#Game making
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Hello heloo people!
I come rising from the dead to ask which kind of dialogue style you prefer!
I personally am drawn to the visual novel style Cause it DOESN'T make me want to jump out the nearest window for being so repetitive... unlike the default facesets style
Have a look and then vote please!
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cepheusgalaxy · 12 hours ago
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PT: A lot of this also applies to live action where a charcater's missing limb or prosthetic is just added in post too... /end PT
If you're using Mocap to animate an amputee character, you need an amputee actor!
I know there is a lot of debate about disabled actors playing disabled characters, but with amputees, even in mocap, it does visibly and negatively impact the performance if you don't get an amputee to do that roll - unless you're going to majorly adjust the animations later, but that would require so much additional work that it kind of defeats the point of using mocap at all. Amputation (and limb differences in general), weather a prosthetic is present or not, changes how you move and how fast (stumps and limbs with prosthetics often move faster due to less weight), the poses you can do (abled actors often physically can't always do the same poses because the limb their character lacks is in the way) everything. It will even impact how other parts of the body will be posed (e.g. lots of leg amputees have altered spinal curves, which will effect things in the upper body, because of slight changes to their center of gravity and the pressure applied from prosthetics. The higher up the amputation, the more limbs missing and the longer the character has been without them, the more noticeable this will be)
I'm glad that we're starting to see more amputee representation in games, truely, but you can't just slap motion capture data from a non-disabled people onto a disabled character and expect it to look right, especially when it comes to disabilities like amputation, where a massive chunk of weight is gone or altered. It's exceptionally noticeable.
I've worked in 3D animation and games. I understand crunch, and I understand sometimes it's a technical issue or limitation, especially in older games, but I also know how much work goes into this stuff, how much love and care these folks put into it to get things looking right. Even mocap cleanup is a lot of work, and a lot of skill is still need it to get it looking right in-game. I've seen first-hand the almost obsessive attention to detail some animators have - so why is this the thing that gets consistently overlooked?
A lot of this also applies to live action where a charcater's missing limb or prosthetic is just added in post too...
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allthose3amthoughts · 22 days ago
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Update time!
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DesktopBuddy!Peter is coming along nicely! Programming is getting easier as I get more familiar with it.
I've got a very basic Positive Route and Negative route planned out for him - still figuring out how a Mixed route/Neutral route would go. But the hyperfixation is strong with this one, so I'm hoping to publish a beta version of the desktop buddy either towards the end of this month, or beginning of next month.
Thanks for the reblogs and comments! They're the fuel that keeps me going!
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arconinternet · 1 year ago
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Adventure Maker (Windows, 1999-2013)
An easy-to-use first-person (primarily, but optionally third-person) adventure game engine, unsupported since 2013 and unavailable for purchase since 2017 (when the venerable Kagi registration service died). You can download it here.
You can find links to free games made with the program on the Wayback Machine here. Don't forget to check the linked sites on the live web too. Games listed as not working on Vista (and thus even following versions of WIndows) may work after using this patch from the Carol Reed series site (Carol Reed games 1-3 used to need it, but no longer do - the other games use other engines - game NINETEEN coming on Jan 1st!).
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kaiannae · 2 months ago
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It is time- (Or: It Has Begin XD)
Greetings, my dear readers, it has been quite some time. First and foremost I would like to assure you that yes, I'm alive, and no, I have not abandoned my writing. But, I HAVE been distracted by somehing in the last few months, and I think its time to reveal it. I made a game! And not just a game, a Shadowgast game. I would like to present to you:
Beacon Run.
Ko-Fi This game begun its existance as a homework project for a game dev course I took about a year ago. I was supposed to implement a simple chase and pickup game and I thought, "Why use some random sprites when all I can imagine is small chibi Caleb chasing small chibi Essek around while Essek is trying to nom beacons?"
This idea lit a fire in my brain, and I just had to implement it but I had a very short time for the assignment. Iended up implementing something very simple, but I just couldn't let it go afterwards and vowed I was going to finish that small game and get it out for the fandom to play.
It has since been rewriteen, refactored and recoded several times, until I had something workable to show others. This is the place to mention the major contribution the people fo AIFL had on this little game. As I was maing this game, I shared its early stages with the server, and people have been kind in thier enthusasm, gave me ideas and provided invaluable criticism and feedback. They kept me motivated and kept me going through the lows of frustration one gets when coding. I got @bumble-b-goode 's permission to use their designs for the Weezards and drew my own sprites using that as inspiration. I ended up creating most of the assets for this game. Drawing the art assets took quite some time and I've learned a lot in the process.
Beacon Run not big or complicated as a game. In essence, is a tribute and a love letter to the Critical Role community and the CR crew. To the people who brought to life the Mighty Nein and have shared, and continue to share their stories with us on a weekly basis throughout the years. For Liam and Matt, who have weaved the tale of two broken wizards mending each other into better people, and keep their children of ink and paper alive for us to enjoy. The game: You as a player, are randomly assigned a little wizard to play for each match, so you can play as Essek or Caleb. The board dimensions and obstacles and even the flooring art are randomized for each match so each match is different. Your goal: to collect as many Beacons as you can during the allotted time, and end up with more Beacons than your rival which is the other wizard played by the computer. You gain projectiles over time, which are fake Beacons you can throw at the other wizard. If hit, the rival wizard is stunned for a short time, and drops several of his picked up Beacons for you to gather. However, beware! The rival wizard can also shoot you and stun you for a short while, and make you drop beacons as well. (You might notice that Essek gets stunned by sour lemon Beacons, while Caleb gets stunned by hand-knitted wool Beacons XD) In addition, when the rival is hit, he may drop a Magic Abeyance Bead which contains a Chronurgy spell. if you pick it up, it will provide a short time bonus for the match. In short, the game is a small, cozy game, made out of love for the wizards and the fandom, and I hope you'll enjoy it! I it still in the late stages of testing and development, as the feedback players provide is invaluable and lets me find bugs, add ideas and content suggested and tweak the mechanics to make it more enjoyable. So I would very much appreciate feedback, suggestions, con-crit etc. I would be happy to head what you like about it, what you think needs tweaking, ideas of content to add.... you name it! (Note that currently, the game does not work on mobile. I am planing to revamp the input system and add touch suport for mobile in the near future) Also it is worth mentioning that as I fix bugs, add content and tweak things, I upload new versions of the game so its worth following the Devlog and updates. The game is avaliable for play in the embedded player on the page, and also available for download to play offline (Though you might need to redownload it with every new version as I don't have an auto updater for it.)
In addition, if you like my work, feel like enabling me to make more of these or just want to buy me a coffee, It is always very much appreciated as it sure helps me stay afloat! Tip Jar
So, I hope you forgive me for my lack of writing for the last few months. I really wanted to get this out. I am trying to keep writing in my spare time, but the muses haven't been with me lately. I hope that now that this is out I can finally get my mind off it XD Stay tuned!
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cypric-rat-hyperfixation · 9 months ago
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-100% SALES FOLKS
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incorrectsmashbrosquotes · 1 year ago
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I think Hideo Kojima should make a Fallout game. In think that is something we should let him do. I think that would be fun.
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its-me-billy · 10 months ago
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working on a game, here are some of the sprites that may be in the demo for the game.
some of the speech bubbles are from commentary with Billy! here's the link if you haven't seen it yet.
Commentary by BILLY!
!edit the project has been scraped sorry!
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wormdramafever · 7 months ago
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From Lucie Viatge's website:
For the concerts and musical performances, we were considering having a dress-up minigame for Fang. I created outfit moodboards for the different performances throughout the game, and concepted some UX for the minigame.
(note: I edited out the reference pictures from the website's original images)
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goth-automaton · 2 months ago
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Sweethearts, I have a question: is there a game making app/engine/something like that, that lets you make games with minimal (or even none) knowledge about coding? Something like RPG Maker, but, like, for 3D games?
Of course, I don't mean making second "The Sims" or "NieR: Automata", but a simple horror walking sim for example.
Thank you in advance for help! 💜
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pixelated-mechanisms-chaos · 2 months ago
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She.
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cepheusgalaxy · 12 hours ago
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PT: A lot of this also applies to live action where a charcater's missing limb or prosthetic is just added in post too... /end PT
If you're using Mocap to animate an amputee character, you need an amputee actor!
I know there is a lot of debate about disabled actors playing disabled characters, but with amputees, even in mocap, it does visibly and negatively impact the performance if you don't get an amputee to do that roll - unless you're going to majorly adjust the animations later, but that would require so much additional work that it kind of defeats the point of using mocap at all. Amputation (and limb differences in general), weather a prosthetic is present or not, changes how you move and how fast (stumps and limbs with prosthetics often move faster due to less weight), the poses you can do (abled actors often physically can't always do the same poses because the limb their character lacks is in the way) everything. It will even impact how other parts of the body will be posed (e.g. lots of leg amputees have altered spinal curves, which will effect things in the upper body, because of slight changes to their center of gravity and the pressure applied from prosthetics. The higher up the amputation, the more limbs missing and the longer the character has been without them, the more noticeable this will be)
I'm glad that we're starting to see more amputee representation in games, truely, but you can't just slap motion capture data from a non-disabled people onto a disabled character and expect it to look right, especially when it comes to disabilities like amputation, where a massive chunk of weight is gone or altered. It's exceptionally noticeable.
I've worked in 3D animation and games. I understand crunch, and I understand sometimes it's a technical issue or limitation, especially in older games, but I also know how much work goes into this stuff, how much love and care these folks put into it to get things looking right. Even mocap cleanup is a lot of work, and a lot of skill is still need it to get it looking right in-game. I've seen first-hand the almost obsessive attention to detail some animators have - so why is this the thing that gets consistently overlooked?
A lot of this also applies to live action where a charcater's missing limb or prosthetic is just added in post too...
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my-drawings-heiwa-7 · 5 months ago
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So, dear Tumblr users!
Please give this post some attention! My development team and I are making a game in the yandere horror genre. My videos don't fly on Tik Tok, and things aren't any better on Tumblr. There are only 10 subscribers in my Telegram channel. We are very worried and don’t understand what we are doing wrong. Please, if you are interested in this post, like it and go to my tg channel or TikTok
I will leave links to my social networks below: TikTok: __h.e.i.w.a_ Telegram: https://t.me/visual_novel_YAM
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wormbus-art · 2 years ago
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Hello!! Long time no see!!
I haven't been posting much because I'm currently working on a game!! It will be a visual novel titled "Ghost, ghosted". The premise is this: you are a little ghost, living with your little ghost lover at a graveyard in a forest. One early morning you wake up as you usually do, but you find that your partner is not there. You set out to find them, and while doing so, you meet a lot of friendly people and creatures. You help them and they help you.
It's going to be quite short, a matter of one evening. It's based on my series of drawings titled ghost pals! It's going to be my first game ever made. I'm in charge of the art and the writing, and my friends are making music for it and making it actually playable.
The picture showed is the first thing you see in the game :DDD
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kaiannae · 1 year ago
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Little weezard sprites!
So, since I got the ok from bumble_bee_goode to share my renditions of the weezards, I thought I'd show you what I've been working on. For now, here is Essek:
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Aaaaand, here is Essek in sight of a Beacon:
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Enjoy!!
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