>DEMO DAY 6 SOON
New Jam Next Month
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
> Demo Days
> Free audio
Enough art fagging for a day.
I got tired of trying to make an easter bunny and made a green poring instead.
http://strawpoll.me/6436242 Dont forget to vote for which guide comes next.
The community has spoken, and this is what they had to say.
Reminder: Googum doesn't play video games. He just watches Anime/Netflix and uses a shit ton of if statements to get a semi-functional flash ad to look like a 'game'
STEAM GREENLIGHT HYPE
Googum is a literally who, 'newgrounds' dev
Googum is a literally who, 'flash' dev
I'm no fan of googum
Restricted RPS is the worst game I've ever played.
RESTRICTED NEEDS TO BE
AM I RIGHT? OR AM I RIGHT?
How does someone sink 2,700 GPB into RESEARCH for a Rock Paper Scissors FLASH game?
slipstream is ded
direct your criticism to this post
RIP poor BRdev friend. I hope you manage to get a nice job and eventually break into the game industry with a hobby project done on weekends. Alternatively, I hope your kickstarter suceeds
>treating the engine as a separate concept from the game when not talking about code that has been duplicated and refactored out of multiple games
I'd like to thank the anon that gave me the scaling advice last thread, I think it looks a lot better now. I'm going to tweak the base sprite a bit.
I have no drawing/painting skills and I must make a game, so I'm using Inkscape to make the graphics. I might make a pixelized version later but this will do for now.
A worms/gunbound/scorch clone
>treating the engine as a separate concept from the game when not talking about code that has been duplicated and refactored out of multiple games
yeah, fuck that
I wanted to reuse this shit myself for other projects but that was such a grave mistake.
Will switch back to unified as soon as I can.
You should tell people about the thing you're selling.
>getting payed by the man to be a software architevt following an agile development process on the most soulless piece of software imaginable
I'd rather kill myself desu
~~~* RECAP MONDAY *~~~
Fixed some bugs with giving orders. Now the units only take new orders if they are selected, and you can deselect units
Really sorry to hear this. Didn't this dev use LibGDX? I'm using that framework too and it was great to see what can be accomplished with my tools
ay gee dee gee
do whatever you can to start making games now. go download construct 2 or game maker and just start. look up tutorials and read documentation
also start learning to draw because fucking hell you will need it
One last attempt at smoothening out your logo, Anubisdev. Since I had nothing better to do.
>his game isn't console exclusive!
i've always wondered how those studios with multiple failed mobile games stay in business, where do they get their funding?
i make games all by myself yet i can't do it for a living. somehow these people can and it makes me very bitter
they do side projects, help out with other companies code, and those failed games still usually make sales. Also if they have a publisher, they get money and have to produce a game in a time frame
6k doesn't seem that much - is the game nearly finished? If so - why not just spend a month polishing what you have and adding in basic features to have an Early Access build going?
I hate how husbando is spelled and pronounced. It should have been spelled hazubando to sound more japanese. It's like someone just added an o to the end bust still pronounces it with an english accent.
Looks more metallic on that pass. The dithering looks fun, gotta play around with that sometime.
It's Maze of Galious with an Egyptian theme.
>implying any media sites cover kickstarters from whodevs any more
it's not 2012, kickstarter is a dead horse unless you have a basically finished game or are fucking Sid Meier
Anyone else get that 'fuck I dont have time for this' feel when they need to learn a new library or something for devving?
This shit even looks easy but i'm having a hard time bringing myself to read up the documentation for any longer than 20 mins
No, please put the shield down by default. I played Link's Awakening first so I liked having a separate button to block, especially because it let's me strafe an enemy with ranged attacks instead of turning around when I need to move away which leaves my back exposed. Link to the Past fucked it up by having the shield up by default. I hated that and it's why I never finished the game. Also, can you put a swing on the sword so that it starts pointing at 12 o clock and then swipes down to 9 o clock? I can already see shit like bats and ghosts flying at you and not being able to defend yourself from their aerial attacks. Good lord Link to the Past pissed me off so much. How does a gameboy game get it right while an snes game with more power and resources somehow screws up the combat system?
You probably shouldn't even be doing micro-optimizations. If the performance difference isn't significant, just keep the implementation that's the cleanest and most easily understood.
Thanks! So far the only graphics in the game that have been large enough to even have room for dithering have been the boss sprites.
Money and gamedev exp.
That's a lot of hate. You'll hate it even more once I tell you that the shield doesn't actually block anything by default until you get an item.
I swear, it's not even attaching the parts to sockets at all. I re-exported all of the models to make sure the orientations were correct. Also moved the objects so that the point I want to attach it by (the bone) is at the origin.
This is getting irritating.
>There is a strange obsession with creating game companies in the GameMaker community. New users are often guilty of this more than anyone else. You don’t need to create a logo, or a business name, or assemble a team of people you’ll never end up using (seek help only when you need it, team requests should be used sparingly). Don’t create a shoddy website for a non-existent, unregistered gaming company. Don’t put obnoxious trademarks on your software. If you want an identity associated with your work, use your username or your real name. Or how about linking to a YouTube channel where you can post videos of your game when it’s out?
>In a nutshell, splash screens and bogus company names don’t make you look credible. Since most people abandon their GameMaker projects and teams, it’s best to leave any business details for later – and only if you plan to stick to it and produce more software. And if you want to protect your work legally and freely, copyright can instantly be applied to your work. You can also use a free Creative Commons license, if your game is freeware or open-source. As for trademarks, you don’t need them.
joke's on you
I'm already working for someone for
30 whole bucks
how do you work up the strength to dev when you can barely work up the strength to live?
Added a pretty pink background and finished getting combat to work.
Next up is actually animating stuff.
>game: Asteroid Clicker
>dev: Mike Le Watt
-added script to shrink an asteroid as you mine it
-added script that spawns as new asteroid as the previous one is mined out
-implemented Ore counter
>he doesn't store all his data structures as contiguous arrays
Not him but keeping everything as contiguous arrays adds a lot of structure management complexity, as in, because everything is contiguous the best way of getting things done is through the concept of systems, and this concept tends to make certain types of actions harder.
How do I make mob AI without RNG?
I want the enemies to attack but not all at the same time if they happen to be in range so I was planning on setting a random delay so they take turns
While we're at it, is there a good reason to break gigantic arrays into parts? Most of my game's data is currently in just a handful of vectors that simulate the behavior of vectors of vectors because I found that vector classes were too expensive (32B, last I checked).
Why would anyone hire some random coder when they can hire actual graduates with degrees?
Problem solving in programming is an expected basic, the other really important part is being able to work in a team and produce friendly code.
There's no such thing as "impressive code", being able to code a complex AI is an absolute minimum, what's desired is clean readable reusable code that keeps a convention, doesn't needlessly alter state, doesn't leak, etc etc.
The fuck are you talking about
He said data structures, not game entities
Not really, cache performance is extremely important and generally considered to be the biggest bottleneck behind graphics fidelity
>the best way of getting things done is through the concept of systems
I'm talking about things like BSTs
the interface doesn't change, it's just the implementation that changes
and that was my point
enjoy being limited to pong on mobiles
It's turn based? Roll for initiative, distribute their delay as interval time for one single turn / number of combatants.
E.g. 2000ms / 6 mobs = 333ms
mob 1 attacks at 333ms
mob 2 attacks at 666ms
Draw calls specifically, I mean, but that's part of graphics fidelity I guess
It's unlikely that draw calls will be the bottleneck in an indie game, since simple graphics mean easy instancing and batching and whatnot, but it's easy to make cache misses build up even if you're just doing the same behaviour a lot of times
False sharing can be overcome, whereas non-contiguous storage will always thrash the cache
I didn't do that, I just made a class that contains a single vector and provides an interface which replicates the behavior of a twodimensional vector, because the data I want to store in the second dimension of vectors is usually smaller than the vector class that contains them and because as I said, it's a gigantic list which might accumulate to a half a gigabyte in size.
But I really just wanted to know whether there's a good reason not to make gigantic vectors like that.
A good AI will always come up with the most optimal strategy without using a RNG.
If statistically multiple options have the same probability of success however, you can always pick the first or last one you came up with.
Okay that's not dumb at all, good job.
It's fine to make giant vectors if you need all that memory at once and if the user has enough RAM
What are you storing exactly for it to take half a gig?
>This man you're going against studied 4-6 years of stuff, made numerous projects with other people, knows at least 10 programming languages (some with different paradigms), has a thesis on neural networks, and was an active member of the demoscene, what do you have?
>I made a few games by myself that implements pathfinding and AI in, get this, C++ !
Making games for your career only applies if you want to do, say, game design, since art degrees are a fucking joke. But programming is a different beast. I would even go as far as saying making impressive shader demos would be miles better than making regular games.
what about the virtue of self teaching?
thing with graduates is that you can't really know for sure what they are made of and how much training they're gonna need
on the other side, if this guy has been doing shit alone, and impressive shit, you know he can handle himself and can adapt to the company
Sounds like a hash table, the secondary lists for items with the same hash
But that doesn't really explain why it's so big, because either the objects are large and owned by the hash table and the size overhead of std::vector is negligible, or the objects are tiny or only pointed to, in which case the hash table itself is way too large
Hey, just in case you asswipes are interested, HeartBeast's udemy course on making a platformer in Game Maker Studio (which is free) is on sale for $10 right now when it's usually literally $159. No idea when the sale ends, but I already got it. Goes through the basics of using the program, uses 100% scripting and none of the other actions, so you know you'll get a grounding in GML, and is careful to teach proper terms and make concepts like inheritance clear.
I'm not finished with it, so it might fall off. Dunno. But if you were considering buying it at the full price for some stupid reason, do yourself a favor and do it now. Or if you just think it sounds cool.
In any non shit university you need to teach yourself a lot of stuff, so I don't know what you're trying to imply. Sure there's the usual guy that weaseled his way into the degree, but you can discard him with a simple fizzbuzz or similar.
The problem is also that CS is a meme degree that focuses on research and is mostly irrelevant for practical applications, what you want is software engineers.
Another thing is, "impressive shit done by oneself" barely exists because most problems have been solved for decades, the bulk of programming is just designing subsystem interactions in a nice way. I've worked with a few of "self taught programmers" and a lot of their shit needs to be completely rewritten because it's unreadable. Some can't even handle big codebases because they are so used to actually writing all the code they work with themselves. Sure they are great for prototyping, but that's about it.
>I don't need people that get things done, I need unique creative theoretical butterflies that reinvent papers that were published 20 years ago. As we all know, videogames require cutting edge programming
Turns out I was trying to attach parts to nonexistant bones and no error was given, for some reason.
game: full metal god
dev: mikota & kitten
progress: added all the new art in, worked on combat, started adding the new npcs
Got his jump animations inputted. How's it looking?
I will have a different background done next time I swear
aggy daggies, I'm using Unity/C#
I'm destroying an object and I'm spawning a prefab clone of it.
My problem is that in the script attached to the prefab, there are two references to values in 2 other scripts. In the newly spawned clone, they are not linked to those scripts/objects.
How can I use GetComponent/gameobject.find to do so?
I've been googling this shit for two days but I just can't get the syntax correct.
If the other scripts are also on the prefab it should keep the proper reference to the new instance components.
If you are trying to reference other gameobjects:
GameManager gm = FindObjectOfType<GameManager>();
Camera previewCamera = GameObject.Find("CharPreviewCamera").GetComponent<Camera>();
>dev: @GodJammit @PolyKnight Games
tyfurious.tumblr.com (never updated, picking it up today)
Title cards, gathering energy fx, "swoosh" sounds, a bit more juicing on cutting ropes (attached). Hauling through some bug-fixes & tweak-shit I've been ignoring.
Trying to create my own Solid generic object to be a parent to floors and ceilings in my game. Using gamemaker. I had floors working but now I'm trying to test with ceilings and I'm having some issues with the character falling through the floor after contacting a ceiling. I'm pretty sure what is happening is the character is failing a collision check in one step, but by the next step the character intersecting with the solid. I had a solution involving changing the y position at the beginning of a step by 1 until the player was no longer intersecting with the ceiling, but it appears that this causes them to fall through the floor on the way back down. Should I tie this interaction to the v-speed so that they don't fall through floors? Once that's fixed how do I make the character not get stuck in the ground on the way down.
>If the other scripts are also on the prefab it should keep the proper reference to the new instance components.
I'm an idiot, I didn't think of attaching the other scripts, they're just referenced.
>Camera previewCamera = GameObject.Find("CharPreviewCamera").GetComponent<Camera>();
I'm Tyler Tomaseski. I code & direct. We're PolyKnight Games.
Longtime lurk, first time posting outside a few things on 8ch during our kickstarter. Feedback here, but normally as anon. Using my handle b/c I like it.
game: Random Access Dungeon
+Health display with cloth
as someone who has torn their ACL, that guy's knee is giving me flashbacks
>You should have to lurk just to post in a thread because muh /vg/ culture
Fuck off retard. This is a thread, not an entire board, and it's a thread about gamedev. Anyone can post here if they want to talk about gamedev or the game they're making. It's not your secret club.
Thanks, you two.
I went with the black-ish so it'd stand out against more backgrounds, but I think you're right. I was considering making it lighter.
As for a blog, I'll have one up next update.
game: Mercenary Leto
tools: Unity / VS
progress: pixel perfect camera, redid how she moves, logo screen, walljumping
Hey guys I'm WhodevFaggot from WhodevGames!
I've been here for 5 years but I never posted.
By the way, my game, Whofaggot Caves is coming out on Steam next week! We're really happy with how our KS went. You can check out some footage on youtube, twitter, twitch and you can read our interview on kotaku!
tools: HTML5, Node.js
progress: fixed glitches, got basic pathfinding right, reworking some code, rewriting things into modules
Is that where Osama Bin Laden was hiding?
Something from saint iq
damn I'd suck that guy's dick for however long it'd take to have his mad skills
Hey guys I'm ShillFaggot from ShillGames!
I've been here for 9 years but I never posted.
By the way, my game, Battleshill 5 is coming out on Origin next week! We're really happy with how our DLC went. You can check out some footage on youtube, twitter, twitch and you can read our interview on IGN!
>started with 2d platformers
>experimented with 3d, different genres, etc.
>just wanna go back to muh simple 2d platformers
is this necessarily a bad thing?
also ideasguy gimme ideas for a skeleton game
game: LightGame (Working Title)
tools: Game Maker
progress: +multiple flashlights have been implemented, hard maximum of 3 on a screen
+goal position added, starting position as well
+Launchers were added in
+Shadow blocks can now be affected by launchers
+The shadow kid will be able to stand on moving blocks going upward
+Some launchers can now change direction if you interact with a lever (credits to helpful anon for that working)
try to not repeat the highest note of the melody too many times
(which really means keep the repeating note and add 1 higher note at some point to produce a climax)
at least thats my 2c
fitting since iq used to(is?) part of the demoscene
also what the fuck happened to legacy captcha
I keep getting text like it's 1999
>actually taking the time to make that
am I supposed to be proving something to you?
Yo aggy daggy
Anyone have a link to that blog, with the endless stair game based off Blame!?
I know where I wanna get when I'm gonna be a big boy
Hey guys I'm ShillFaggot from ShillGames!
I've been here for 9 years but I never posted.
By the way, my game, Fable V is coming out on Xbox next week! We're really happy with how our nothing went. You can check out some footage on youtube, twitter, twitch and you can read our interview on IGN!
One useful thing is to open up a previous version of the project, and Export whatever object I need. It comes out as a .unitypackage or .unityasset or something, and then can be unpacked into the newer project. Helpful when "something happens" and my prefab loses all its references/editor-assigned values
I'm so close to getting this motherfucking FOV to work jesus christ
It's called "ribbing"
When you have enough testosterone you can understand one of the common patterns of male bonding. You give a gentle jab with sincere fondness to foster a group bond.
I find the UE4 Dev charming and think that he could produce something good. Honest answer: it was a joke
Thanks anon, i made a bunch awhile back because i thought Slipstream / Drift Stage was cool
so do I abandon you guys and pretend to be a normie now or what?
I never thought I'd get this far
Testing new video recording method. Took anon's advice and went with OBS + WebMConverter. Framerate issue seems to be resolved!
If you're asking how to model a low poly model but you want to make a game then
1) You're in over your head
2) look up the most basic tutorial for any 3d program
3)Have a refined artistic talent to produce something akin to producing quality pixel art: The ability to translate high detail things into just a few elements
>You're asking how to model a low poly model
>You're in over your head
the fuck, its not that complex anon
I don't post about it here, just hang out with you guys and try to help enginedevs become real devs
does your game have a good niche? I just posted it on
go eat a dick.
>DEAR SIR, WHAT PROGRAM DO YOU USE FOR CREATING TEXTURES THAT GIVE A SIMPLE, CARTOONY FEEL WHEN APPLIED TO YOUR 3D OBJECTS, AND CAN YOU POINT ME IN THE DIRECTION OF THE RESOURCES YOU USE FOR IT
there you fucking happy
There is really no trick its just a low poly model with a small texture, i think the truck was like 1000 tris
The main thing is to make intelligent use of the texture and how you cut up the model for UVs. I also just use alot of boxes that intersect for detail stuff.
-barely got a fps controller to work only to break it beyond my ability to fix when trying to implement a crouch function.
~~~will make assets in exchange of code and a bit of guidance
Guys should i trademark my viya's name? is there any point to doing it other than to stop people cashing in if its any good, also if anyone has done it how should i go about it and how much will it cost
Thanks to the anon from last night that pushed me in the right direction to getting these things working properly. No more weird funkyness anywhere to be seen. I'm running out of functionality to be added other than
lazer pointersbut I've still got time to shove things in before demo day.
>the shield doesn't actually block anything by default until you get an item.
THEN AT LEAST HAVE THE CHARACTER BE SHIELDLESS UNTIL THEN.
>3 days, 8 hours, 0 minutes, 32 seconds
Why do i have all these problems? is it normal using unity when making a new project?
guys in your opinion, what is better to use for 2d
stencyl or game maker? who has experience with both? what are pros and cons?
this shit would be very much appreciated
Level 2 finished
Now i have to start making level 1 ;_;
I just want to make fucking video games. I've spent nearly three whole days now trying to get a grasp on GMS, but I can't understand any of it. I can't even artfag either, is there any way to get good at vidya making.
how come? I succesfully created a flappy bird clone. (I wanted to create a simple game, it was the first thing to come to mind, for motivation purposes)
What you think is good?
I feel like stencyl is for apps or some shit whereas Gamemaker is for pc. Maybe apps? idk.
What is easiest to publish aswell?
I know RPGMaker has trouble porting and shit
>Actually, just ask your programming questions in the thread
one first person controller that can wasd, sprint, crouch, stay crouched if something's overhead (raycast?), stand up on it's own if it has the space and be able to pick up objects (via button pressing (e))
also would be nice if it had 3 weapon slots. how do I assign models as weapons? damage? health? hud?
long story short I have no idea how to make any of this work, i've tried for 4 days now to get any grasp I can but I can't get any, by this point it would be more beneficial to make art for a coder than waste time trying
>What are you capable of?
anything short of rigging and animating (3D animating), I'll eventually get around to rigging/animating my own stuff and be able to do that as well.
I'm not some guru but I just posted it on the appropriate subreddit and e-mailed a bunch of blogs and websites that cover my niche
a good chunk of my views came from steam itself, so make sure you have a good icon that people would want to click on
Thanks anons for being so supportive.
I'm going to get back to the grindstone and try to make a fucking video game.
Love u guys :3
Well my experience with Stencyl was years ago, but I remember it was incredibly difficult to edit raw code properly and you were pretty much required to utilize those awful babby logic blocks. Performance was terrible too unless your game was extremely simple.
Game maker exports to pretty much everything these days, so there's no benefit in that department.
if you're going to have a portal frame made out of corpses, use a more sinister color, cyan is usually a light color, try a more sinister color, greenish cyan, or quite the opposite in blood red and black, hell you can go for the witcher 3 portals that are pure black with a firey frame (google it)
otherwise portal is p nice
game: Project Succubus
tools: VS2012, C#
+Fully functioning text combat system in place
+Code isn't unreadable garbage
>make a NES game
say hello to BROKEN WINGS: Skies Over Europe.
Hitler kidnapped the president. Are you a bad enough pilot to get him back?
What if you want to make NES games because you love the NES?
That's about right
It's kinda supposed to match the color of all the drugs/soul stuff thats throughout the game
The lights burst out while that happening, although its less exciting without audio because you can't hear the cracking. What else should be in there?
I couldn't think of anything cool. Like a big swirl?
Interesting, so does that mean the Grim Reaper fell out of power or something? I'm really intrigued by the premise of your game, gameplay wise it looks like you got a blending of hitman, gunpoint, and hotline miami
>I couldn't think of anything cool. Like a big swirl?
Whatever it connects to could show with some distortion on top
Or some faux 3D with a non euclidean effect thing like in Twilight Princess
A swirl works too I guess
Do you think you will achieve similar success to RoR? This doesn't look like an online game but still looks like it could be really good and appeal to a lot of people. Plus the music in that one webm you posted really fit
>game: Spaceman Sam
>tools: Unity, your mum
>progress: Mischief Makers shit
>implying this isn't practice
>implying the purpose of this isn't practice
Nope don't think so, it's okay though I think that RoR was successful enough that I can live my life off of mediocre success from now on, which takes a lot of stress off my mind
shit. its too dark, im out of ideas for pretty buildings, and I don't want to get to texturing the roads and flat plazas before I have detailed buildings to work around
not at all, just the people who use it are
p1 = slope point 1
p2 = slope point 2 (further right than p1)
slope = (p2.y - p1.y) / (p2.x - p1.x)
rotation = atan(slope)
I don't want to be too personal, but what do you plan on doing now with games? Are you investing and living a basic lifestyle and continue to make them? Are you going to get a serious/stressful job after you graduate, or live it up and maybe travel or something?
welp, at least that's working again
Where can I find a pixel artist online that's willing to work either for free (with recognition obviously) or for like a thousand bucks? I can do literally everything else aside from the art. I can code and make the music.
I am making a hack n slash platformer with rpg elements like equipping weapons, elemental damage, etc
>Several bugfixes in my algorithm later, Iv'e got TWO directions of FOV checking
Oh man at this rate I'll have the whole thing done by leap year's day
Thank you. I see it does rotate but not enough. I suppose it's because I'm using pixel based collision or because this isn't tile based.
Maybe I need to search ahead/behind deeper.
Thanks for the support.
That's probably because I stole everything except the face from the internet and edited it so nobody would realize it. I suck at art.
Last time I tried to record it my Windows went kill, probably because of my shitty PC. However I should be able to achieve it anyways. I'll try again but not today.
Which is why I'm happy I got two working. I got one "working", but then when I tried to apply it to the second a lot of glaring mistakes presented themselves in my initial implementation of the first. Now that I've got two working, it should be trivial.