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/ic/ - Artwork/Critique


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3178456 No.3178456 [Reply] [Original]

why havent you use your art to make a game yet?

>> No.3178461

There's not one single trustworthy game dev out there to partner up with

>> No.3178562

>>3178461
What's the best way to learn how to make games like dating sims or rpgs like Lisa or undertale

>> No.3178592

>>3178562
research into engines that you can use to make games with and learn about basic necessary coding
VNs are probably the easiest, since there are programs that pretty much do the heavy lifting for you

>> No.3178621

>>3178562
rpg maker + online courses (you'll find torrents on rutracker.org or piratebay, cgpeers is kill)

>> No.3178640

>>3178562
Just do it, fail at it, learn from your mistakes. It's the same as art.

>> No.3178656

>>3178562
There's this ridiculously easy-to-use tool for making VNs, but I forgot the name of it...It's relatively popular though, so just try looking around google.

>> No.3178662

>>3178461
Hn hn hn... Muhhuhuahhhahahahaaha !! >:]

That's why you do it like me : study CS & do Art as a passion... I will try this, OP, and mention /ic/ in the credits roll.

>> No.3178683

>>3178456
This guy literally made me give up art and seek programming instead. We need a dame dev general on /ic/.

>> No.3178880

>>3178683
there's a game dev general on /vg/ and the animation general is already slow as balls.

>> No.3178939

>>3178562
Learn to use gamemaker. It's pretty simple once you get the hang of it, but you still will need to do some actual programming.

>> No.3178967

>>3178562

Construct 2, Game Maker, Unity, or UE4. They take long though.

>> No.3179063

>>3178683
Do you really need much programming skills to make a VN though? Seems to me that a VN is the perfect genre for artists because they don't need to spend much time learning programming and can focus almost entirely on the art.

>> No.3179080

>>3179063
It's not very difficult, but it'll take a few months like at least half a year to learn and internalize to do it naturally. That's the difficult part since an artist will likely have to give up some art time to focus on programming time. Never mind if they also have to do the writing which means they have to also be very comfortable and good at that too. Pretty much, it's very difficult to find someone who can do all three well and it would be a lot of work for one person because it has to be good enough to not crash and burn resulting in a waste of time. It sounds simple in theory but practically anything extra takes time and that's why there's separate jobs for a reason.

>> No.3179236

Remember that the key word is 'porn/simulation'. Bait people in by having a simple and slow start that builds up.

Non h-shit won't work unless it has a lot of small things to keep people entertained and a few years of work behind it.

>> No.3179340

>>3178656
ren py?

>> No.3179369
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3179369

I tried to join the "porn game patreon" meme but the amount of time to code + art by yourself is just not feasible.

You need someone else to take care of the code and game design if you want to make good art.

Then I tried to make teams online but they people always give up and peter out after a month.

>> No.3179379

>>3178456
I'm trying to make a visual novel involving anthro aliens (i.e. not furfag stuff, not necessarily). Posted an announcement on a forum saying that I'm an illustrator looking for a writer to do either a visual or a kinetic novel and so far I've been contacted by two. We're brainstorming story ideas for now, so that we can settle on one that we'd both enjoy working on.
Am I doing it right?

>> No.3179382

I did

I got pretty popular at one point made a total of 10k then pittered out because you need to constantly feed the zombies or else they'll just go to something else

Not worth it if you genuinely want to make a good finished game
You have to be completely soulless and treat your customers like animals and only give out bread crumbs

>> No.3179389

>>3179382
Well, the idea behind crowd funding is that the people who support you want to see a finished product somewhere in the future. Obviously if they feel like you aren't keeping them up to date and you're not making any progress, they'll lose confidence and stop their support.

>> No.3179393

>>3179389
But that's the thing, the majority of people on Patreon don't actually want the finished product

The worst thing I've seen people do on there is finish something

Patreon is made for people who constantly churn out content no matter how bad it is, It's why Daz Games do so well on it

>> No.3179630
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3179630

bump

>> No.3179694
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3179694

I started to learn programming earlier this year, I chose C, every one tells me its the right thing but its hard as balls.
And even if I learn to code making a game is too much work for a single guy

>> No.3179715

all I want to do is make games, I used to spend almost all my time writing code before I realized artists are 1000 times more sought after in the indie scene

this is the result of STEM being jammed down our throats: a billion code monkeys and no one can draw worth a damn

>> No.3179886

>>3179379
Did you get sample text from both? You want to know how well they can write.

>> No.3179896

Watch out, or you will end up drawing dating sim ponies for sam hyde.

Sam says hes is working on more video games.

>> No.3180069

>>3179393
Yes, but video game development is different from the usual Patreon content. People will want to play the finished product eventually, whereis with say some fanartist, they will support them indefinitely until they grow tired of them. As game dev, you should treat Patreon just like you would treat Kickstarter or indiegogo or any other form of crowd funding, only you don't get it all at once but spread out over the months of your development cycle. Then if your game is finished and actually good, you can for one sell it on steam, and for another, you'll have the goodwill of your former patrons to support you on your next project.

>> No.3180145

>>3178562
Seconding GameMaker, it's simple and the result looks very professional, as long as you pirate the pro version to remove the watermark splash screen.
Don't make the same mistake I did tho, work systematically or shit will start piling up.

>> No.3180252
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3180252

>>3179694
That's what they want you to think anon.

>> No.3180412

>>3178456
Because I suck at art. Knowing comp sci to make a game sucks when you cant make anything look good for your own game

>> No.3180466

>>3180252
What do you mean?

>> No.3180475

I've been trying, but the prototypes I've been making are mediocre. If I could come up with an idea for a game worth making, I would complete it.

>> No.3180479

>>3178456
I'm doing that, but shit takes forever

>> No.3180504
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3180504

>>3180466
Making a game is too much for one man and requires an insane amount of money.
Just start small with little games to get knowledge and skills, eventually you'll have practised enough to create a game worthy of selling to get some extra cash and fund your further study and practice.
Same as drawing anon, just gotta dedicate yourself and it'll work for you. I believe in you anon.

>> No.3180761

>>3180504
The is truth but still even the tiniest projects seem herculean to me right now.

>> No.3180982

>>3180761
Just like drawing you need to set small goals for yourself and work up to bigger things.
Tell yourself you're going to study and write some code for 15 minutes today.

>> No.3181268

A ragtag group of anons from /a/ was able to make a fairly competent visual novel that became quite popular. It's been almost 6 years since then. Why has something like this never happened again? There are so many people on /ic/, /co/, /vg/, /tg/ etc who want to create things like games, comics, visual novels, yet nothing ever comes out of it because everyone tries to do it all by themselves and ultimately gives up because it's too much work for a single person. I guess on /ic/ the main issue is all the insecure wannabe professionals immediately shitting up potential collaboration threads with "hurr not working for free", but what is the issue on the other boards that prevents people from teaming up?

>> No.3181274

>>3181268
Katawa Shoujo was almost close to being cancelled. There was a lot of infighting, which actually ended up fucking up more than one route's writing. Not that it invalidates your post's point, but it was a pretty lucky project.

I know there's always been board collaborations but honestly, most of them seem to go nowhere. Maybe /tg/'s accomplished shit (they seem like the nicest board), but the only successful project I can think of is /a/'s annual orchestra cover album. But since it's never a 365 day a year general, regular posters don't build up resentment towards each other and cause drama, which has happened to all the other board projects I've followed.

But yeah, at least other boards at least try, whether via individual or group effort. /ic/ is too much of a crab bucket where we all see each other as inferior or competition, so of course we're never gonna team up.

It's sad because we have a lot of competent artists. I don't think the higher level posters (as in actually pro or have art as their full time job) would join in because of time constraints and potential professional conflicts, but it would be a cool project for the rest of us.

>> No.3181312

>>3181274
If someone had an idea i would be willing to offer up art for it, collaborating on a comic or game sounds like a good experience and possibly a lot of fun!!

>> No.3181323

>>3181312
I think that's part of the problem though. If there's one guy with the idea, then he IS looking for free work, which ultimately always results in resentment and people quitting the project due to lack of time and investment. I think the only way for any unpaid collaboration to become successful is if it is starting out as a group project from the very beginning. Meaning it's not any one person's idea and project. Like with KS, it started by a bunch of people being inspired by some japanese sketches of cripple girls and brainstorming ideas for a whole Visual Novel around it.

If instead it had been 1 person who came up with that idea and made a thread on /a/ about wanting to find artists and programmers to make it, I am certain it would have never gotten anywhere.

>> No.3181328

>>3180982
That is truth, I just need an idea small enough to start

>> No.3181338

>>3181328
Pong, small text adventure. Those sort of things, then when you get skilled enough just take some games you like and recreate them. My inspiration for learning code was so I can make games i like with the skin of media I like, it might be a bit shallow but that's my goal.

>> No.3181374
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3181374

Anyone here actually making or made a game? (even if its a WIP prototype feel free to share)

I made a test game for the /agdg/ game jam last month, called Cowboy Wizards, it was mostly to learn how to code and actually finish something.

https://itch.io/jam/agdg-demo-day-16/rate/174915

I also got a review is was pretty funny seeing all the horrible bugs people had to go through

https://www.youtube.com/watch?v=_F2NHwgkPY0

I haven't done much programming since because I'm currently finishing a kickstarter comic, I'd definitely like to gamedev again but being a one man army making games is definitely harder than 1MA making comics

>> No.3181389 [DELETED] 

I've tried working on visual novels a couple times, written plot outlines and worldbuilding trivia for an in-game wiki, done the character designs, background sketches and UI layout, but in the end I always end up scrapping my projects after writing a few scenes and starting over from scratch.
I could probably finish one or two of them if I forced myself to, but it would be the same as polishing a painting when your fundamentals aren't there yet.

Honestly, I'm amazed at the lack of self awareness of devs who finish their first or second projects despite all the signs pointing to them being destined for failure.
Generally, they'll get a few polite, positive reviews by people who are invested in the 'community' and want those devs to keep producing visual novels in hopes of them the ones who will one day lay the golden egg everyone is hoping for, but really they're just wasting each others time.
There's no place for social games in a creative environment and there's no place for excellence in a social environment. For those devs to get better they would need to confront the problems present in their work no matter what. Certainly, a lot of people won't be able to take the blow to their ego, but that's easily preferable to wallowing in mediocrity.

Not shitting on any person in particular though, this is more of a group mentality phenomenon that has developed a life of its own.

>> No.3181391

I've tried working on visual novels a couple times, written plot outlines and worldbuilding trivia for an in-game wiki, done the character designs, background sketches and UI layout, but in the end I always end up scrapping my projects after writing a few scenes and starting over from scratch.
I could probably finish one or two of them if I forced myself to, but it would be the same as polishing a painting when your fundamentals aren't there yet.

Honestly, I'm amazed at the lack of self awareness of devs who finish their first or second projects despite all the signs pointing to them being destined for failure.
Generally, they'll get a few polite, positive reviews by people who are invested in the 'community' and want those devs to keep producing visual novels in hopes of them being the ones who will one day lay the golden egg everyone is hoping for, but really they're just wasting each others time.
There's no place for social games in a creative environment and there's no place for excellence in a social environment. For those devs to get better they would need to confront the problems present in their work no matter what. Certainly, a lot of people won't be able to take the blow to their ego, but that's easily preferable to wallowing in mediocrity.

Not shitting on any person in particular though, this is more of a group mentality phenomenon that has developed a life of its own.

>> No.3181496

>>3181391
The thing is, finishing something is by far the most important step to getting past mediocrity. Excellence can not exist in an environment where all you do is study and learn and never finish something. You have to finish something and it always will be bad no matter how much you prepare for it.

>> No.3181503

>>3181496
Sure, at a certain point you have to take that leap, and then you have to do that many more times before you master it and get a favorable result. From my experience though, you you get nothing out of solving the problems beyond the point where you realize that your building has already collapsed in on itself. When you realize that you have made a fundamental mistake you have to go back and reconstruct everything from the bottom up to account for that problem, not push onward mindlessly hoping against reason that it will disappear somehow.

>> No.3181515

I'm trying, but I haven't drawn for a year, and digitally for even longer (except simplistic """character design""" shit). I got a simple, tiny project somewhat figured out. Now getting to the art part is where I've been stuck for months because I can't fucking put myself to it. Also I've got this cool original sketch for a character that I've been trying to translate into more expressions, positions, etc. and also digitally, and I just can't do it.
I'd like to collab to try it out and work under directions and constraints, but it's gonna be hard to find, especially if I have to explain all this. Plus I can't do animu shit.

>> No.3181746

>>3181374
I am, there's an old demo around, It's literally a "clock tower clone".
I'm not saying the name so I don't fuel hype to my dead followers, but the name starts with a W.

It's taking me forever, but it's also true that during this forever I have been learning things and improving my skills. One day I'll have to update that shitty demo with the new cool stuff. Possibly when I'm ready for a comeback.

>> No.3181796

Making games gave me PTSD. I used to work for a shitty mobile games studio and I had to quit because of how much it drained my soul. I bet it's even more nightmarish working with people over the internet.

>> No.3181811

>>3181338
I kind of get the idea now, I will try something like that once I get better at coding.

>> No.3182223
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3182223

This is not fair bros

>> No.3182625

>>3178461
if you think developing a game requires any less skill than drawing, you're the unreliable entitled cunt and should fuck off

>> No.3182640

>>3182223
What isn't fair?

>> No.3182652

>>3181796
how so? inhouse artists i talk to who work for mobile game studios say the job is shit but the pay is fantastic. any desk office job is shit anon, that's just adult life.

i'm finding it increasingly hard to resist the urge to get an inhouse job and stop living the luxurious 20k a year freelance life.

>> No.3182793

>tfw I'm working on music, art and programming
I actually like them all
I just don't have any fucking time

>> No.3183622

>>3182793
>I just don't have any fucking time

this so much. i have like 6 projects nowadays none of which can gain any traction because i can't update them at a pace high enough to keep the project attractive to fans and followers (and patrons). ugh.