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/agdg/ - aggy gizzy dizzy gizzy

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 808
Thread images: 126

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>DEMO DAY 6 SOON
>https://itch.io/jam/agdg-demo-day-6

New Jam Next Month
>https://itch.io/jam/agdg-zelda-30th-jam

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

>Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> Demo Days
https://itch.io/jam/agdg-demo-day-6
https://itch.io/jam/agdg-demo-day-5
https://itch.io/jam/agdg-demo-day-4
https://itch.io/jam/agdg-demo-day-3
https://itch.io/jam/agdg-demo-day-2
https://itch.io/jam/agdg-demo-day

> Jams
http://itch.io/jam/agdg-winter-jam-2015
https://itch.io/jam/agdg-jam-november-2015
https://itch.io/jam/agdg-halloween-gamejam
https://itch.io/jam/wj2015

> Engines
GameMaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html
Godot: http://github.com/okamstudio/godot/wiki
Haxeflixel: http://haxeflixel.com/documentation/tutorials/
UE4: http://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4
Unity: http://unity3d.com/learn/tutorials

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music
>>
First for please be nice and comment on dev's progress!
>>
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Programmers are bad people
>>
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>>127361049
Shit, immediately after uploading I found 4 triangles that aren't necessary

98 triangles. Doesn't get more optimized than that.
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no mouse no spouse
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you can choose perks now
>>
Why would people evade C environments when everything not shit runs on something C based
>>
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Repost. I have gone through the learning processing of reading tutorials on algorithms and it can be hard + time consuming. I've done it before where I create some helpful guides but I want to make it into a once a week kinda thing. Once a week I will produce a guide on a topic from most voted to least. The guide is up to what you guys want. Written, video, source code, demo... What do you like to learn from? I know there is a lot of help out there but this is mainly for this community and it will be more interactive. Vote here for now http://strawpoll.me/6436242
>>
enginedevs ww@?
>>
>>127361702
here's your reply
>>
how old are you guys? I'm 25.

https://strawpoll.me/5945409/
>>
>>127361559
Noice.
>>
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Reposting neat shuttle exhaust webm. for space ship devs.

Also, have any of you used your programming knowledge to make any non game related things?
I ask because I'm reading through a C# book now and the majority of it isn't explicitly game related, but that's mostly the reason I bought it anyways.
>>
>>127361893
I'm surrounded by children.
>>
>>127361893
>TFW 24 for only 8 more hours
>just now trying to learn how to use GM and make music
I wish I was one of those assholes that started putting real effort into this as a teenager.
>>
>>127361927
Did that bird, about half way in, get blasted away?
>>
>I have to go back to work tomorrow and my progress is going to slow down except on weekends
Suffering.
>>
>>127362385
What if I enjoy my job?
Being an engineer on an R&D team is pretty fun.
>>
>>127362385
>being such a sad NEET that you know you'll never amount to anything and must become a delusional pile of faux happiness just to keep from killing yourself
>>
Woo! Mods are finally awake to clear out the trash.
>>
>>127362729
Is this real? I've been in generals where people were posting straight porn for no reason and I've never seen mods actually do their jobs and get rid of shit.
>>
>>127362802
tl;dr
>>
Hey guys,

So over the new year at a friends I got the idea for a game, tl;dr

is java really a lot slower than C++? I don't want to go overboard on my first attempt, but the game I want to make is a space game with a focus on RPG elements and character interactions, probably top down shooteresque combat for battle segments. Assuming I implemented all of this and some form of basic AI, would their be a significant difference in performance if it was coded in Java vs C++?
>>
How to dungeon minimap in gamemaker?
>>
>>127363091
Neat idea. Stolen.
>>
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Is HeartBeast's book worth buying?
>>
If I were to be making something with the complexity of DF, I would prioritize performance and safety. Rust is the only option that really emphasizes both while still having a strong focus towards multimedia applications. C++, too, if you're disciplined enough to stick to the modern "core guidelines".

The problem with C# and Java in this case is that they forgo a lot of performance with their particular brand of safety that doesn't add much "noise" to the code, and Go is in some niche between C and C#/Java that nobody really asked for.

>>127363091
No, Java will be fine. I'd suggest going with C#, though, it's practically a straight upgrade while still being just as easy to use, and similar enough that it's not hard to learn given Java knowledge.
>>
>>127363091
main thing to realize is that speed of execution is not necessarily more important than speed of development, and usually isn't

with that in mind I wouldn't recommend either of those
>>
>>127363091
You are going overboard on your first attempt. Pick a language and a library YOU are comfortable with and just do it.
>>
>>127357935
Provide me a link to how to draw good then. thanks in advance.
>>
>>127362587
http://strawpoll.me/6443262
>>
>>127362195
Don't feel bad bro, lots of us are like that. I only made a few mods as a teen. I'm 23 now, and just starting to learn real gamedev.
>>
>>127363396
This is the most loaded question ever.

There's a grey area, anon.

Besides, 10K fans isn't shit.
>>
>>127363396
I'm so fed up with modern vidya I just want to dev something for myself...
>>
>>127363091
Nope.
Only real reason to use C/C++ is if your game has a ridiculous amount of pathfinding/3D physics interactions/fluid simulations/etc.
If you're truly worried you can literally write a simple benchmark in 30 mins that spawns X objects interacting in whichever will be most intensive for your game and see if it runs at 60fps.
>>
>>127363189
jokes on you, all i do is go to school and wish I started programming at an earlier age so i have 100s of hours to shitpost on 4chan instead of actually working on this

>>127363260
thanks anon, i'll look into it. the main thing im afraid of is finding out way down the line that could have been done better in another language

>>127363281
what would you reccomend
>>
>>127363675
probably C#
>>
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https://gitlab.com/groups/deprecated-by-blueprints
Add the user "agdg" to any repo and you'll be added to the group.

If anyone wants to manage this, please respond.

>>127231683
>>127231683
ping
>>
>>127363396

Option 2 then use the revenue to make another game the way i truly envisioned it
>>
>I'm playing in the snow today
Could this be the first new AGDG gimmick of 2016?
>>
>>127363779
>Don't use Java
>Use this copy of Java made by Microsoft that runs slower in any non Windows OS and is a pain in the ass to port
I want shills to fuck off already.
>>
>>127363847
you're cute
>>
>>127363847
How was the snow?
>>
>>127363356
>>127363356
>You are going overboard on your first attempt

i feel like i am but at the same time I don't. Hopefully im right but If I just tackle one piece at a time I don't think I will be overwhelmed.
>>
>>127363947
If you're concerned about speed and you're making low scope 2d indie stuff it's time for you to shut the fuck up and quit forever

You're not making CryEngine. Stop being an idiot. And nothing is worth dealing with shitt, shitty Java.
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>>127363925
>t. Peter Molyneux
>>
>>127363675
Programming knowledge and logic is the same most of the time in real languages, what changes is the syntax and memory handling wich you should care about at early stages
>>
If I made an overly complicated 3D version of Asteroids would people play it?
>>
hahahahahahahaha
>>
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Good night aggy daggy, see you tomorrow
>>
>been neet for 5 years
>living with parents
>feel terrible about it
>only now started learning gamedev
>feel even more terrible that I've wasted so much time

I probably wont even be able to make anything that can get even a dollar.
>>
>>127364176
>Ah but you see, you're wrong because I'm a shill and Java is shit
You're not even fucking trying. C# is way worse to work with due to lack of good libraries and porting.
>>
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>>127361927
neat
>non game related things
I am -- an engine that's supposed to do cfd analysis, even though I'm still struggling with first the math, then the physics of it all
still, I'll be successful in like 2-3 years


here's a game idea
>you are a jewish organization trying to control society
would it be gogem-tier controversial?
say "jewish" is switched out by some cartoonish fictional, evil genius type of shadow organization, while maintaining the essence
what about then?
>>
>>127364080
hopefully your not. good luck anon.
>>
>>127364571
Literally me.
>>
>>127364712
Stop trying to make meme games.
>>
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I haven't tried making a game since early last year. Are there any good 'make it in a day' ideas?
>>
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>>127363847
why not github?

>>127364861
I'm not making it, or indenting to do it too soon
read the first paragraph
I just got worked up about the issue and did some thinking after reading how a movie about a coup d'etat near the end of ww2 was panned for not featuring the holocaust
>>
>>127364712
>pol shit
>namefag shit
Where's your strawpoll I don't see it?
>>
>>127363735
It's based on the database notion of "column", not the typical row-major storage that you see with arrays. In terms of memory, it would be a structure-of-arrays approach, though the arrays in question might not simply be arrays.
http://bitsquid.blogspot.ca/2011/09/managing-decoupling-part-4-id-lookup.html
>>
>>127364080
Seems doable.
Just be prepared that you will probably rewrite the whole thing from scratch 1-2 times, and that's okay.
After you get familiar with your tools you realize there are much better ways to do stuff.
Alternatively make a few pong level games to get familiar with the tools.
>>
>>127363735
>>127365282
Some databases are stored such that columns are contiguous, by the way. You'd call such databases "column-oriented".
>>
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Figured out my jumping and made some walls, also invisible triggers for room transition. Fakin stoked breh.
>>
>>127365412
>>127364740
>>127364221

thanks for the advice guys. i will check in once I have something worthwhile
>>
Guys, please explain how do I do movement that's not stuttery as all fuck and still as precise as floating points allow.

Doing a 2D game with sprites, testing as a WebGL game but it's all the same everywhere, really.

I have a velocity that I apply to a sprite position, like this:

> position.x += velocity.vx * (dt / 1000);
> position.y += velocity.vy * (dt / 1000);

This causes a ridiculously noticeable stuttering effect. And if I do it like this:

> position.x += Math.round(velocity.vx * (dt / 1000));
> position.y += Math.round(velocity.vy * (dt / 1000));

It's butter smooth, but obviously movement at a low speed does not work at all and anything more complex than moving along X or Y is just not precise enough (even diagonal movement is quite blatantly missing its target - again, not at all surprising given the aggressive int conversion every frame).

Things I've already checked and made sure that it's no different no matter which I use:

* Fixed frame rate & dynamic frame rate (fixed dt, dynamic dt)
* Binding rendering sprites to int coordinates & keeping and rendering as floats
* Removing all of the extra transformation matrix crap
* Making sure it's not FPS lagging

I feel like I'm missing the obvious, but either way, all I want is smooth and precise sprite movement, what the hell am I doing wrong?
>>
>>127365178
Pong, Breakout, Tetris.
>>
is lewd gamedev allowed here?
>>
Does the Unreal Engine come with a lot of assets, textures etc.? I would like to make a map and run around. Maybe something like an island with a forest. I remember than from Far Cry 1.
How long will this take in UE?
In Unity you barely have anything to use and it takes a lot of time to find assets.
>>
>>127367253
its usually accepted, until its get deleted by mods
>>
>>127367253
no, outside 2-3 autistic weebs that will defend you you'll get shit on

try the red boards
>>
>>127367253
Maybe
>>
>>127367253
Dev type:
>Lewd

Perks:
>Instant Replies
>Mod Interest: High
>Quick burnout
>Hatred (antiweebs)
>>
>>127368101
There should be dev cards like the shitposter ones
>>
>>127366689
have you thought about lowering the framerate on some object's movement to match their speed
so like if you wanted an object that moves 1.5 pixels/frame instead of calculating its movement per frame and getting
>1 2 1 2 1 2
calculate it every other frame and get
>0 3 0 3 0 3 0 3
>>
>>127368203
Make Gogem turn that into an UI sim game later
>>
who's doing bloodborne?
>>
>>127366689
Show the stuttering in a webm. The first speed formula is perfectly fine for smooth movement, so your problem is somewhere else.
>>
>>127365182
GitLab doesn't have user limits so the devs have more freedom.
You can use a public repo on GitHub, but GitLab allows both public and private repos without limits.
>>
>>127362195
your games credits wont say how old you are
>>
>>127367253
You can try. If you get banned/driven out for whatever reason, there's also /weg/ on /aco/.
>>
>implemented a simple pause menu that lets you continue or quit
Is this progress?
>>
>>127369241
does it pause the game?
>>
>>127367238
But there's no value in making any of those.

Surely there are very short game ideas that aren't those?
>>
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>>127369334
It already paused the game. I added a menu that lets you unpause if you press the confirm button on the "Continue" option, or exits the game if you press the confirm button on the "Quit" option.

Before that, there was no in-game way to quit so you had to click the x in the corner, and you just pressed start again to resume.
>>
>>127369454
The main problem content, you can arguably make a simple platformer/action game system in a day, but then it would take you more than that to create all the levels, enemies, AI, etc.

But you can try speeddevving if you're feeling adventurous.
>>
>>127369786
problem IS content*
>>
>>127369691
looks like something a nodev would use
>>
>>127370010
It was either work on this or do nothing all day :/
>>
>>127365178
Is this a normie hunting simulator?
I'd play that as long as there wasn't too much platforming
>>
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>>127368575
this looks nice
graphs look cuter and it recognizes glsl
trivial, I know, but still, it's nice
>>
>>127369714
Great. Then it's progress.
There's more to a game than just gameplay.
>>
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https://www.youtube.com/watch?v=0G9gCNz2Xcw

>you'll never make something as good as at least one of these
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Is this right? I'm trying to handle going up a slope.
>>
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>>127370604
>comiket ''''''''''games''''''''''''''
>good
>>
>>127370804
Is that a for loop with two initializer things?
>>
>>127371067
yes
>>
>>127370804
Well, does it work, or doesn't it?
>>
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>>127371218
It doesn't.
>>
BLUEPRINTS
>>
>>127371367
Then I guess it isn't right.
>>
>>127371387
;_;
>>
Enginedev let me peek at your ECS implementation please
>>
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>>127363847
>caer-one
is this gonna be another agdg collab?
I'm good at those https://github.com/cogloch/HomelessAGDG
lasted a whole week
>>
>>127367579
Theres a 6.4GB Open World demo with all the assets and everything you need to run around in the asset store available for free.
>>
>>127366689
>>127368546
Well, it's much easier to just let you fiddle with it directly, please don't mind the random pictures used.

http://catgirlmakesgames.neocities.org/jittery/
http://catgirlmakesgames.neocities.org/smooth/

The first one looks terrible, the second one... well, you can see how the bullets often miss the center.

>>127368305
That's an interesting idea, I might try this but not sure if that's going to look any better to be honest, it's still probably gonna stutter.
>>
>>127371807
mine works but it's utter shit
>>
>>127371767
Hint: you're missing a logical NOT somewhere.
>>
>>127371807
http://www.gamedev.net/page/resources/_/technical/game-programming/implementing-component-entity-systems-r3382
Take it with a grain of salt. I would like to do a "reboot" of this article (and "Understanding") at some point to reflect how I've improved the way I think about implementing ECS.
>>
>>127371994
>http://catgirlmakesgames.neocities.org/jittery/
Looks perfectly fine on my pc, except for the background which just has texture sampling issues as you would expect when using float values to show a discrete unfiltered image. If your backgrounds are going to be like that you can just animate the UVs.
>>
>>127371886
Just testing things, it can be a collab if you like.
>>
>>127371807
You can take a look at mine if you want, but this is the first time I've done anything like this and there are likely a lot of mistakes and I'm scared to link my github repo.
>>
>>127370604
Half of these are touhou for fuck's sake, imagine if half of western indie games were Call of Duty clones.
>>
Is there even a point to making a platformer without some special gimmick?
>>
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WIP demo map.

we 90's now
>>
>>127372725
That's not fair. FF and DQ are the CoD of Japan.
>>
>>127372643
>>127371807
Forgot to link my pastebin

http://pastebin.com/pgAxGesj
>>
>>127373121
What's the Touhou of the west then?
>>
>>127373151
>Entities.Clear();
doesn't c# have raii?
>>
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Is this any good for learning SFML?
>>
>>127373074

I recognize that HUD.

I was wondering where you went
>>
>>127372475
Enemy movement feels pretty jittery as well, just not as noticeable because of the background. Everything that's sufficiently slow looks absolutely terrible. I tried turning the BG off, still noticeable.

Ideally I don't want texture sampling to be an issue, I render in int coordinates anyway, although I've tried floats only to get the same result. In these particular samples the background is also rendered in int coordinates - I convert position from float to int during rendering.
>>
>>127373391
I'm still getting used to C#; there's probably a lot of redundancies like that.
>>
>>127373485
Got a seasonal job. Made a decent amount of progress since that ended, and the alpha should be out fairly soon.
>>
>>127373247
I don't think any western indie series is as prolific or as inspirational as Touhou.
>>
>>127372084
Thanks. I also forgot to "commit" the y coordinate change outside of the loop.
>>
>>127373391
>>127373684
Yeah, that whole destructor is superfluous, and actually harmful since you've allowed references of the dictionaries to be obtained externally, and it's very easy to have those references outlive the component manager itself, resulting in a clear happening whenever the GC feels as though it's time to clean up whichever batch of unreachable objects the manager finds itself in.
>>
>>127373151
And here are some of the actual components:

http://pastebin.com/BGc0skqg
>>
>>127373247
There isn't one because we like to CoD fan games
>>
Making a shitty incremental clicker game as a way to teach myself some more C#. Have a lot of the basic technical stuff going. Might have a shitty meme theme like clickbait or something.

Someone throw me feature ideas, I have no creativity
>>
>>127374243
thanks buddy, I ripped it the fuck out of there
>>
>check top of to-do list
>"my art is all shitty fix it up"
>>
>>127373151
Thank you !
>>127372053
It's more than I have! I'm tired of reading up on how-to, I want to see some non-professional implementations. Staring at entityx and artimis is headache-inducing.
>>
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Does anyone know what exactly "Get Owner" does on a scene component? (UE4)

It says it returns an actor, but wouldn't that be the parenting scene actor? Cause i don't think it returns that.

Mechanic is working. Weirdly enough. Not sure I understand though.
>>
>>127375029

>shield in left hand
>spear in right hand
>bow in middle hand ???
>>
>>127367579
Depends on which packages you import. By default, not really, but the Infinity Blade assets recently got released.

You won't be able to make a Far Cry-esque map just with the defaults with UE4 though.
>>
Hey, for anybody using Fusion to make their game... do you stick to the graphical event editor, or have you tried some scripting with Lua? If you've done some scripting, can you give me a tl;dr of how useful the Lua object is, where you'd recommend using it as opposed to just using the event editor, and so on?
>>
>>127375410
>he can't penis wield his bow

Small willy detected
>>
>>127375008
>it's more than I have
well, good luck
bit ly 1RjS07Q
bit ly 1JSdpyM
>>
>>127375410
I don't see any hands, do you?
He's probably balancing the spear on his shoulder while shooting the bow
>>
>>127375008
Did you miss my reply?
>>127372261
>>
Trying to decide if my game should have quake style movement or not. Personally, I think the fast paced arena style combat is fun but it means my levels would have to be large to accommodate that fast paced movement. Is the fun worth the effort?
>>
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Unity was clearly not made with the idea of Text-based games in mind
How the fuck should I make my text game?
>>
>>127375812
I did! Sorry!! When would you do your "reboot"?
>>
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>>127375008
You're welcome bud. Keep in mind I am a complete novice when it comes to this stuff. In fact my implementation mainly stems from >>127372261
this link here, and I'd suggest going through that for a better understanding of what's supposed to be going on.
>>
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>>127363091
>first attempt
>space game + rpg + character interactions
That's like saying, "i will be taking my first driving lesson tomorrow, i will be driving a formula 1 car, racing against world cup chamipions".
>>
>>127375937
Is it text as in ascii art à la Dwarf Fortress? If so then use monogame.

If it's text based as in a story adventure, you don't even need an engine for that.
>>
>>127375631
bless your soul, thank you !
>>
>>127375996
I don't know, but the general idea of having components in arrays with masks will remain the same. I'll just spend more time on how it can be optimized and applied.
>>
>>127375029
What are you trying to do with the owner actor?
>>
>>127376180
I was making mine in WPF from Visual Studio but some autist told me to use Unity
>>
>>127376356
You can use any language and just read from and print to the console.
>>
>>127376356
Don't use Unity for a text based game. Unity has nothing to offer for that game type.

Something like that you need to do mostly yourself anyway so an engine would just get in the way.
>>
>>127376216
Depends on what the owner actor actually is. I don't know what it is. That's why I ask.
>>
>>127376842
If you spawn an actor called "actorProjectile" from within an actor called "actorParent" I think the owner is set automatically to "actorParent". Honestly i'd have no idea what it'll do if you spawn it from the level BP. I'd assume the level will be the parent.
>>
>>127373247
Probably my little pony?
>>
>>127363091
>is java really a lot slower than C++
It isn't and in the right hands Java can perform nearly as well as C++, but Java requires 400mb+ ram (tweakable) for stuff that is not related to your game (the virtual machine and jit compiler).
I only use C++ because I don't have enough ram for javadev (i refuse to use text editors in this case)
>>
>>127363091
c++ is much sexier than java
so there's that
>>
>>127376194
Awesome. That's similar to how I have been designing mine (contiguous arrays, and the entity is just a collection of components who have a similar ID(but not necessarily at the same index)). I look forward to your "reboot" article!
>>
>>127377154
>It isn't
Are you literally retarded?
>and in the right hands Java can perform nearly as well as C++,
Maybe nearly as well as bad C++ code.
>>
Would it be wrong if I just straight up copied a game's HUD?

I really want to use System Shock's HUD but at the same time I dont want to steal things. I might just take 'inspiration' from it.
>>
>>127377626
C/C++ just look sexy. Every time I move to Unity or GameDev and look at C/C++ code, I move back.
>>
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>>127377716
>>127377154
>mfw nodevs are busy fighting over which language is less deprecated while I'm making an AAA game with blueprints

n i c e
>>
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>>127377868

NOICE
>>
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>>127377868
>blueprint
>>
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benches and a house for scale
>>
>>127377154
If you're talking about engine dev, then Java is going to be significantly worse than C++. The biggest bottleneck in game programming, other than sheer graphics fidelity (which has nothing to do with your language, and frankly is not something that is common to run into as an indie dev), is how you handle memory. Java gives you no facilities to control how memory is allocated, copied, etc. while that is something you have to do in C++. Plus, there's the general overhead that running Java code in the JVM has compared to running native code, and things like GC pauses.

For a simple game/engine, it doesn't matter, but that doesn't mean you can say Java is just as fast as C++.

>>127377868
Language performance doesn't matter if all you're doing is gameplay logic on top of an existing engine. And guess what that engine is coded in?
>>
>>127378013
The funny thing about this is the blueprint just looks like spaghetti. The engine itself actually interprets it as C++ code much more optimized than what the majority of agdg devs could produce.
>>
>>127378202
>GC pauses
We can work around that using certain techniques (level of difficulty varies) and a different GC implementation if needed.
>the general overhead that running Java code in the JVM
Hot sections get optimized and compiled to machine code, the rest doesn't matter as much most of the time.
In both cases you can also use the C/C++ API if you run into something Java has a hard time solving.
>>
>>127378229
The interpretation through blueprints is like 10 times slower than pure c++. Blueprints might be useful for artfags who can't code and want to make a smaller project where it doesn't matter, but it is a nightmare for bigger projects. And if you go for smaller projects, unity might be a better choice to begin with. The only section where node based stuff can be absolute bomb, is in the material/shader section.
>>
So I have a minor annoyance in my game in that if you press the attack button while the sword animation is playing, nothing will happen, meaning that button mashing isn't the optimal way of attacking quickly. So the optimal way to attack quickly is to time your button presses for when the animation finishes.

Should I code it so that the player automatically attacks again if he presses the attack button during the animation, or should I keep it as it is in order to encourage players to get good?
>>
>>127379006
I had it so that if they pressed attack during the animation it would attack again. I considered this a bug and fixed it by making it so your game is now.

Players should git gud.
>>
>>127379006
Keep it as it is.

Another alternative I've seen and liked is initiating a weak but mashable combo if the button is pressed too early. It's never as strong as doing it properly, and it also has some sort of drawback like a recovery time.
>>
>>127363091

It already exists. It's called Hostile Space. (Assuming your combat actually takes place in ships in space).
>>
>>127379006
leaving it how it is is easier and its basically up to taste. i prefer timing my shit; it feels more interactive than smashing the button and having it buffer the attack
>>
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Howdy howdy, /agdg/!

Sorry I haven't been around, the holidays are a real busy time for me at work so I decided to spend my free time unwinding and playing vidya rather than doing more work. However, I DID spend that time mapping out some spawn-station lists and actually have the framework down for a couple new enemies, though I won't start implementing that until after the first demo

Past few days, I've been doing some other level-design stuff (primarily placing Targets and some detail mesh stuff like pipes and the like) and some demo-readiness stuff (more movelist implementation stuff, including making the move lists automatically resize based on the current-armor-content display, enabling them to automatically switch based on the current weapon, etc), some bug fixes (camera jitter when attacking enemies behind you, Grunts exiting physics simulation incorrectly, some hit detection bugs, bugs with releasing a held key while the game is paused and getting stuck in a held state, etc)

And, since Mayhem League IS, and always will be, Feature Creep: The Game, I've done a small new movement feature, which is bullet hopping; when aiming down, firing the gun will provide a small vertical bump, allowing you to drift over gaps or hover while doing damage. Can you tell I've been playing Downwell? God I'm such an ass. kek
>>
Is GM Studio Professional worth $50?
>>
>>127379006
Study Five Finger Death Punch. Attacks should be queueable, but the cooldown on the anim should leave them vulnerable to attack, meaning that mashing will yield a string of attacks that basically get you murdered.

That or go the PG route and develop an actual combo system that rewards timing with moveset extensions.
>>
>>127379916
gm is deprecated by blueprints
>>
>>127376039
you best be using vi keys to move senpai
>>
fuck you gogem
>>
>>127380340
Can you please reply to the Googs when you diss him? I have him filtered and I don't want to be reminded he exists.
>>
>>127380307
right now it's just numpad stuff
>>
So why isn't YOUR game at AGDQ, aggy daggy?
>>
>>127380686
My game doesnt exist
>>
>>127380686
I didn't get it done quick enough.
>>
Greetings from Germany
>>
Shut the fuck up, Reek.
>>
>>127380502
fair enough
i've gotta charge ten dollars though that's pretty hard to keep up anon and in this economy you've gotta keep up and i'm not going to enter a race to the bottom like the ios store
>>
>>127379783

is this game still alive?!
>>
>>127380502
he wasnt able to do that because i never posted.
>>
>>127381351
Oh yeah. I disappeared for a while, because my updates weren't really worth talking about from a dev perspective, and I went over to /cgg/ for a while to talk about the tweaks to hit detection and shit. Then I took a week or two off to play Talos Principle and decompress from the holidays at work (which are nightmarish).

But I've FAR from abandoned it, I promise. Still truckin'.
>>
>>127381551
fuck you
>>
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>>127381890
>>
my ctrl+c ctrl+v hand wrist is all fucked up from RSI
can't... ctrl+c ctrl+v... anymore...

time to bind that shit to mouse buttons on my fancy new g602
>>
//So is this...

if (something)
{
if (something else)
{
do this;
}
}
else if (something 2)
{
if (something else 2)
{
do that;
}
}

//...the same as this?
if (something)
{
if (something else)
{
do this;
}
}
if (something 2)
{
if (something else 2)
{
do that;
}
}

//Why are there so many terms that feel redundant? Why can't I just do something like this...
if (something)
and (something else)
{
do this;
}
if (something 2)
and (something else 2)
{
do that;
}

//Isn't the last way faster? Why do I need 'else's and extra brackets if they're going to accomplish the same thing?
//I'm using GML by the way (Gamemaker Language)
>>
Do you guys think Animal Crossing speech (the thing where they say the names of the individual letters really fast and each villager uses a unique soundfont) would feel out of place in a non-cute RPG?
>>
Any artists want to team up? Programmer here.
>>
>>127382879
just make the sounds not cutesy
>>
>>127382612
>Why can't I just do something like this...
>if (something)
>and (something else)
>{
>do this;
>}
>if (something 2)
>and (something else 2)
>{
>do that;
>}

You can do that using the "or" operator

if(something || something else) {
do this;
}
if(something2 || something else 2) {
do that;
}


Also in the first example with the "else", if "do this" executes, no matter if something 2 and something else 2 is true, "do that" will not execute because of the else.

Do this and Do that are mutually exclusive in the example above and they aren't in the second one.
>>
>lost my job last year
>for months work diligently deving and even released a mobile game
>afterwards slowly devolve into the NEET life
>work ethic is now shit

how do i fix this
>>
>>127382879
I do.
>>
>>127382612
Write out the boolen expression and reduce it like a normal stupid person
>>
>>127382612
No. "Else if" means that it only pays attention to the bit after that, if the first is not true.

"If A = B, shit yourself. Else if it is Thursday, go to the bathroom."
In this case, if A = B, the person would shit themselves but even if it is Thursday, would not go to the bathroom unless A != B.
"If A = B, shit yourself. If it is Thursday, go to the bathroom."
In this case, if A = B and it's Thursday, dude's gonna shit himself and then go stand in the bathroom.

The Else matters.
>>
>>127382879
No. If you could lower their tone/pitch though it would sound more mature probably. It could get distracting though, can you post an example of what yours would sound like?
>>
>>127383016
start to go hungry
>>
>>127383198
gonna take a while fampai, i've got savings
>>
>>127383282
Then slowly try to improve your work ethic, just a little at a time so you don't burn out, but don't stop improving it.
>>
>>127383282

>fampai

is this the birth of a new meme?
>>
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>tfw been waiting for the SM64 race for months
>tfw cheese just recently lost WR
>tfw he's going to crush Simply but puncay will make it competitive
>tfw mod in Cheese's chat

Let's bring the hype, boys
>>
>>127383016
How much money did you make out of your mobile game?
>>
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>>127382612
use pastebin next time faggot

they're not the same, in the second example both are checked regardless of anything, in the first example something2 is only checked if the something1 check fails.
and in the first example you should use brackets for everything that "else" goes to.
>>
>>127383014
Ah, ok got it. Thanks.
>>
>>127383512
welcome my friend
which game do you run
>>
>>127383524

>2016
>making money from a mobile game
>>
>>127383512
This is /AGDG/ not /AGDQ/. We make games slowly instead of playing them quickly.
>>
>>127383524
cents

i have no idea how to market. but honestly it wasn't a very good game, i made it in like a month.
>>
>>127383512
I hold the WR for devving
>>
>>127383016
Now that you're not a wagie, just eat subway.
>>
>>127383675

still you're a yesdev, you're 1000% better than most of /agdg/
>>
>>127383512
how do people even do this? do you not look at the thread you're posting in? i've never cross posted at /agdq/
>>
>>127371886
Oh, it's a general code group, collabs included?
If you'd like to run a collab, you can use caer-one or add a new repo.
>>
>>127383675
May I see it if you don't mind?
>>
>>127383564
and also using "something else" as a variable example when asking about how "else" works is full retard
>>
>>127383632
>>127383645
>>127383701
>>127383853
Kek sorry lads, I'm an idiot. Internet went out and I went to catalog and searched "agd" and clicked on the first thread
>>
>>127383878
it has my full name on the app pages for android and IOS so i'd rather not link it, sorry
>>
>>127383564
Holy shit you're retarted
>>
>>127384140
elaborate
>>
>>127384091
No problem my man, I was just asking because I'm interested in releasing a mobile game myself.
>>
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>>127383701
i dont think you do
>>
>Make battle system create start with assigning a few random variables
>Duplicate it and change those variables to static numbers, make it pull enemy information from a global var
>Those are the only changes, nothing else in the object references or requires those things to be random
>crashes on line 1 of the draw event whenever the player tries to attack
>Music also doesn't play for whatever reason, despite literally having an if statement check if it's playing, then stop it and start it again
I love Gamemaker. It's such a great engine.
>>
>>127384073
Don't worry, it happens at least 20 times a day when this stuff is on.
>>
>>127384165
>using else as the variable's name
>using numbers as variable names
>placing spaces in the variable name

I know it's just an example, but you might confuse him.
>>
>>127384189
twenty seven k free money
>>
>>127384189
I can make a Rock Paper Scissors game in less than 2 years.
>>
>>127384309
HOLY FUCK BIGGEST "NO U" OF ALL TIME
that was his example, not mine. pay attention. I just cleaned it up.
>>
L4D2 and Alien Swarm are going to be at AGDQ; why haven't you made a Source Engine game for speedrunners to run?
>>
>>127384513
please refer to >>127382652
>>
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guys, how to tell a programmer (coder) that he is deprecated without being too rude??? we're a team of 2 artists, 1 ideaguy/writer and 1 musicbro and since we downloaded Unreal Engine4 we don't need our programmer anymore since both me and the musicguy can use blueprints
>>
If I wanted to make a game where main character was a robot, and you could switch out arms, legs, and maybe head. just those should I be modeling a skeleton and then just parenting different models to it? or no underlying skeleton. How would a build a custom robot and battle them game be done in a smart way?
>>
>>127384513
because I'm really busy trying to think of an /agdg/ themed shitpost for /srg/
>>
>>127383802
dude that stuff gets expensive
>>
>>127384828
Don't worry. A lot of the logic he learned in coding will still be useful for blueprints. You can still get him to do some of the more complicated blueprint stuff. Just NEVER EVER let him program and make your game into some outdated junk. He should use blueprints for EVERYTHING.
>>
>>127384189
googum, in your yesdev videos you said there is no money in gamedev. so why are you selling whip the vote for $12?
>>
>>127384828
is this a new meme
>>
>>127384916
Not for a proud NEET master race!
>>
>>127385124
Newish. Like a week or two old.
>>
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>>127384828
>he posted this in /srg/ too
>>
>>127384395
indeed

>>127384419
bullshit

>>127385095
>why are you selling whip the vote for $12?
to make money
> in your yesdev videos you said there is no money in gamedev
there isnt
>>
Where is my pure anime language with Vulkan bindings, dependent and linear types, distinction between data and codata, positive and negative type definitions, proof irrelevance, termination checking with sized types, potentially higher inductive types and univalence, memoization, and no GC?
>>
>>127385346
how is it doing in sales anyway?
>>
Is it bad to give arrays dummy variables so I don't get out of index errors?
>>
>>127385539
It's probably fine.
>>
>>127383645
>This is /AGDG/ not /AGDQ/. We make games slowly instead of playing them quickly.
I'm stealing thisfam.
>>
>>127383016
Just do it imo
>>
>>127385462
i sold one bundle to a fan who's been following me since like 2005.
it's released but it isn't really ~released~ until people know it exists, waiting on press/lepers ive contacted to do something.
>>
>>127385768
Can't see any flaws, good job mate!
>>
>>127385346
If there isn't money in gamedev how come notch is a billionaire and Toby Fox almost made $1 million with a shitty game.
>>
>>127385768
hahaha that guy thinks hes invisible
>>
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forgot pic

Starting to make some animations? How do they look?

I'm trying to make the scythe look like it's materializing and disappearing with each attack but I think it's happening too quickly. Guess I'll have to revamp my attack code if I choose to add more frames to it.
>>
>>127385865
because those are 2 people out of literally thousands who have earned not enough to live on and thousands more who have earned nothing.
>>
Hello devs and no-devs,

I wanted to give words to devs that are interested in making a living (3D, 2D, programming, script kiddies, etc) off of their skills/hobbies. I run a business and am currently looking for people who want to hop on board to work on projects for other studios, individual clients, in-house projects, and selling stock assets for the market.

If you're curious, shoot me an email at [email protected]
We can go over the whole shebang in more depth, talk through skype, all that fun stuff.

I'll be lurking around and will repost for people who might have missed this.

Keep up the progress, guys. Dont let the shit posters wear you down.
>>
>>127385865
>two people

where are your millions fampai?

fucking americans i sware
>>
>>127386092
post samples of your work
otherwise lies
>>
Is it hard to get greenlit on Steam?
>>
>>127386059
Gonna get wet feet wading through the ocean like that in her slippers.
>>
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>>127385850
>being a press cuck

googs i thought you were better than this
>>
>>127386083
Fucking awful answer.
>>
Hey guys, what would you say is harder, or better? A bunch of procedural characters with not as much depth or a small number super fleshed out characters?
>>
Any UE4 blueprinters here?

How can I go about making a turn-based strategy game ala FFT with blueprints? Any starting place you'd recommend?
>>
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>>
>>127386564
starvation makes people desperate
>>
>>127386885
The same way you would with code except with blueprints.
>>
>>127386137
>He doesn't know that good games sell and bad games don't

There's a reason shit like Interstellaria sells like 14k over a year, and it's not some magic real life RNG that determines if you are going to be successful or not.
>>
Would you rather have a low-fidelity character sprite which displays equipment or a high-fidelity character sprite which does not?

https://strawpoll.me/5960550/
>>
>>127386827
if you can mix n match traits let the player do it instead of relying on RNG
people like making builds
>>
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>>127386083

>mfw i've already made more than thousands of game devs
>>
>>127387008
>Interstellaria
literally what

where is your game
>>
>>127386885
you sound like you know absolutely nothing about blueprint, so i would start there. do the basic youtube tuts from epic
>>
>>127386059
Lower the alpha on the last few frames instead of making it glow again.
>>
>>127386564
what would your alternative be?
>>
>>127384856
A skeleton and model as normal, but when making the arms, legs and head, leave out the other parts of the robot. There should be multiple models bound to the same skeleton. You can calculate the final pose once and render the body with different body parts using the same bone matrices. If you only need customization you could try using a single model with all body parts and just swap the textures?
>>
>>127387363
..when was the last time you had sex
Or have anyone love you
besides your mom
When was the last time you went outside
when was
the last time you dev'ed
>>
>>127386564
You're aware he made game about school shootings just for press attention and controversy right? He's that kind of dev.
>>
>>127387363
fuck if i know, my games are shit.

perhaps building up a fanbase over time since i read an article about that somewhere. you've been at this for years so i'd think you would have a mailing list or newsletter.
>>
>>127387446
Hey man, Googum actually makes things unlike 99% of /agdg/. Things that are actually manageable in scope for a 1MA as well.
>>
>>127387769
He hasn't even finished his rock paper scissors game.
>>
>>127385346

>there is no money in gamedev

yes, quit now guys, less competition
>>
>>127387131
>literally what
It's an adventure game mashed up with something like FTL and something like Frontier: Elite II

Sounds fun, right? Well it's needlessly complex, the mechanics are explained through an info dump broken up into paragraphs and everything is an eyesore. A shame because it had a lot of good ideas.

Pirate it and play it, and you too might be able to see it's most glaring flaw.

>Where is your game
My game follows a different philosophy. I want a 1980's CRPG. Unfortunately, such a game is too involved to ever have a chance in today's day and age. So I made quite a few modernizations. Cut text into bite sized pieces that are easily digestible, made the low-res sprites 3x their original size, and streamlined a lot of outdated mechanics.

It's not ready yet, not even close. But a demo will be done soon. And it's at that point that I will have substantial evidence about my theory on what makes indie games like Undertale or FTL a hit, while thousands fall by the wayside like Interstellaria did.
>>
>>127388120
>implying we could ever compete with him to begin with
>>127385095
>googum, in your yesdev videos you said there is no money in gamedev.
You mean this one?
https://www.youtube.com/watch?v=iQ0e3QUADw8
>>
>>127388243
are you currently wearing a fedora jesus christ just make a game and post progress no one cares shitlord
>>
>>127388120
there being no money just means you shouldnt do it if youre looking for a money pit to scrooge mcduck into or think you will surely be able to make a living just because you love it.
>>
>>127388350
Why would I ever post progress to this graveyard of games?

Only people who want their projects to die actually post their shit here.
>>
get ready to have your dicks blown off cakebois, this is gonna be dope af
>>
>>127386317
They seem legit...
http://www.pixelviewstudios.net/gallery.html

...but it looks like they're fairly new.
http://forum.unity3d.com/threads/3d-modeling-animation-2d-illustration-design-and-scripting-pixelview-studios.364408/

And they have a kickstarter going on right now.
https://www.kickstarter.com/projects/558682456/alpha-strike

Anyone else have experience working with these kinds of studios? I hear too many stories of scams either with employees or clients, so I don't know if I could trust working in an environment like that or paying for work that comes from that environment. Do you all have to be friends/college irl or do you seek out anonymous people online and hope they do the work or pay you to work and not just run off with your project or your money? I think the only alarming thing for me is that they're only a few months old but I mean I guess all businesses have to get through that eventually, gotta start somewhere.
>>
>>127388365
>$12
http://googumproduce.itch.io/whipthevote
>$12
>>
good game finally
>>
YAHOO
>>
>>127388759
yeah?
>>
BASED puncayshun
>>
classic simply boys
>>
>>127380686
my game is endless so it can't be done quick
its also not awesome
>>
>half the screen is taken by ad-space

well done guys
>>
>>127388243

im pretty interested in this myself. will be watching for it anon
>>
>>127389035
>posting in the wrong thread
You're not one to judge
>>
quite enjoying the "post in the wrong thread" meme
>>
I'm not going to be ready for demo day :(
>>
>>127388962
>>127388950
>>127388857
>>127388829
>>127389035

You fags are confused. This is agdG, not agdQ.

Your thread is here
>>127374947
>>
is this the speedrunning general or the reddit games done slowly general?
>>
>>127389213
oh, my bad friend, we'll be on our way
>>
What's the best way to viral a kickstarter campaign?

Do I post it to reddit and hope for the best? I need money in order to not have a day job so I can devote all of my time to gamedev, and without a kickstarter that ain't gonna happen.
>>
>>127389164
It's ok, steamchat day is an abomination
>>
>>127389395
But I got really useful feedback last time.
>>
THIS IS NOT A SPEEDRUNNING THREAD

IF YOU WANT TO WATCH SPEEDRUNNING GO TO THIS THREAD

>>127389349
>>127389349
>>127389349
>>
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>>127387446
>when was the last time you had sex
Never.

>Or have anyone love you
Love is a broad term. If you mean romantic love, probably elementary school.
If platonic, everyday, both friends and family.

>When was the last time you went outside
Like 20 minutes ago.

>when was the last time you dev'ed
Getting started right now.
>>
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Progress.
It's not pretty but the code works.
Mario Party Style RPG where you fight Monsters instead of Mini games.
>>
>>127389554
Are you literally me?
>>
>>127388757

>$178 pledged of $5,000 goal

ahahahah
>>
>>127389463
Really, agdg's not about games or feedback, that's nerd shit. It's all about which chat you use in and which memes you post.
>>
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>tfw no one will ever speed run your game
>>
Would a Chrono Trigger style on-field turn based system be easier to program than a Final Fantasy style one with it's own battle screen and shit?
It seems like it'd be easier by simply cutting out the need for a new screen and everything, but I don't know for sure.
>>
>>127388365
Not him, but have you sent emails to famous youtubers? I think Jim Sterling and Totalbiscuit would eat your stuff up. They're both into the quirky, creative/political games, with their short playthrough videos they do fairly often. Especially Jim, he even plays the pandering/cheap games, and your games at least have polish and a unique art style, so it's already a standard above what he usually plays. It's not even about selling out or being dishonest with yourself or whatever you want to call it. I don't understand why you hang out here. You seem like a pro. I'm not even being ironic. You literally don't belong here. Why hasn't some indie company or AAA dev picked you up yet? Or are you like Squidward/a masochist and enjoy suffering? What did you do in life to feel like you deserve what /agdg/ throws at you on an hourly basis?
>>
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>>127389576
So Dokapon Kingdom??
>>
>>127389576
>"-_-" face
nice Undertale ripoff imo
>>
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>>127389554
>>
Is Swing good to use for Java game GUIs? Can I change the appearance of the windows and stuff? I went through a tutorial and it told me literally nothing I need to know
>>
>>127389831
Never heard of it but will be googling right now.

>>127389841
undertale owns -_- now I forgot.

>>127389768
I think it's easier to go to a new screen.
>>
>>127389363
you need to post regularly here or on reddit too I guess to get traction and build interest

i wouldn't reccommend going for a kickstarter right away unless you have a lot of stuff to show off for your game already, also look into patreon as an alternative
>>
>>127389701
Hey now, anon-kun, no bullying. Especially someone who might be willing to pay you a descent salary for your pixelshit. Let's at least show him/her some professionalism so that if he/she has connections, they'll send more of their Indie/AAA studios our way and turn more of us from amateurs into pros.
>>
>>127389828
He was mentioned on TB's show for about 1 second. Dodger said something along the lines of "It's just rock paper scissors... moving on"
>>
>>127389768
both would be difficult

reconsider if you're a 1MA, do something simpler. those games were made by teams of experienced people
>>
>>127389976
I plan on having a demo and trailer ready for the kickstarter.
>>
>>127390060
Damn, and I thought those three were some of the more open-minded youtubers. wtf, she didn't even give it a chance or read the description, lol?
link to video if you have it?
>>
>>127390060
Dodger is a cunt and only relevant because she's female.

I'm not even a big googum fan and was pissed when I saw that. She didn't even look at the game
>>
>>127390267
>>127390350
She's literally right though. I bought RRPS and it's really not anything special.
>>
>>127390063
Undertale was a one-man game. I refuse to give up on making an RPG just because I'm not part of some big development team.

Obviously I'm not going to jump right into it, but it's my end goal.
>>
>>127389768
Star Ocean's battle system is the easist
>>
>>127390531

undertales battle system is super simple
>>
>>127390531
undertale is also conceptually simple. it's nowhere near final fantasy or chrono trigger.
>>
>>127390531
how did we go from final fantasy to fucking undertale?
>>
>>127390531
just download rpgmaker holy shit
>>
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>>127390531
It's not a one-man game. Check the credits. Plenty of people worked on it. Toby had help and people seem to forget that fact.
>>
>>127390812
fucking this.
>>
>>127390514
She is literally wrong though
>>
>>127390710
>it's nowhere near final fantasy or chrono trigger.
My game won't be near those, either. I'm just talking in broad terms.

Hell, I'm still juggling a million ideas for a battle system, I'm just wondering if keeping it in the game field is simpler than devoting a special battle screen to it.

I guess I could've worded it better but I figured using examples like CT and FF would be the easiest way for people to know what I'm talking about, not compare product quality between beloved classics and a rough concept I'm working on.

Cut me some slack, m8.
>>
I've just started using GameMaker, it's... weird with variables. I'm trying to create an inventory system that would display the items you have in your inventory, alongside their name.

This is what I'm using to add to the inventory:
http://pastebin.com/PZBYgiTY

I _think_ it's working (I haven't added any code to OnDrawGUI() yet), how can I check it using the debugger?
>>
>>127390906
so basically
>I'm an ideas guy. should i use blueprints or html5??
which will be easier or harder depends entirely on your implementation and the general context of the game and its engine
>>
>>127390854
He literally had 3 people help him with some art. In every other way he was the only man.
>>
>>127390792
>how did we go from final fantasy to fucking undertale?
Because I was originally using examples of battle system styles and someone brought up the manpower difference in a one-man project and a game like CT or FF.

I only brought up Undertale because it's a hugely successful RPG made by only one person. I'm not going to quit just because I'm not part of a team.

>>127390812
>>127390874
MV is garbage and I don't want to be limited by VXA, especially since it's scripting scene will probably die because of people moving on to learn Javascript for MV, and I don't want to learn Ruby just to do shit in a dated engine like VX.
>>
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>>127390350
>Dodger is a cunt and only relevant because she's female.
Ok there's no need for that. Maybe it was just a misunderstanding. You should forgive her, it was probably an honest mistake.

https://www.youtube.com/watch?v=RfuKjz3IIoc
>>
>>127390902
Rock paper scissors "with a twist" is still rock paper scissors.
>>
>>127391176
shut up you vagkuck
>>
I'm making an RPG where timing doesn't matter at all; should I bother allowing players to customize controls? Do people even care what keys they use to scroll through some menus and move a guy around a screen?
>>
>>127391304
There's no excuse to not have customizable controls.
>>
>>127391395
Fair enough. Should be easy to add them.
>>
>>127390060
important reminder: youtubers are not your friends.
the big youtubers, even if they do 'quirky indie stuff' really dont give anything the time of the day just because it's been sent to them if they dont first know about it from the press or buzz.
>>
>>127391173
>implying RPGMaker will ever be more "dated" than JRPGs in general

you could track down a copy of RPGMaker 2003 and it would be fine for your uses, dude

if all you want is a JRPG, there's not much sense reinventing the wheel when RPGMaker exists and there's three dozen versions of it

No one is telling you to quit, we're saying what your best option is and that "CT vs FF" isn't an objective difficulty difference, it's down to your choice of tools
>>
>>127391304
http://gameaccessibilityguidelines.com/allow-controls-to-be-remapped-reconfigured


Pretty good list of things everyone should do to be honest
http://gameaccessibilityguidelines.com/basic
>>
>>127379783
>>127381640
Hey look, it's you again.

How'd you like Talos Principle? One of my favorite games now, more interesting than I thought it could be and nowhere near what the other games made by that team are (Serious Sam).
>>
>>127391475
meant to reply to >>127389828
>>
>>127391482
I'm using gamemaker when I started out with RPGmaker.

I seriously couldn't be assed to learn how to change how combat looks.

Also because I got gamemaker for 5bux and RPGmaker is $80
>>
>>127391235
A ludum dare jam game did rock paper scissors in a fun enough way that it was a success.
https://www.youtube.com/watch?v=yPmKZhaVu-A
Emphasis on the word fun.
>>
>>127391626
RPG Maker is 5 bucks every steam sale
>>
>>127391235
you just described every fighting game
>>
>>127391304
Yeah, games that don't allow me to customize controls really piss me off. So much that for years I'd look up every game before I buy it to see if it allows rempapping. I would buy it if it didn't support my disability. I am not playing your FPS or RPG or RTS with the sticks swapped. Have controller support, and have swappable sticks.

Lately I've eased up on this thanks to third party software like Input mapper, but really, I should not have to go through a middleman just to experience your game if I'm going to pay you for it.
>>
>>127391626
what the fuck is even your point anymore, asshole
>I seriously couldn't be assed to learn how to change how combat looks.
there you go. there's your fucking answer. FF style combat will be easier for you. do that. jesus christ.

>>127391742
only SF series, really, and SF is dogshit that survives on the name alone

it's no surprise that smaller-time fighters that try to copy it always fail, while the anime cuhrayzee airdasher crowd has plenty of widget games that aren't BB or GG
>>
>>127391679
the graphics and music are what make this, not the gameplay
>>
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>>127391482
>>implying RPGMaker will ever be more "dated" than JRPGs in general
Oh so you're one of those guys.

>"CT vs FF" isn't an objective difficulty difference
That could've been plainly stated much sooner, but people seemed to think I was setting out to clone one of them when all I wanted to know was whether it's more difficult to add a dedicated battle screen.
>>
>>127391556
Control remapping is also good for left-handed people.
>>
>>127391847
why the fuck do you swap sticks
>>
>>127391742
It's too bad arguing technicalities with people in agdg never amounted to you making a good game. You still do it though. I imagine you'll be here years from now still doing it.
>>
>>127391919
You changed nothing about what I said and I don't want to use FF's layout.
>>
>>127391742
People still think RRPS is all about playing RPS

I'm curious if you feel you could have done anything to better communicate the game, or are they just bully?
>>
>>127391919
>what the fuck is even your point anymore, asshole
Why do you think everyone replying to you is the same person?
>>
>>127392047
Just use Star Ocean's battle system. Its much more dynamic and fluid for combat.
>>
>>127391924
>graphics and music make the game
>gameplay isn't why games are successful
Straight from the book of googum who believes his unique art style and design is enough to make a boring game worthwhile.
>>
>>127392181
More like from the book of most modern triple A devs. Gotta get that polish, right?
>>
>>127392174
I don't want to use that either. I have a specific look in mind and I couldn't be assed to learn how to make it in RPGmaker, so I just made it in Gamemaker.
>>
>>127391847
Is controller support easy to add? I've never tried it before.
>>
fun as fuck
https://www.youtube.com/watch?v=pMPf9jvLSdM
>>
>>127392276
We're not talking about modern AAA devs.
>>
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Is there any good youtube tutorials on C# used for unity 5?
>>
>>127392181
if you can strip all the media from a game and not want to play it, it's a shit game.
>>
>>127392461
Yes, but they're using similar logic. The difference of course is an indie generally can't match the visual fidelity of a billion dollars, so it's even more egregious to use artstyle as a crutch for your design.
>>
>>127392047
What the fuck were you coming here to ask, then? If you don't want to use FF's system, fucking don't then, and don't bother asking whether it'd be easier or harder than doing something like CT.

>>127391956
He's left-handed and from /r9k/, and everyone in /r9k/ thinks that anything that sets them even slightly apart from "Chad" makes them disabled and unable to have a normal life ever again.
>>
>>127392675
Calm down dude, I'm somebody else.
>>
>>127392181
the fuck are you on about? it's a UI game, it's 99% gameplay.
>>
is a good idea to develop in haxeflixel???
>>
>>127392675
Not the guy you replied to, but what the fuck? I'm left-handed and I've just dealt with it.I have some issues with some kinds of tools, but for the most part, I do things like anyone else does. Mouse in right hand, gun in right hand, utensils in right hand, etc.

Are these people really such self-centered idiots?
>>
>>127392675
Good god you're retarded.
>>
>>127392825
fuck we have 2 idiots trying to make something they could have a program do by itself?

Stop making JRPG's. They're trash.
>>
>>127392469
Not really. It's best to just do some of the Unity Learn tutorials on the official site either for the 2D or 3D and then rely on Documentation of the API from there.
>>
>>127392996
Yeah and it's boring.
>>
>>127392469
video tutorials are utter shit and full of people stuttering, these are the best unity tutorials:
http://catlikecoding.com/unity/tutorials/
>>
>>127393105
You are trash.
>>
>>127392469
no. not one. sorry
>>
>>127392996
99% shitty gameplay
>>
SOMEONE POST PROGRESS JESUS CHRIST
>>
>>127393397
>>127393291
im 100% certain you havent played either of my 2 UI games.
>>
>>127392675
>mfw a left hander is wasting time blabbing at me about how inconvenient the right hand dominant world is for them to work in while I'm literally using my left hand to get shit done.
>>
>>127393495
i'm 100% certain you're a fucking faggot.
>>
anyone know how to make it so menus can be navigated with arrow keys + enter/esc instead of 'press a to do x, press b to do y' in java? I'm looking at tuts but they're all on making dropdown menus with a GUI
>>
>>127392675
>He's left-handed
No I'm actually right handed which makes it worse because people will just tell me to use lefty controls which also swap the trigger finger to the left side. And the final cherry on top is when games don't have the option to invert the Y-axis, but luckily the big shooters have always supported my kind. We are indeed disabled, even more so than lefties because as righties with a disability, they lump us in with the rest of the righties, and the righties of course kick us out of their club. All this inequality, man.

>>127392403
Yeah, it is in gamemaker, but then again I don't have keyboard/mouse support yet so it evens out I guess. It will be supported eventually tho.
>>
>>127393418
I bought some new pens for my whiteboard

I love my whiteboard.
I play through my game and make notes about problems, then it feels good to wipe them off when they're fixed.
>>
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>>127391176
>>127390350
>>127390060
hngh
>>
>>127393418
Wanna see some bugs with levers? Because that's the only progress I've managed to make today friend.
>>
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>>127393376
purrfect tyvm
>>
>>127393563
>No I'm actually right handed
>people will just tell me to use lefty controls
so then JUST USE THE RIGHTY CONTROLS
>>
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>>127393105
>and the salt begins
>>
Any gamejams happening?
>>
>>127393840
One next month
>https://itch.io/jam/agdg-zelda-30th-jam
>>
>0 reply again
of course.
>>
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>>127393418
I spent the day trying to learn all this weird linear algebra stuff so that I could use shadowcasting in my roguelike shop simulator to create a field of view effect, tossed out most of what I researched except checking my FOV in 8 quadrants, and rewrote my FOV code to look at these quadrants. Now I have to work on detecting blockers that would halt the field in each quadrant.

Does this count as progress?
>>
>>127341301
Bland and uninteresting are quite honestly the worst traits something can have. Anyone have any tips to make it better? It has to stay a simple design that would look good from far away, but that's it, more or less.

(referring to >>127340556)
>>
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>>127393418
i got u my man
>>
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I've been at it on and off today, made the sprites look sharper (big win), working on wallclimbing and making it control better (still on it, feel meh about it right now).

Not much right now other than whoo I can platform, hoping to have more by next weekend. Webm is progress, the viewing screen is bigger than what I captured as a note.
>>
>>127393515
The great thing about freedom is that you can choose other alternatives. Isn't that why you game on a PC? You want options, you want more power, more framerate, why would you settle for the console mentality of dealing with what's given to you. You just gave up, instead of fighting the good fight. I fought with my wallet, but you allowed them to take your money by dealing with it. If someone robs you, will you deal with it then too? There are left-handed products available for lefties, and there could be more if you supported them and fought for them. They aren't going to make themselves if you don't support companies and products that support you. By giving in to the righties you're playing into their hands and letting them steal from you. And this is coming from a righty. All these c u c k s, I'm telling you. Stop being so beta, fampais.

>>127393029
I'll take full self-centered freedom over full selfless socialism any day. Some socialist shit is ok, but let's keep that shit to a minimum if possible. I'm right handed, but using an ambidextrous mouse. Why? Because it was cheap and because I support equality. We are the pc master race. There is no need to give in to socialist and dictatorships that are the consoles. PC gaming stands for freedom. But you know what, because I believe in freedom, I'm not going to tell any of you what to do with your money. I'm just advising you, hoping that you'll make the right choice. Not the left choice. Well, you know what I mean.
>>
>>127394775
Looks good. Have you considered going with a lower resolution for your art? It'd be less time consuming to animate, at least.
>>
I've got a goddamn measuring tape up to my screens, trying to run these tests and I'm wondering if any of you have already gone through this shit before.

How do I find out the actual physical size of an object on my screen? I need it so I can calibrate some touch sensitivity shit for mobile games.

I'm using this to detect dpi and shit, but I'm getting weird results.

https://github.com/ryanve/res
>>
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is a good idea to develop in haxeflixel???
>>
>>127394697
Why do you keep posting this? I don't understand this meme.
>>
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So I'm still trying to fix this issue... not entirely sure what the problem is right now.

I've added sockets to all the bones, but it doesn't seem like there's a way to snap sockets to sockets, only actors to sockets. When I cast a SkeletalMeshComponent as an Actor to try to get it to work, tells me cast would always fail.

Is there just something I'm not thinking of / not seeing, or...?
>>
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>>127395298
No
>>
>>127395298
You can use most anything and do well. People here will shit on whatever you use. Players will give no fucks whatever you use as long as the game is solid.
>>
>>127395298
why wouldn't it be?
>>
>>127395731
>animeposter can't form coherent arguments
not surprising
>>
>>127395298
>>>/r9k/
>>
>>127395298
Just use HTML5. I'm using pixi.js
>>
>>127395664
I'm not aware of any way to snap sockets to sockets

What you could do it make the origin of the object be the point you want to connect and then it'll default to that.
>>
>>127395298
yeah it's great for 2d games, you can release for web (html5/flash) or desktop
>>
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Anyone familiar with FFmpeg or video in general?
I don't understand what video formats I can use that won't get me in legal trouble.

I only need to play a video (intro) in my game, I don't need to encode anything.
>>
>>127395979
wat
>>
>>127396278
don't mind him, he's just been baiting people with that same shit for days it seems like
>>
>>127396084
I guess I'll do that, then, since there'd only be one point I'd be attaching it by anyway.

This still leaves the issue of the whole "how to interpret a skeletal mesh as an actor", or something similar, so I can attach it to something else.

Do I need to maybe make each of the 9 components a separate blueprint and use those instead of having all 9 components in the same BP...? Seems like it might work.
>>
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Babby's first menu juice.
>>
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>>
>>127396675
My eyes
>>
>>127395107
Thanks! The sprites are only 60x30 with some wiggle room to go 90x90 if I need...but I actually have plenty of sprites that I just need to hook up in Unity animations, and I plan to pay an animation friend to finish + polish what I need after I try it myself.

It would be nice to go down, but I like how it looks. Such is the life.
>>
>>127396675
MY EYES
>>
>>127396837
No, _MY_ eyes
>>
>>127396194
Use webm lol I have no clue, sorry. I looked around just now and it's giving me a headache.
>>
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>>127396675
this is rad
>>
>>127395790
>>127396059
>>127396185

thanks, I was looking for 2d desktop good framework

>>127395792
I don't know

>>127395731
anime is shit grow up
>>
>>127397154
No you can't make me
>>
>>127396458
There is an 'Attach to' node which is probably what you want

Everything about your posts confuses me
>>
legend says that if an anime dev actually finish a game it will be the end of /agdg/
>>
>>127396986
N O M E Y E S
>>
>>127397394
Ah, we're good then.
>>
>>127397394
Games are for children
>>
>>127397394
That's just stupidstitions.
>>
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>>127393418

working on char gen, finished up the Player.class what's bugging me is this menu, I want to be able to select each option with the keyboard and increaase values with arrow keys but I can't figure out how
>>
>>127397062
This might actually be the solution, the format is open source
>>
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>>127395790
Is that you, shitfam?
>>
>>127396675
Ze goggles do nothing!
>>
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>>127396675
rip
>>
>>127395298
Yeah, it's pretty decent and gives tons of exporting options.
>>
>>127396675
nightmare_goggles.png
>>
>>127397813
Are you trying to false flag or something? Why are you so bad at everything you try to do?
>>
Making a platformer. Can't decide if I want the main character to have a melee or ranged weapon.
>>
>>127397743

opengl
>>
>>127398554
Melee because fuck aiming
>>
>>127397302
None of the "attach" nodes will work on a SkeletalMeshComponent because they're the wrong type.
>>
>>127398690
If I went ranged, it would be more Mega Man like. Jumping to hit things up high. No aiming.
>>
>>127398828
make it like using Dante in Marvel 3 and give lots of moves that are LIKE aiming, but also have different properties
>>
>>127398098
do you use it?
>>
>>127398787
Just 'Attach to' with no words after it, it should appear if you drag off from the skeletal mesh
>>
>>127393784
I can't. I require swapped sticks (lefty) with right handed buttons and triggers (righty). I need half and half. Yes, I can play all three, I've sat through games and finished them with barebones controls, but I like to play at my best if possible. The simplest way to solve this entire problem is to add fully rebindable controls. You don't have to worry about supporting lefties or righties or others individually because they can set the controls themselves. Borderlands 2, Halo, Gears of War, Call of Duty, BF3...those games all support multiple controls and stick options or let you rebind shit. Just make every single keyboard/mouse or gamepad movement/command completely rebindable to anything. There's no need to complicate it.

This is already possible with current technology, it already exists, and it used to be standard on PC. This recent change to the console mentality has infected us with subpar options and settings in recent games. This is not what we built our machines for. Go play consoles if you hate options. And even then, all the good console games support multiple controls and rebindable buttons. So this shouldn't even be an issue with PC.

Video games are not a necessity. I'm not going to buy a product if I cannot experience it. Likewise, I don't expect anyone to give me free money for a product they can't use or need to inconvenience themselves just to experience it. People complain about FOVs and getting motion sickness, or not having proper resolutions for their screens and they have every right not to purchase the game.

I will take my money elsewhere as I always have and will buy games that support options that really should be standard. If that means continuing to miss out on good games like the Metroid Prime series, Dishonored, Metal Gear Solid, and many others, then so be it. I'm a patient anon. I can wait for them to update their control options. And when that happens they can get my money.

My game's controls will be rebindable.
>>
>"How do I do x?"
>"Just do x anon"
>>
>>127399276
Well, why not?
>>
>>127398951
I have one unfinished project that I ported from regular flixel. I'd show a gif but I haven't installed any screen recording software on this PC, maybe I should go do that.
>>
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>TFW 90% of your method is unreadable if-else statements
Just finished my Hit/Miss method, post code progress
>>
>>127399276
>"How do I do ABCDEFGHIJKLMOPQRSTUVWXYZ?"
>"Just do A then do the rest of the fucking work"
>>
>>127400032
>if (x == true)
Please no.
>>
>>127400032
Anon, start over. You're going down a bad road.
>>
>>127400032
Please refrain from posting gore in the future
>>
So who is the cutest amateur video game designer/developer?
>>
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I've been gone for a week /agdg/. Did I miss any fresh memes or hip progress?
>>
>>127400351
me
>>
so who's going to speedrun RRPS?
>>
>>127400032
So...as a dumb newb anon, who would this could be improved? This is how I code my stuff. A whole bunch of if/then statements, nothing else.
>>
Which /agdg/ projects have the best character designs?
>>
>>127400479
I know of at least one new meme, fampai.
>>
>>127398084
is this a Catamites game?
>>
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>>127400035
>>
>>127400659
fampai isn't new it's been all over the site for a while
>>
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>>127400224
>>127400257
>>127400314
I can't make an else for switch, and it was bitching at me that "not all code paths return a value"
If you could find a better way of doing this method I'd really appreciate it cause I had a tidy switch statement going on before, but "not all code paths return a value"
http://pastebin.com/gBnbqFwn
>>
>>127400528
Probably a Case instead.
>>
>>127400698
Now I understand why people call /ic/'s recommendations a bunch of memes
>>
>>127400805
You know, the fact that that was my first thought upon reading the original code and using a 'switch' instead of that list he gave, I think I've actually improved. I'm genuinely impressed with myself after going so long having no idea what I was doing with my own code.
>>
>>127399672
nice!, I'm learning right now looks hard but I can understand whats going on
>>
>>127400528
First of all,
>(x == true)
is redundant as hell, since it always evaluates to x.
Secondly, it would be better to use things like
>if (defBlock && atkType != 2)
than to use so many branching decisions.

Lastly, the entire premise of what anon is trying to do would be better off if it were done using inherited classes, interfaces, or something else. It's hard to say without knowing what their system is supposed to do in the grand scheme of things.
>>
>>127400805
>tfw the language I use doesn't have switch/case
>>
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Not ready for demoday
>>
>>127401207
Not that anon, but I think some languages will evaluate x as false if it equals zero.
>>
>>127398084
nightmare tier
10/10 would play
>>
>>127390060
>>127390350
She did that to my steam game on their stream too. I didn't even ask her to play it. She literally said she played it for 2 minutes. My game also has a map editor and she downloaded some shitty minecraft map some kid made and made the implication it was the main game's graphics. Not that my art is great, but its not a rip off.

I can take plenty of criticism and I understand the game isn't that great, mostly because I made it by myself.

I always thought TB and his goons were mouth breathing morons, but that pretty much sealed the deal of me never sending them any of my stuff. Not that it matters.
>>
>>127400528
Booleans don't need an '== true'. Just write if(name) or if(!name).
The atktype conditionals would be better as a switch.
A lot of those numbers look like they're meant to be enumerated types.
>>
>>127400528
class AtkType {
public int dodge;
public int block;
public int parry;
public int nothingBecauseTooWeak;
public AtkType(int, int, int, int) to {dodge,block,parry, nbtw}
}

List<AtkType> atkTypes;
atkTypes.Add(new AtkType(2,3,4,0))
atkTypes.Add(new AtkType(2,3,0,-1))
(all of your definitions are belong to above)

if (atkHit == true) {
if(dodge) return atkTypes[activeAtkType].dodge;
if (block) return atkTypes[activeAtkType].block;
...
}

P.S : you don't need elses if you have returns, return natively beaks the flow and exits the current block.
P.S.2 : that would be my way of doing things and it is purely subjective
>>
>TFW your code is so bad it derails an entire general

Here's the full method, if you actually want to try and fix it: http://pastebin.com/gBnbqFwn
>>
>>127391167
there were 6 people working on the game
>>
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>dev shows up
>makes great progress
>posts regularly
>game he started actually starts to look pretty good
>... after a few weeks of this, he abruptly leaves
>>
>>127401883
blame 4chan culture
>>
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>>127400032
i was about to rewrite this for you using a switch inside an if. but after checking your variables of def types. it looks undoable. you should just switch to a variable that depending on number resembles status.

also, LEARN TERNARY!!! AND COMMENTS
>>
>>127401412
They're boolean values, anon isn't comparing other datatypes to bools.
>>
>>127401883
Maybe you should try giving more replies to progress posts to encourage them so they will stay. But like anon said it's >>127401985
>>
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While we are at it, what's agdg's opinion on boolean flags?
>>
>>127361214
your marathon are a shit
>>
>>127401624
>>127401207
>Booleans don't need an '== true'. Just write if(name) or if(!name)
Oooooh. I was wondering why a bunch of code would just list the variable on it's own. Was confusing as hell.

But what about this:
>>127401412
How would I make sure it wouldn't do this? Or are those kinds of languages rare?
>>
>>127401883
that's because they usually get bullied around that point
>>
>>127400795
This is C#?

1. Use an enum instead of just arbitrarily treating ints as different things.

2. Don't write out == true and == false for booleans. Just write if(value) and if(!value).

3. Set a return value at the beginning of the function, set the value of that variable in the switch statement, and at the end of the function return that value.

Good luck in the future anon, I know you can do better.
>>
>>127401883
I posted a few webms of my game only once but I'm not good at art and got shit on for it. Now I just lurk.
>>
>Wrote a script several hundred pages long, including branching dialoge options and other bells and whistles
>Made a design document of several dozen pages
>My game will never be made because I don't have the knowledge in other areas to make it happen
>Don't know anyone that would be interested in partnering up with me
>Don't have the time or care to learn coding/music/visual arts because I'm already tied up spending all my effort on my writing and literature studies
>>
>>127402459
Don't let it get to you. Post some more.
>>
>>127402668
I got 3 replies for 28 webms over 16 threads. I think it's safe to say that agdg doesn't care.
>>
>>127400795
http://pastebin.com/ghygnCUg
There and it could still be way better (Also uses Unity's API for Random because I'm lazy)
>>
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>>127402656
I'm sorry you're such a faggot, baka-san
>>
>>127402656
http://twinery.org/
>>
>>127402656
what kind of game is it? sounds like a visual novel

you can make that kind of thing yourself just commission artists to draw your characters
>>
>>127402071
They're handy, honestly I should learn to use them more.
>function
>var
Also stop using that disgusting language.
>>
what are the signs of a mature dev that knows his shit? other than the obvious made a game before
>>
>>127402071
Theyre called bit fields, senpaitachi
>>
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>>127401126
Here's what I was working on at the time, flash build of the thing, it seems I was testing parts of the boss at the time I stopped development. I'll probably finish it when I get my other game done.
>>
>>127403217
It's a turn-based strategy game inspired by the Front Mission series.
>>
>>127402814
if your art is crap use placeholder art from actual games.

if gameplay is attractive enough you'll get some artfag offers
>>
>>127401883
DUDE
SOURCE
LMAO
>>
>>127402656
If it's a visual novel, there are free engines (off the top of my head there's; Ren'py), as well as, Unity assets that can handle back end for you. As for art, use placeholders for now, if the script is good enough maybe an artist may take interest.
>>
>>127403447
hoopo visits here and never give good advice, for reason obviously
>>
>>127403556
yea that's not happening anytime soon, think smaller, MUCH SMALLER.
>>
>>127401294
I like it anon!

What did you use to do the animation for the health cape?
>>
>>127403656

So where would one talk to him and other experienced devs?
>>
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+Fixed issue with wrongly rotated details on side panels
+Added all buildings
+AI tweaks
+Popup banner
+Camera now orients itself based on selected unit
+Added starvation
+Improved pathfinding
+AI can now net resources/events from exploring world details
+AI can now create buildings...sorta
>>
>>127403759
>experienced devs
Define this because I feel like we don't have the same definition for it.
>>
I can make a 2D zelda platformer for the jam.
Thank you Zelda II.
>>
>>127402814
There's a lot of good shit that doesn't get replies, for whatever reason. Don't count it out. Just look at >>127403519. I actually have no idea why something 90x as polished as the usual stuff posted here is being ignored.
>>
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>you've gone so far into the C++ language that you've finally found a valid use for protected inheritance
>>
>>127403864

Alright by experienced dev I mean someone who isn't a raging lunatic or a shitposter
>>
>>127401883
What game?
>>
>>127403519

This looks cool as shit
>>
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>>127404171
I'm this guy: >>127403772

I could help you with things if you want?
>>
>>127403519
this is awesome but that font color is ruining my eyesight
>>
>>127403519

nice
>>
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DURRRRRRRR
>>
>>127402656
please watch this and just make game

https://www.youtube.com/watch?v=1jn39JJYW3A
>>
>>127403519
haxeGuy

this looks nice,I hope you can finish it
>>
>>127404641
>those street lines
10/10 ocd triggered
>speed slow as sin
>can't move forwards/backwards
>don't hit the dirt
>object's hitbox is only the tip of the ship
>touched dirt and game was okay with it

k-keep going I guess?
>>
>>127404171
reddit
>>
>>127403519
p good, would be nice if you finish it
>>
>>127403750
The cap itself works through Apex physics and the health display is just a Set Material
>>
>>127404641
It's ... nice
>>
>>127403519
did you make everything by yourself?
>>
>>127404641
Reminds me of the old O car casio calculator games.
>>
Anyone ever joined a co-working group? Basically, a bunch of nerds pitch in $50/month to have an office space to meet, dev, and hang out in whenever they want. I found one near me, and I'm considering joining, but I think I need to get a feel for the people before I agree to anything.

It's just going to be a bunch of autists, isn't it?
>>
>>127404871
>>127405094
Maybe in a few years, been busy with my other game for a long while now.

>>127405154
Art is by another guy, I'm the coder.

It's also an "extended remake" of a really old shitty flash game which I'd rather not link because it was a spinoff of another quite controversial project.
>>
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>>127405154
Are you implying that he is using """placeholders"""?
>>
>>127405507
sounds pretty autismal, why would you spend money for an office space when you could just hang out at someone's house
>>
The lolivania artists are just as kuch to blame for the quality of this thread
>>
>>127403519
Holy shit that looks fun! I hope you do get around to developing it again.
Though I can't say I'm a fan of the player being able to air dodge through the projectiles though, because it trivialises the spacing aspect of it and replaces it with "press x to not get hurt".

>>127403772
Good work on the progress, but. . . What is that game? Webm please maybe?
>>
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>>127404919
Speeding it up made it way more fun
thanks
>>
>>127402656
congratulations, you did the absolute easiest part of making a game
>>
>>127405601
DON'T! START! PLEASE!
>>
>>127405507
"It's just going to be a bunch of autists, isn't it?"
maybe only you at first, relax and enjoy
>>
>>127394775

Aw man, she's still walljumping backwards.

Sprite looks nicer though.
>>
>>127405543
well its always nice to take inspiration from other good games.
also i really like the art, would it be rude if i asked what is the work agreement between you 2?
>>
>>127405543
>It's also an "extended remake" of a really old shitty flash game which I'd rather not link because it was a spinoff of another quite controversial project.

everything is a copy, just like make game, do not care of what people will think in the end, all that matters is that it's made
>>
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>>127405974
Not sure what's in this webm, just uploading the most recent one
>>
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>>127402254
>3. Set a return value at the beginning of the function, set the value of that variable in the switch statement, and at the end of the function return that value.

>MFW it took literally an hour to fix
http://pastebin.com/ZaAgrN3F
>>
>>127406013
once you're done with game's core, get an artist or learn to draw better
>>
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>>127405974
>Though I can't say I'm a fan of the player being able to air dodge through the projectiles though, because it trivialises the spacing aspect of it and replaces it with "press x to not get hurt".
Well, it has a timer on how often you can do it (see upper right) and some stuff gets really hard to dodge otherwise. If it seems too useful the time could be nerfed a lot probably.
I wanted to post a webm of the other boss fight the game had but it seems I didn't port that part of the code to haxe.
I did find the pure flixel build where the boss shows some more moves though.
>>
>>127406797
Well that's a huge couch
>>
>>127406013
Why do you see farther behind you than ahead?
>>
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trying to sort out my control scheme to something that feels like the player has to heave around the weapon, by making them hold/mash mouse keys at certain times for better damage/duration/whatever

crossing my fingers and hoping it doesnt feel shitty when im done with it
>>
>>127406797
>upper right
meant left

>>127406669
>>127406565
The game being remade was also made by us though.
About the agreement, we basically did it for fun, that project was about 1 month in development before we halted and went back to the other thing we are doing.
>>
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I got custom depth rendering working so it culls the inner triangles not facing the player instead of being a translucent mess. I'll apply it to my Gibson blocks and wireframe furniture. This way wireframe and transparent models don't look like a mess of polygons.
>>
>>127406973
Not sure if large gun to show what you meant, but if that's what you're using, it takes up way too much screen space. ~50-75% of that would be much better.
>>
>>127406929
clicking to sustain spin doesn't feel very natural, I'd prefer hold to spin
why not just a simple click to dash, hold to spin?
>>
>>127406929
what do you use for animations?
>>
>>127406929
I liked your makefile :3c
>>
>>127407125
Oh It was just scaled up to show what I meant. It'll be smaller and at a different angle in game.
>>
>>127406874
i think it's something to do with how ags does scrolling
>>
>>127406929
Have a way to cancel attacks. Maybe a small dodge ability. I hate in games when a monster moves and I need to re-position but I can't because I have to release a charged attack and wait to move again.
Also the tapping to spin might get annoying.
>>
>>127406797
Go the Dark Souls route, give it a finite amount of invincibility frames, so it takes skill to get right
>>
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>>127406797
>those animations
>>
>>127407142
i wanted players to feel committed to combat, and to feel enduring somehow, i figured mashing isn't too bad for this particular skill. i think its likely ill have hold skills later on but for a whirlwind i think it feels appropriate. was thinking about having LMB immediately cancel out of it as well, which expels a ring of missiles

>>127407161
they're all done in code lol
lots of lerps

>>127407169
???

>>127407472
>Have a way to cancel attacks. Maybe a small dodge ability.
was thinking about adding a roll soon. would it be odd if roll cancelled out of anything? i figured i could cancel out most attacks with the opposite mouse button (ie; whirlwind is charged/boosted by RMB, but could do a finisher with LMB)
>>
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>need to figure out the maths for runtime triangles and normals rotations.
MaThSssSss
>>
>>127406761
That looks a little better. Personally, I'd still make a few changes. One, you're making too many new random generators -- you should only really make one per instance.

Here's something I'd do:
http://pastebin.com/L2UGfUm8

I do not make any claims to be an expert.
>>
>>127407873
Most action combat games like this let you cancel the attack with a roll or dodge, I think it would work well.
>>
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regarding your game looking like other games or copying other game mechanics, remember you are not the bleeding edge of the gaming industry, any working game you do is good enough, and maybe, at some point you'll have that one idea at the right time, and make something fantastic
>>
>>127407873
>lots of lerps
Sounds like all of my animations and materials.
>>
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>have a large cast of characters, with particular ones being super important to the plot
>want to make action RPG gameplay where you control a single character

I don't know the best way to go about this. On one hand I can allow the player to freely switch characters and enjoy a variety of gameplay, but it'll ruin important scenes if you're playing as a character that isn't part of said scene.
On the other hand won't people hate it if they're forced into specific characters for half the game because the story wills it?

Maybe I should buckle down and actually make the player select their character at the start and stick with it, playing through that character's SIDE of the story, like Sonic games or Live a Live or something.
>>
>>127408563
what you are describing is a lot of work, a lot more than one person can do in any reasonable time.
>>
>>127408901
Sounds like you're projecting your own insecurities.
>>
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I can make a minigame
>>
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>>127408563
>Indie ARPG
>>127409125
>He's a cancerous faggot

Nodev/Ideasguy please go
>>
>>127409246
I think you're in the wrong place, friend. This is /agdg/. You know, where people discuss things related to amateur game development.
Not sure what you thought this general was, but feel free to stop shitposting and take your epic reaction images with you on the way out.
>>
>>127409246
I like him. What's wrong with an indie ARPG?
>>
>>127370604
>headphones
>fucking whistles at the start
Thanks, I'm now deaf.
>>
>>127409445
>>127409478
Don't reply to shitposters.
>>
>>127409641
>>127409478
>>127409445
Like what >>127408901 said, what you're trying to do is unfeasible to do by yourself
Make a smaller game
>>
please reply to shitposters
>>
>>127409125
>>127409246
>game with a lot of characters and lots of intertwining story lines
>a-anon, that's a bit much, how about you do something smaller or get a buddy dev to help you with code/art/whatever.
>stop projecting fegget
>okay he's a shitposter
>he's a cancerous faggot
>shitposter shitposting to his own or others shitpost
>>127409854

this shitposting meta is getting out of hand
>>
>>127410224
don't forget
>shitposter shitposts in reply to a shitpost replying to his own shitpost
>another shitpost defends the shitposter

Shitposting ARPG when
>>
>>127410440
reminds me of that game that one feminazi did
>>
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>>127409820
>everyone I argue with is the same person!
>this is too hard for me so it's too hard for everyone! make the game I TELL YOU to make!

>>127410224
The shitposting began when someone told someone else how to make games.
By the way great way to spin everyone's posts in ways that support your side better. Excellent job, my man.

The real question here is why do you give so much of a fuck what other people are trying to do? Just because a project is too much for you doesn't mean it is for others, especially when you don't know shit about that person.

When someone brings up a conflict and rambles about a potential solution, and you reply with "that's too hard, you can'd do that alone so don't do it" you are projecting. Simple as that. I mean there's no way this thread is THAT fucking beta, right? Is that all you do here is sit around and bitch about how everything is too hard and try to discourage each-other? What a cancerous environment.
>>
>>127408563
have a balanced set of skills for all of them
or you could go with the approach of warrior/knight strong early shit late as opposed to wizard that is amazing late and require alot of grind
try playing 7th saga to get that feel
>>
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any of you fags runnin a trello?
really helps me keep my shit together
>>
>>127410590
I refuse to take this bait
However, enjoy watching your game crash and burn at the foot of your own hubris
>>
>>127411110
I'm mainly referring to ways to allow players the freedom of multiple characters without messing up the story.

I guess in broader terms I want the cast to be important both in gameplay and story, but without team-based gameplay.

For example, Character A has an intense grudge against Villain D, but I don't want the game to let the player play out the grand finale showdown with Villain D while they're playing Character Z, you feel me?
>>
>>127410590
discourage? nigger I'm one of the few anons that try to warn others of pitfalls, very few games here have seen completion and an rpg with multiple intertwining storylines and lots of characters is not something easy, especially not for a one man army. I did not suggest to not make that game, I suggested he'd find a team mate, otherwise I'd almost guarantee he'll burn out or loose interest fast. having a team mate keeps you going for a lot longer, and even with a team mate I've seen projects dropped (where even 3 or 4 people where involved).

actually who knows the shitposter(s) are so determined I have no idea how many they are. for what I know there's only one hyperactive shitposter

Here's your (You) shitstain.

>>127411137
no, I write my stuff down on paper tho.
>>
>>127411137
fucking scrum is the worst, swear to god
>>
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>>127411248
Nah I'm gonna enjoy being devoted to making a kickass game because I'm not some beta little fag on 4chan preaching negativity, fostering failure in myself and attempting to in others, and dismissing everything I dislike as bait or samefagging.

Enjoy projecting your failure and insecurities onto people who are actually motivated and confident.
>>
>>127411137
>trello
what is this?
>>
>>127411584
solitaire for ideas
>>
>>127411362
yes in that case you make cross-quests that simply take a different approach for every encounter with mixing up the characters by having them hostile/friendly depending on the setup you choose

example:
nina,solian,agravor,dracus
mix up between all 4 all the time in switching up roles that way you would also have the vary your skillbuild at every new game depend on who you are fighting (7th saga had friendlies as mini bosses)
>>
>>127411415
>Here's your (You) shitstain.
I still don't understand this meme.
>>
>>127411584
https://trello.com/
its basically a todo list with a few basic features
>>
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>>127411137
Yup. My team is mostly people I met in college and the CS department here really likes using it for class projects so we decided to use it for our game. It's really handy.
>>
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>4 days until Demo Day 6
Are you gonna make it?
>>
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Ok, figured out the normalized generation logic.

Thanks for being as useful as always !
>>
>>127411638
some shitstains play a sort of game I did not bother to look into too deeply where they get as many replies (You) as possible, and they write anything to do so.

it is also why all actual devs here recommend any bait, troll or shitpost be either completely ignored or reported. give no satisfaction.
>>
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>>127411137
I just have a ridiculously long txt file inside a dropbox
>>
>>127411634
That sounds interesting, thanks for the tips.
>>
has rotates team posted? I dont want to miss a thing
>>
in unity

public class A {
B b = new B();
b.a = this;
}

public class B{
public A a;
}

is that the same as passing a pointer in c++?
>>
>>127411924
Nope. Changing languages again. This time back to a language the project was already in a few months ago, so I can't be bothered right now. It will be fun rushing to port things at the last minute.
>>
>>127411924
no im waiting for the next jam so i can make something
>>
>>127412661
but will you be working on other shit in the meantime
>>
>>127412784
this is what i want to do, it helps me gain experience
>>
>>127411638
He did it wrong. You're not supposed to type a wall of text and say "here's your (you)"

Anyhow usually it's something like "Nice shitpost bro, I'm going to ping you because you're a fucktard who says stupid shit on purpose to gain replies, even if they're just people trying to be helpful (not even trying to successfully troll anymore)."

But, you know, not in so many words.
>>
>>127411137
I use it just for myself
I write music by hand and already have enough fucking paper on my desk
>>
I just fixed a major bug that's been plaguing me for 2 days.

It's a Christmas miracle, I feel so motivated now.
>>
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>>127411924
no because my FOV doesnt work yet and I dont have any enemy spawning or combat system.
>>
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So finally got the BP working and setting the skeletons, but I've run into a weird issue where the receiver is flipped upside down. I'm 90% sure that I imported all the models the same, and the components attach in all the right places, it's just... upside-down.
>>
>>127413136
...Huh. So I added some delays in the BP to track down what exactly is being placed upside-down, but the thing generates fine for the first chunk, then gets distorted as it passes the delays; This means it's not attaching to the sockets properly somehow.
>>
>>127413000
So he's retarded either way.
>>
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Posting progress squaaa

Added Parallax, as well as movement etc
Added infinite world

No enemies yet, working on it. As well as missiles and shit
>>
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How would people feel about a traditional RPG that uses a level system like Cave Story's guns?

Like instead of grinding forever, you level up relatively fast, but getting your ass kicked will level you DOWN so you have to not only build your level up, but keep it up by continously making proper decisions and carefully analyzing enemy threats/dangerous locations/etc.?
>>
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>>127413494
Those stars are way too huge, and way too same-y.

Stars can be yellow, red, blue, etc. and although you probably don't want to fill your background with space dust and shit you should at least make the stars smaller. That would be a big improvement, even if you want to keep the colors a simple white.

Keep at it, anon!
>>
i can't do it agdg
i just can't do it
>>
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>tfw AGDG is looking a lot healthier in 2016

good work friends lets keep it up
>>
>>127413585
I always liked that mechanic. Kept the game fresh. It would bog down the game in the sense that if you get your ass kicked down a level you have to backtrack to grind, then try your luck again.
>>
>>127413852
>he keeps up that dedication to make this shitpost every day for years
>>
>>127413494
>Those stars
1962 had better graphics
https://en.wikipedia.org/wiki/Expensive_Planetarium
>>
>>127413949
he should put that dedication towards making a game!
>>
>>127413871
It's because PugDev's game is back.
>>
>>127411415
>discourage? nigger I'm one of the few anons that try to warn others of pitfalls
You are a known failure and psychotic shitposter. Be gone you posting-style-switching literally insane faggot.
>>
>>127413871
>anime confirmed for dog
>>
>>127413904
I'm sure it could be fleshed out more to make it hard to get stuck in a "level 1 at the end of the game" rut.

Or just make it brutal and market it as "Dark Souls inspired difficulty so hardcore!" and watch nerds eat it up and call each-other names when someone mentions it being hard.
>>
>>127414098
he's alive?
>>
>>127409150
truly the next Dark Souls
>>
>>127414326
Didnt Nik Sudan try to do that with Grimstorm and got nowhere?
>>
>>127414260
at this point I'm not sure if mothdan is suggesting I'm mothdan

however my suggestion still stands, if you start projects this big, get a team mate
>>
>>127410590
>I mean there's no way this thread is THAT fucking beta, right?
You have much to learn. There are many optimists here and people with strong self esteem but they don't post even 1/8th as much as the shits-himself-crying depression fags who never even started making an actual game or the people who crash and burn before they've put together more than 30 seconds of gameplay.
>>
>>127411137
since when does vine says fag
>>
is ysg here?
>>
>>127414787
Post the AGDQ one
>>
>>127414787
Not him but I've posted some solid as fuck advice to people who obviously needed help, and then some fuck jumped on me for giving "advice".

Not liking that meme.
>>
>>127414337
I don't think anyone can be called 'alive' after going through the things he did, but look at the OP, he must be back.
>>
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>>127411924
Unfortunately not

I'd originally planned to but my life's been kind of hectic and I've had sort of a block when it comes to drawing the assets I need to. It's pretty shitty, but at least I can try and meet my goal of having a real playable demo by the end of January.

Disappointing as hell, since I really wanted to make the deadline.

I'm seriously considering some sort of funding program that would allow me to dev on a serious schedule once I have a good demo and trailer finished. I'm hopeful since I showed what I have so far to a group of people at a meetup and they really liked it. I'm hesitant about kickstarter and patreon for obvious reasons, they've always left a foul taste in my mouth. I can probably make it by on my own with savings, but I guess the option's there if I really need it.
>>
>>127414787
>>127415109
You know you need to make one of yourself.
AGDG SHITPOSTER INFOGRAPH MAKER

and another for
AGDG SHITPOSTER INFOGRAPH RE-POSTER

just to be fair and balanced and i'd have a lot more respect for what you're doing tbhfam
>>
>>127415115
Haha oh wow I didn't even look at the OP gif animation, just assumed it to be some old shit.
>>
who is the most skilled agdg dev? rotate?
>>
>>127414949
Our resident psychotic shitposter (one of a few but he's by far the most virulent) has a knack for false flagging people who made fun of him. Do a ctrl+f for funcmaze. He's just upset because we've mocked him so many times for trying to enforce his "game designer graduate" "advice" on us before. Pay it no mind.
>>
>>127415274
he's the best enginedev I've ever seen
>>
>>127415268
I don't think anyone here gives even the smallest fraction of a shit about what you think tbhfam
>>
>>127415274
Skilled at what, though? Game development requires multiple skills and I don't think we have any skilled 1MAs.
>>
Is there any programming language that doesn't have types?
>>
>>127415274
I'm pretty good but everyone hates my game so I guess that means I'm not actually that good!
>>
>>127415109
>original filename
You the OP of those? I'm a big fan.
>>
>>127415509
Yours
What are you waiting for
>>
>>127415567
Oh jeez I didn't even consider that. Anyhow yes, I made them. I assumed they'd be trashed on and then never seen again.

Someone brought up that trading cards would be cool and then I felt retarded I didn't make literal trading carts.
>>
>>127415708
Much like I'm retarded and typed "carts" instead of "cards" fff
>>
>>127411719
Hi Alexander
>>
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Does AGDG consider metroidvanias as platformers
>>
Fixed a bunch of stupid bugs and began work on making the shop usable.

I submitted to the last demo jam, should I submit to this one? I haven't been able to post progress for the past month and a half so I feel like I'm not enough of a part of the AGDG community any more.
>>
>>127415708
The AGDQ one is particularly hilarious. And the dannyposters needed to be reminded that their psychosis has made theme a meme so I like that one too.
>>
>>127415862
Hi, I prefer just Alex.
>>
>>127415883
It doesn't matter what AGDG's opinion is. Metroidvanias are literally platformers. That doesn't mean much though, it's just a more basic genre description which metroidvanias are a subset of.
>>
>>127415708
>>127415567
>>127415268
>>127415109


>shitposting cards
>shitposter congratulating himself on shitposting cards
>he can't make a game
>he makes shitposting cards and wants to cash in satisfaction
>he tries to self promote his shitposting cards

please use your time making something enjoyable or useful. this shitposting does neither, not even for your own satisfaction.
>>
If I put extremely feminine guys (my fetish) in my game will I be accused of pandering to tumblr?
>>
>>127416237
Shaddup literallyinsanefam nobody cares what you think
>>
>>127414778
it felt weird to say desu
>>
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>>127416262
I have one but it's pretty well-explained in the story and isn't made on the basis of pandering to dicks

Do it tastefully and not in a weird fetishy way
>>
>>127411137
I just use a notebook. It's delicious crossing shit out with a physical pen when I get it done.
>>
>>127416384
fuck i want this
>>
>>127416016
Holy shit this game looks nice and fun.

Good job, anon.
>>
>>127415262
>>127416384
I'd offer to help with background graphics but my plate is full as well. I'm still looking forward to your game. please don't give up

>>127416016
eeeyyy, you're back, welcome back anon!

>>127416262
do what you like. not what others like, after all it's your game made on your own budget, not someone elses project at a company

>>127416285
you now accuse anyone that calls out your shitposting your own insane self? you're getting worse than sjw
>>
As someone who lacks experience with these programs, but wants to make a game, what is the average cost to develop a decent one? IE: the cost of a good artist, writer and programme/putting together-er? Also someone to create the music? Lets say a typical spite based rpg ff style. I am not the idea guy don't steal with imma pay yadda bollocks, just wanted to know how much work you guys outsource to others and therrough cost of doing so
>>
>>127416384
Shouldn't that be "The Actress"?
>>
>>127416782
Thousands. It costs literally thousands to outsource.
>>
>>127416782
There is no average because the requirements for a game massively swing. "typical sprite based ff RPG" would be pretty expensive anyhow because there are a fuck ton of assets needed.

One of the biggest thing fucking up people here (and other indie gamedevs) is that they don't know how to sanely restrict their game's scope.
>>
>>127416843
Look at the gender under the floor he's standing on.
>>
>>127416968
It's like I've been raped.
>>
>>127416968
shemale? or just androgynous? either way it's a nice quirk. keep it
>>
>>127416384
>>127416843
>>127416968
Yes Pitchdev! Yes!
>>
>>127417029
>>127417070
>>127417090
I'm not the dev. Just pointing out.
>>
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>>127416384
>>
>>127417162
eh, he'll eventually read the reply chain.
>>
anyone have those emdoo webms?
>>
>be busy doing some stuff in Source
>mothdan is here all the while wigging out at people over nothing

what did rotate post today?
>>
>>127417283
Kek
>>
>>127416694
Literallyinsanefam loves to babble about sjw's as well so you're not helping your cause. Leave the shitpostercard guy alone it's obvious he's been around for a while since he nailed so many of the poster types here and I wouldn't be surprised if he's an actual dev whereas you accused him of not being able to make a game. Your mass-reply reeks of political insecurity
>>
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I'm thinking of removing the save function from my game, and having it autosave only.
Right now, when the player dies, he goes to a gameover screen. From there he can resume from his last save. With this, he can just save right before a difficult part, then try again as many times as he wants with no penalty. This removes any sense of challenge from the game.
On the other hand, making it autosave only could cause the player to lose lots of progress, and have to do it all over again, which is never fun.
Thoughts?
>>
>>127417437
save points
s a v e p o i n t s
>>
>>127417437
save points
>>
>>127417437
Save points.
>>
>>127416946
>>127416921
I remember a while ago I was apart of a small group trying to make a game. I don't think it ever really kicked off past the demo stage as the original group leader kept fucking off. None of us were paid though as were just doing it mainly for shits and giggles, whilst trying to get a name for ourselves. Is there a place where one could find some people like this now? Or is everyone now drawn to money/godomodo and the such?
>>
>>127417437
>being able to save and load to retry difficult parts "removes challenge"

sounds like your game is a shitty RNG fest
>>
>>127417385
>be busy doing some stuff in Source
>he's my dannypost
Show us what you did in Source. You have 5 minutes.
>>
>>127417437
save points
>>
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shit
>>
>>127417576
Money is pretty powerful for keeping people working together. I've seen so many group projects over the years and essentially all of them fail.

Who knows though, maybe they were all just really ineffective people.
>>
>>127417437
Explicit save points or auto-save with specific checkpoints, not just anywhere in the level.
>>
>>127417595
Inb4 nothing.
>>
>>127417595
>>127417675
>W-WHERE IS YOUR GAME SO I CAN PSYCHOTICALLY SHITPOST IT FOR MONTHS ON END
nah
>>
>>127417648
Is this what hell looks like?
>>
>>127417398
>shitposting cards
>a dev would waste that much time to create content that would fill agdg with more meme shitposting in stead of actual devving/progress

I'm done

>>127417437
area save points similar to dark souls sounds best for what you're describing.
>>
>>127416782
interesting question
artists,programmers vary in price but for such a large job with a game they deserve a really good compensation,meaning you would either have to pay them individually for every piece of work or pay them by hours.
if that's your plan i recommend you hire people with good feedback and experience, if you are worried about money you can talk to them about it by trying to set a good pricing when you buy assets/code in bulk.
this isn't like buying something from a shop, freelancers are flexible, but you should be serious about it as well. already have a fully prepared design document ready to go and possibly hire a director to help you arrange it
>>
>>127417734
welcome to neo-agdg

welcome to /x/
>>
>>127417664
Defo food for thought, thank you.

Just as a side note, anyone know anything of 3am games?
>>
>>127417715
wise choice
>>
>>127417715
Yeah. You're a fake faggot bitch shitposter nothing loser. You've EARNED your reputation as a psychotic failure and a charlatan. Scared to death of posting anything you're supposedly working on because you're not strong enough to handle criticism. Babbling all day about devs who made your dick feel tiny. Meanwhile you shit on everyone around you all day. That's what I thought.
Pathetic.
>>
>>127417576
This is an amateur dev thread, so there are amateur collaborations starting and failing all the time.
>>
how low is the bar set for artwork from one-man projects? how bad is it allowed to be before becoming unacceptable?
>>
>>127417842
>is told that someone would rather not encourage more psychotic shitposting

>proceeds to have a psychotic break

y'know, danny, maybe people would post progress like the old days before you were here if you didn't act like this
>>
>>127417781
>>127417818
I can direct, one of the few things I know/have experience in and lead a team and I do it for my real job. This would in essence be a side project paid for by my job so I wouldn't be able to pay by hour.

Where is the best place to find them?

Also concept/design document isn't finished/started yet, I thought I would get all the details beforehand, ensuring I'm not going to get over my head on something like this.
>>
>>127417923
If 2d, you need pixel art on par with Metal Slug.

If 3d, no one gives even a single fuck and will accept untextured unlit boxes for everything.
>>
>>127417923
you can use spritepacks and slowly replacing it all, although its not such a good idea.
just pick something easy that you are satisfied with
>>
>>127417923
If your art is bad do simple sprites and call the game retro. People really aren't that good at recognizing terrible art.
>>
>>127417942
You didn't even lift once.
>>
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>>127361214
>https://itch.io/jam/agdg-demo-day

All those dead games
>>
>>127417982
you can go look artists in wayofthepixel,indiegamer forums,deviant art jobs section.
with programming i don't know alot about it but you can try go to freelancer.com, there are tons of programmers there
>>
I'M LIFTING GOD DAMN IT
>>
>>127418046
imo 3D games need to look like Crysis at the very least and 2D games should look at least like Nidhogg
>>
>>127418150
>danny, so flustered that people won't give him more ammo to shitpost with, resorts to /fit/ memes he doesn't really understand

Well, danny, why don't you start a new AGDG in /fit/ if you're so concerned with lifting all of a sudden?
>>
>>127417734
>I'm done
If only that were true.
>>
>>127417923
just have consistency in style, some contrast so to tell apart background from foreground, etc, the level path be clear and relatively easy to find, even if it involves going through vents, see half life 1 levels, I personally consider them real good in that regard since you never loose your way or can't not find the path forward, any secret stashes do not apply

if you have these, no one will complain

past that, have good color balance and other more "professional" aspects.

remember, break them all in smaller tasks, do them, and even if they look bad, tweak them later when you have most of the level done and the bigger picture complete. it's real easy to get stuck on an area/object, get frustrated and quit for the day.
>>
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Do any Unity friends know what causes shadows to behave like this?
>>
is this a new danny mind arc?

we've gone from mental illness to depression and now we're into lifting
>>
>>127418352
Unity is a bad engine
>>
>>127418265
See
>>127418305
If only you really would "i quit" and just quit. But you'll never stop harassing people who are doing what you can never and will never do yourself. You'll never stop giving "advice" to people who are capable of what you are not. You'll never stop shitposting in hopes of getting back at anonymous people on the internet who you believe are the reason for you being a failure in life, in all aspects. You're that empty inside. You're that pointless. I pity you.
>>
>>127418352
is there another layer under the checker one?
>>
>>127418391
I miss the HAHA REEK I CALLED THE COPS UR GONNA GET SWATTED episodes. Those were fun.
>>
>>127418494
I'm feeling potential in the /fit/ danny memes, let's see where this goes.
>>
>>127418391
Find something else to post about besides mothdan please. We already made one shitposter card for you isn't that enough?
>>
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>>127418410
>>
>>127418481
There are multiple cameras, so I think it's because it's drawing the same floor on top of itself.
>>
>>127417491
>>127417514
>>127417517
>>127417598
>>127417670
>>127417734
Well I guess that answers that question.

>>127417585
My game has absolutely no RNG in it.
>>
>>127418230
How much is your bench?
>>
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I'll probably add a better dissolve effect to the borders. I may also add render radius on the Grid as a stat you can either level up or get on gear then make the Grid a very dangerous place players don't want to be in for too long. If I don't add it as a stat, I'll just increase the radius to 5 meters or something reasonable.

Regardless, I think this works as a solution for my jaggy grid lines in the distance.
>>
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help
Anyone else encountering really obscure bugs currently? In this case launchers aren't activating and the lever isn't adjusting both as they should and one panel decides to disappear after a while entirely from the rotation.
>>
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>>127418550
>we
lol
>>
>>127418265
>>127418391
He always had a few /fit/ memes up his sleeves. I remember him talking some shit about being "too /fit/" a few months back.
>>
>>127418634
>My game has absolutely no RNG in it.
wow nice visual novel you shitter
>>
>>127418218
Nice one, thanks
>>
strawpoll.me/6437110/
>>
>>127418586
try deleting all but one camera? tho I doubt it's that. you may have to ask on unity forums
>>
>>127418704
"do you even lift" is a pretty basic bitch meme, though. I've seen posters of that shit up at the gym stuck next to the water fountain like it's clever.
>>
>>127418653
Needs brighter colors

and a better material for the gun it doesnt fit in cyberspace
>>
>>127418764
"literally insane shitposter" was not a euphemism
>>
>>127418749
does neogaf even have a decent dev community? I can't imagine anything constructive going on there
>>
>>127418656
That is weird. Is there anything in the collision code that relies on rotation?
I've been meaning to ask, what is the 'cars' stat for?
>>
>>127418861
>Needs brighter colors
Hmm yeah

>and a better material for the gun it doesnt fit in cyberspace
The gun is the UE3 default. It's a placeholder until I get around to adding my own gun. I have some models ready I just havent got around to it yet.
>>
>>127418764
I dunno, is the guy outside your window Rotate?
>>
http://strawpoll.me/6444766
>>
>>127418680
Answer this question because it's important. Do you honestly think mothdan is the only one who sees "danny" posting as mentally ill shitposting?
>>
>>127418764
>>127418003
>deleted
fucking lol
>>
>>127419107
Yeah we get it you can spam reports with the other danny posters - answer this
>>127419053
>>
>>127419107
don't reply to his shitpost
report his shitpost
starve his crave for attention till he fucks off
>>
>>127419053
>>127419137
If you're so triggered by being called "danny", have you considered not doing the things that get you called "danny", mothdan?

it'd be easy to prove that you aren't mothdan and are just a similarly shitty poster; where is your game?
>>
>>127418352
Try modifying the shadow bias.
Got the same problem here, if you find a better solution let us know.
>>
>>127418915
Once upon a time I was going to have the ability to collect the little toy cars you see around and use them as bombchus basically, but that never ended up coming to be because light the way I have it programmed is a cruel mistress, I haven't gotten around to taking it out yet.

As far as the rotation goes, it's creating and destroying itself depending on the number of rotation. Leftward facing arrows will create diagonal left facing arrows, those will create diagonal right facing arrows, those will create right facing arrows, and those will create left facing arrows completing the cycle. In other words: Left -> UpLeft-> UpRight -> Right -> Left. I guess it has something to do with the fact it's deleting itself and it didn't remove itself from the screen, I've had this happen before I'm betting it's that.
Also these arrows are completely different objects than the other arrows, because those are supposed to be hardset while these are adjustable. So any bugs with the launcher on the far right I can only conclude has something to do with the timer of the launcher, I'll put that up on the screen next test.
>>
bump limit
>>
>>127419273
danny, baby

stop posting
>>
>>127419347
just let it die

game dev is dead for good
>>
>>127419347
We'll be alright for a while yet I think.
>>
fug it niggas

>>>127419575
>>>127419575
>>>127419575
>>
>>127419309
I think instead of deleting it and reinitializing, you should give it a state to cycle through.
>>
File: citizen.png (2KB, 144x147px) Image search: [Google]
citizen.png
2KB, 144x147px
>>127417090
>>127416562
>>127416694
The overwhelming support from you guys is always really great to see, I'm glad people are still interesting in my project!

>>127417283
Good yes

>>127417070
So, super secret story sneak-peak. He's gone crazy and holed up in the town theater, rigging it to be a deathtrap. Kid's fucked, but there are several ways you can deal with him.
>>
>>127419625
You know I was hoping I wouldn't have to do that from sheer stubbornness but I think you're right. I have an idea that'd be really simple to do this. flip the image. Based on that do thing Thanks anon!
>>
>>127419884
You're using Game Maker, right?
You could do enum STATE{Left, UpLeft, UpRight, Right, Last}
Then initialize a variable state = STATE.Left;
Then every time you flip the switch you would just have to do two lines;
state++;
state%=STATE.Last;
>>
>>127419137
Stop breaking rules and you'll stop getting your posts deleted.
>>
I'm super skinny skeleton manlet and want to start doing some lifting but I don't want people to know I'm lifting or working out because to me it's like masturbating.

What other alternatives to the usual dumbells can I use? Someone suggested big bottles of water but I don't see how that would be comfortable at all.

I just want to do biceps.
>>
>>127420135
Anon please don't crack the code on demo day it'll make you cry based on what you just said. I'll try what you said I've never used enums before but I'm familiar with them.
>>
>>127420314
>continuing to post off-topic garbage
maybe you should take that hint from the janitors and not post here if you're not gonna post things related to game dev :)
>>
>>127420141
The reason you take AGDG so seriously is because this is all you have
>>
Post your makefile nigga
>>
>>127420425
I'm not taking anything seriously and I'm not whoever you think I am.

I'm just telling you that there's literally nothing more childish than complaining about your posts getting deleted.
It means your posts were not supposed to be here and it was someone's job to remove them. Don't complain, just stop posting things that get deleted.
>>
>>127420404
Did that hurt? I'm sorry but it's true and the truth often hurts. If you really think only one person is tired of your mental illness touching their eyes while browsing agdg that only confirms that you're insane. Good luck with being an insane shitposter who will never accomplish anything worthwhile in life.
>>
http://strawpoll.me/6444766
>>
>>127420550
Why aren't you posting in the new thread?
>>
>>127420404
You'll never have a game that other people will play. Judging by the fact that you've been this way for the past 6 months it's safe to say this is your lot in life. Not just a fad, not just a meme, this is literally who you are.
>>
>>127420259
Enums are great for handling states.
In Game Maker though, they've got unavoidable global scope, so I'm not sure how many you can have, but I don't even know if that's a real problem or if people just parrot it.
>>
>>127420679
Why aren't you? The new thread is stagnant because you're quivering over your keyboard while everyone contemplates the truth of this. Your life amounts to shitposting on an obscure 4chan videogame general thread. Let that sink in. I want it to sting.
>>
It sucks doesn't it? But that's it for you. It's the achievement of your life. Posting garbage on 4chan and obsessing over another person who will never think about beyond "what a faggot". I would give up on life, not just gamedev but life itself if I were in your position.
>>
>>127420574
>no "just 'avin a laff" option
>>
>>127421149
Shitposting is serious business. There's no way someone would do it just for fun.
>>
>>127421149
I laugh pretty often about all of this. I'm not joking when I say danny posters are bottom of the barrel for agdg though. I cannot imagine being so utterly obsessed with one individual like they are.
>>
>>127421303
They actually spend most of their time crying in the chatroom for reassurance when it gets this gritty.... it gets old for everyone.
>>
>>127421225
For 6 months? It can't be for fun. Dannyposters had their mind rekt by mothdan in a serious way. I just wish I knew how.
>>
File: fff.jpg (87KB, 601x601px) Image search: [Google]
fff.jpg
87KB, 601x601px
>still samefagging to himself in a dying thread
talk about "obsession" lmao
>>
>>127421679
The easiest way to break a bully is bully them back. These guys are literally mind broken and it's probably never going to change. This summer you're still going to see them lashing out at random anons and calling them danny I would put money on it.
>>127421719
The new thread is dead you retard. Oh wait am I danny? My bad.
>>
dude you should post in the new thread there's Shitposting for you to quell!!
>>
>>127420574
You already posted this.
>>
>>127421679
You're seeing it in action right now. New thread is dead because the danny shitposters are paralyzed and everyone is watching. I just wish this didn't have to continue into the next year. Rotate and sourcefam are legitimately psychotic but it looks like they've conned certain board members and chatroom fags into their game. It's not good for agdg.
>>
Not even a half ass reply to this
>>127420698
Ouch.
>>
Life is too short to spend around pathetic losers like this. I love 90% of agdg but the dannyposters haven't left and I don't know if they ever will. It's not my fault you guys were driven literally insane because some stanger on the internet told you things you didn't want to hear.
>>
>>127421878
If I knew you were going to be like this for 6 months I would have left a long time ago. It's only upon coming back that I realized how badly damaged you were My best guess is you're going to be like this for another 6 months if not longer. Someone might come along to upset you even worse than me by telling you not to be a bully and stop being so worthless but there's no guarantee it will be anytime soon. Rest in peace.
>>
>>127420843
It shouldn't be a problem. Thanks again anon I appreciate it.
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