as a kid, that none of my family would play with me.

I also invested easily 500+ hours into making a game in RPG maker, made my own sprites, it had midi file music from my favorite punk songs that meshed surprisingly well, and made all the graphics and whatnot in photoshop. I thought it turned out pretty awesome, but again, no one ever played it. It was a 15 hour playthrough not counting grinding if you wanted to power level your bro.
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Ten million dollars on a losing campaign
Twenty million starving and writhing in pain
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Questionmarktarius
09/30/17 1:51:17 AM
#10:


MabusIncarnate posted...
I also invested easily 500+ hours into making a game in RPG maker

I bought MV when it was cheap earlier this year, but turned out lazy.
The scripting language is supposedly javascript, which I have a degree mostly in. But, you know, lazy.
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LightningAce11
09/30/17 1:56:57 AM
#11:


I kinda want to make a fighting game using unreal engine, like SF and MK.

What's the best way to get into that? I got a character model all rigged and textured up, and planning to make more.
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"I'm an atheist too but still believe in hell. That's where you're headed pal." - Mr_Karate_II
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josifrees
09/30/17 1:58:57 AM
#12:


I made a game in basic where you drop bombs from a plane and try to blow up ships
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<|={D
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weapon_d00d816
09/30/17 2:01:24 AM
#13:


A couple unfinished gamelets in Project Spark (that are officially dead because the servers shut down).
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SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SlG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SIG SlG
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#14
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Killer Mimic
09/30/17 2:12:05 AM
#15:


I made an adventure game for the iPad.

Nightmare Land - The Dream Witness
https://itunes.apple.com/us/app/nightmare-land-the-dream-witness/id814145812?mt=8

https://www.youtube.com/watch?v=ak4eJfH3RUE

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Dark_SilverX
09/30/17 2:20:22 AM
#16:


I made some levels in super mario maker
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Cuckle doodle doo
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sellerdore
09/30/17 2:24:25 AM
#17:


Worked on a AAA title last year

LightningAce11 posted...
I kinda want to make a fighting game using unreal engine, like SF and MK.

What's the best way to get into that? I got a character model all rigged and textured up, and planning to make more.

If you're working on your own...I suggest you download the engine (it's free to use these days) and do their official tutorials. Be sure to learn about Blueprints -- what they are, how they work, and how to use them. They're a feature that's unique to Unreal Engine and help you to script behavior and handle events in the game without having to code (per se).

Be prepared to spend a good amount of time learning how to use the engine before you actually work on what you intend to (the fighting game). If you really want to get serious, you should learn some basic programming fundamentals anyway, so you can utilize full potential of the engine. Make heavy use of online official Unreal documentation and also Youtube, reddit, etc.

Can't really give any advice specifically for a 2D fighter though as I don't really have experience with that style of game...It's good that you are thinking about character models/animations because I do know that animation data (active hit/hurt frames, animation blending, spacing/timing, etc) can have huge impact in fighters

Final general advice: start small. You may have grand plans for a fully decked out game but honestly it takes a while just to get the basic functionality of the game going. It might take you a couple of weeks of learning and debugging to even be able to get one of those character models into the game and controllable by the player. Also, feature creep is dangerous. Every new feature will multiply the complexity of the game's inner mechanics. It's usually better to polish the core gameplay, then add essential features. Don't be afraid to cut features, no matter how awesome it may have been in theory. Sometimes you build something up and play it and it just doesn't feel right.
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Questionmarktarius
09/30/17 2:28:05 AM
#18:


sellerdore posted...
Worked on a AAA title last year

Switch port?
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LightningAce11
09/30/17 2:38:02 AM
#19:


sellerdore posted...

Wow, thanks for the advice. I have downloaded it and will look through the tutorials.

I do want to keep it small scale for now, as I don't have much experience in making games.

What did you do on the AAA game? Texturing? Coding? What's the best way to get into game companies?
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"I'm an atheist too but still believe in hell. That's where you're headed pal." - Mr_Karate_II
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sellerdore
09/30/17 5:03:15 PM
#20:


LightningAce11 posted...
What did you do on the AAA game? Texturing? Coding? What's the best way to get into game companies?

I'm an AI programmer. And I'm not sure I'm the best "making it into the industry" guy I mainly got an interview through a personal contact. But from what I've heard, it's important these days to have built up a solid portfolio of projects or ideas you worked on at home. Whether you actually end up releasing on some platform, or just some personal pursuit of an idea, it's important to be able to show that you've got at least some experience and knowledge of the pieces of what goes into a game. And be able to talk intelligently about the process (why you made certain game design choices, the challenges you faced) in an interview setting
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LightningAce11
09/30/17 6:19:51 PM
#21:


I see. Thanks for the insight. Any advice on making the AI for a 1v1 fighting game? Does Unreal help with that?
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"I'm an atheist too but still believe in hell. That's where you're headed pal." - Mr_Karate_II
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