Why aren't you making your own game, Jow Forums?

Why aren't you making your own game, Jow Forums?

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I'm. But using raw libraries like a real man.

...but I am.

I'm planning to write a web-based CCG engine. I can't decide on the backend language though.
C# is fast enough, pretty mature and I know it well.
Nim seems to be even faster, with comfy python-like syntax.
And there is Go 2.0 on the horizon...

Programming games is too hard for Jow Forums

>caring about performance for a web-based CCG

post games, nodevs

cuz we have enough game developers. i'm doing something more productive for society. gaming is already a big drain.

>not caring about performance
found the node.js ""developer"""

the end product of civilization is entertainment

Got no pc right now but i have a few udemy courses bought and ready for when i get my $5000 aud beast next month
Ryzen 2700x that i will swap out and drop in the 3850 when they come out
The only thing im not sure about is 2080ti vs readon vii for that 16gb

Performance is about meeting targets and you could make a web based card game in doubly interpreted python and not have problems with performance

Because I've got enough on my plate currently and I already struggle with being lazy.

>caring about performance for a web-based CCG
For a smooth experience performance should be a concern, you don't want to make it request-by-request communication but rather on websockets.

I have nothing to show off yet; still learning my way around Unity.

I am and but I'm not using a game engine that jews you out of your money (as in your image). I use Godot.
I would love to post my progress here on 4channel, but it's bad PR to be associated in public with that "hacker" Jow Forums. I want both the left and the right to buy my game, I could imagine some blue haired good-for-nothing hag make up some bullshit about me because I post on here and that wouldn't do any good for my sales.

P.S: Godot is in no way related to the Go language. When I first heard about it I didn't bother trying it because I thought it's written in Go.

I have no ideas. Where do I obtain them, Jow Forums?

>it's bad PR to be associated in public with that "hacker" Jow Forums
cucked attitude, also nobody cares

I make shitty smartphone botnet games for women
I get paid good $$$ so whatever

>Why aren't you making your own game, Jow Forums?
I have zero interest, and even if I did, I wouldn't have much time.

>also nobody cares
You can bet your ass that those blue haired hags have nothing better to do than slander other people, instead of actually doing something productive.
>cucked attitude
Think what you want, but I gain nothing from posting my progress here and there are potential negatives and bad PR. I'm looking at this from a purely business perspective.

Are you ashamed of us user?
Nah i get it, thoses sjw culture terrorists have destroyed people over less

>I'm looking at this from a purely business perspective.
you're a fucking nobody indie developer would be lucky to make a few sales, get your head out of your ass, nobody cares, nobody has got in trouble posting thier games here

t.brainlet

What the fuck are you paying $5000 for?

The problem isn't programming. It's doing something new and refreshing.

But user, I'm in the process of learning how right now.
Godot is looking pretty nifty so far.

2080ti and 32 gb ram, been a few years since i had a pc and not really sure what to downgrade in the build
au.pcpartpicker.com/list/R8VtYT
Just dont want to be gimped on anything, i would get a standard 2080 if it wasnt for that 8gb

OH NO NO NO NO

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Because I don't have any good ideas.

based godot users
how well does it suit your needs?

Any suggestions, its the 2080ti and ram driving it up that high, but i dont want to get fucked over in blender and running 4k ultra modded f4/skyrim
Would i run into any problems with 16gb ram?

you dont need powerful hardware for game dev

Then why the fuck did you go through the trouble of wasting your precious time answering to this anonymously

It depends if they're making a 3D game with high res textures/high poly models or not. You'd want a powerful rig for fast bake times.

Writing that post took me 20 seconds, which I did while sitting on the shitter at work.
Creating a game using Unreal engine will probably take me at least 4-5 weeks if I dedicate all my time to it and already have an idea to gameplay and knew how to drawn 3d sprites and textures (which I don't).

I blame Jow Forums personally.
If Jow Forums was just a group of pranksters to the publics eye it wouldn't be a big deal.

Games are for children. Any idiot can write a game, I work on more important projects.

well thats mainly CPU speed and CPU speeds have flatlined so dont waste your money on tons of RAM

I struggle a lot using unreal on my laptop, i was building a world with the quality of a 3a title but it's frustrating when it starts compiling shaders every 5 minutes and gradually takes longer to compile. Maybe i should just be working on something smaller but i really wanted to try something like that out

>If Jow Forums was just a group of pranksters to the publics eye it wouldn't be a big deal.
We used to be this, we could even refer to "epic trolling" for the right causes or just for lulz, but then stormfags dialed up the ironic racism to 11 which again attracted people who mistook shitposting for the real mccoy and now Jow Forums is basically seen as the virtual reality incarnate of Hitler himself.

Dealing with 2k~4k textures is 100% GPU. I'm not that user, but I can see needing 32GB ram if they plan on having multiple applications open, which game devs typically do. (Photoshop CC, UE4/Unity, Maya/Blender, Foobar(for listening to music),Browser open for googling tips,etc). That's probably 12GB ram right there.

I am!
Here's some hue shifted lighting I've been working on, inspired by how shading is done in pixel art.

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>4-5 weeks
More like 4-5 years.

Baking operations use the CPU. Exceeding even 8 GB of RAM usage is unlikely but that depends what you're doing, maybe if you like to keep a thousand documents open

Depends on the quality of the game. Something like White Law or Ethnic Cleansing would not take any more than a couple of weeks.

I'm not specifically talking about baking. I'm talking about working with 3D models in general, especially if they're editing the high res textures in photoshop.

9.3GB ram usage with PS(4k image), Unity(decent sized project), Blender(semi-high poly model + shaders on), Foobar & Firefox all open.

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because technology hasnt advanced to the point where making a game is not only intuitive but also easy to do and cohesive. in about 10 years it will and then i will consider making a game seriously

i was talking about baking

there's plenty of dumb shits making games with Unity, how easy do you need it to be

>White Law
>Ethnic Cleansing
>these are actual games

Im pc builder user, im basically starting everything from scratch, entry level udemy levels, but im trying to think years into the future when i start getting good enough to start doing more demanding projects
I have always been a poorfag but im coming into inheritance money, about 10k, i dont know when im going to be able to upgrade again so i figured i would just go for the current top end to caarry me through a few extra years
Never owned a pc that could play current gen games so i have mostly been a console pleb, so i feel like my past experiences might be scaring me into spending way more then i actuallly need

Well baking is just one aspect of game dev. It'd still be good to have a powerful GPU for VR/4k monitors/regular games too.

It'd probably reach 10GB under heavy load. 16GB might be safe, but I'd go 24GB just to be safe.

dumb shits can fuck around in c++ and make something 'work' but that doesn't mean it's good or that it'll sell. being able to make something isn't even the first step. that's like a pre-step.

I wish I could make art like you.

>windows
Ew.

where i can just think it in my head and project it as the entire story of the game, that would be ideal.

perhaps you should post in a PC building thread instead of derailing this one
and you'd be better off buying just a good PC instead of an overpriced one, the best parts are way too expensive for what they do to get idiots like you to waste their money on them

>99% games are on windows
>99% users playing games will be playing them on windows
>makes game on completely different platform anyway

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32gb ram is overkill, especially considering that the prices haven't gone down yet. its way too expensive. 32gb ram is probably going to cost like $400+.

As long as it is free it can run anywhere, so why not make your toy on GNU?

Really well, I really like the Node based system. 3D features aren't all available yet and in some places it's a bit rough around the edges, but the beta 2 is already really good.

3D particle effects and the animation system are also still WIP, but what's available is still very workable.

>Depends on the quality of the game. Something like White Law or Ethnic Cleansing would not take any more than a couple of weeks.
Oh yeah, I forgot this was Jow Forums.

Industry standard tools are not available on Linux distros.

Sorry user, i figured i would post here because this is the primary reason im building one and would get more accurate information over just a general pc build thread

gamedev is less demanding than playing your favourite video game so there's no difference

im making a porn game ama

Is the objective not to cum?

>using an engine
Yeah, that's not "making" a game

Based and devpilled

no, it is to cum, im not into bad game design

Why aren't you making your own game engine?

Good to hear

>knew how to drawn 3d sprites and textures (which I don't).
Unless you're talking some uber-stylised low-poly shit, then for a small 3d game you could easily spend 5 weeks on modeling.
I usually say one 8-12 hour day for a model, another day for texturing, and two days for rigging and animating.
Even something like "Ghost Trick" is fucking beautiful, not because they cheeped out on the modelling, but because they stylised it so perfectly so that details would still be visible on a low-res screen. How good it looks ported to the iPhone is just a testament to this.

Game dev isn't a "Well if only I knew how to model, texture, rig, and animate, then SURE, I could probably make a game in five weeks!"
You're pulling things out of your fucking arse about something you have no experience in.
If someone handed me all the 3d models, textured rigged and animated, along with all the art and audio I needed, I could throw together a game in a day. It's not that hard.
Making a game from scratch, that you created artistically yourself, is a different story.

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Jow Forums making games? nonsense.

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Asset flips aren't games

>because technology hasnt advanced to the point where making a game is not only intuitive but also easy to do and cohesive.
Unity is as easy as it'll ever fucking get nigger, the only way to make it any easier would be to cut out functions and make everything drag and drop (More than unity already is)

OH FUCK

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In unity it's C#, and what more do you want?
Unity to make the fucking models for you?

Substitute "Windows" with "iOS and Android" and you're on to something

3D or 2D?
There's a lack of (decent) full 3D porn games, even 2d sidescrollers. Most porn these days is just VN, and that's kinda a shame, even though I'm working on a porn VN myself.

>hitman spider edition
i will buy your game

Can anyone redpill me on unity?

unfortunately im doing it in 2d for now since im too much of a brainlet for 3d but it'll be decent since you can hire multiple of sex slaves from any race and ethnics as possible, even different personalities! so if you feel like you have a jungle fever, then hire a black girl, and etc. etc.
faggots (gay AIDs cock drinkers) can fuck off and do not apply

It's a decent 3D environment interactable through C#, with a shitload of supported platforms.
Not everything will export perfectly onto all environments, as not all environments support all shaders, so don't blindly ship without testing. That said, it's still functional 90% of the time.
Otherwise it's near universal, and does a great job at damn near everything.
Shitted up because they have an "Asset store", and many fuckheads just buy assets from there, or even fully functional games, and ship them as is, giving unity a shit reputation (Because they force all free users to display the unity logo)

Good shit user, got an itch.io page or anything?
What engine you using?

Good shit nigga

I'm. Actually that's my job.

It's was a shit-tier engine that started to pull good marketing stunts and was good enough during early iOS and Android days, when flash suddenly died. Now the Unity guys are working to get their shitty engine to get rid of the rating-they're doing a paradigm shift which will result in parallel processed games with no magic tricks (unity is single-threaded, thats why most games on it lag as fuck). During this engine unshittification process, they've lost it when it comes to mobile development (it almost seems like they're not working on it).

Want to use Unity? Do the community some fucking good and use Godot instead.

Unity isn't shit, it's average at worst, people misusing it isn't a fault of the engine
that's a /v/ tier post full of conjecture

Is godot the better alternative for mobile too or is that something else?

I wrote "It was", especially when compared to even UE3. If you didn't had to swap out the mono runtime cause the one provided in Unity sucked, then consider yourself lucky - I had a lot of cases when I had to do shit that wasn't exactly documented that needed some arcane fucking fixing out there. 5y Unity Work Experiance here.

reading, thinking, writing

Are they not free? If not, then why use non-free tools?

is this racist?

My real job is more fun for me than making a game would be.

do you have 5y UE experience to compare it with? In my experience it's the same for any engine, none of them are perfect

>raw libraries
I hope you are talking about opengl/vulkan and nothing else

I don't have a comparably long UE experiance, but I worked on some UE projects when Unity 3.0 even wasn't there, and good thing is - most of the tools one needed were already integrated into the engine, and were MOSTLY well-done.

As I've stated - Unity was shit. It's now going in much better direction with the ECS and job systems, and nested prefabs - but still, It's closed source, and the license is sometimes on the edge of ransomware for a small studio.
The good & bad thing about Unity is the community - plugins and asset store is awesome & horrible at the same time -some things are lifesavers while some seem like those, and then drag you into a major game rework.

Considering 90% of their market (Spare asset store sales and asset flips) are mobile, this seems short-sighted, and I'd be surprised if the improvements didn't carry over to mobile.

> then why use non-free tools?
Because they're fucking garbage, user. If you don't know comparatively why they're garbage, then you do not work in the industry and therefore should not be commenting on such topics.