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agdg - amateur game degenerates general

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Thread images: 145

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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
Source: https://developer.valvesoftware.com/w/index.php
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
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>Not using the recap for OP
>>
Anime save us
>>
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>>127605973
I'm sorry anon I'm completely retarded and lost.

I can't find the cameras anywhere, only the option to cast to them. Is that right?
>>
>>127612849
fuck off whodev
>>
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Do people even care about a strateg/4xlite game or do I give up? I'm broke and I need to guarantee a bit of cash from my projects now (just a couple hundred-a thousand, nothing too worrying) so I'm wondering if this project is a bust. It's only about 30% done after 6 months, I have the discipline, but im not sure if im blinded by my work that I'm not noticing I'm wasting time
>>
>>127612947
Create cameras in your level (the same way you made the trigger box) and then you can drag them from the world outliner into the blueprint
>>
>>127612960
>Whodev is the new nodev
Fuck off
>>
>want to download FL studio
>magnet links suddenly don't work for me
k
>>
>>127612407
Coop is the main draw of games like that and RoR. It's not gonna do great unless they add online coop. I doubt it'll have as much polish and depth as spelunky, boi or FTL.
>>
>>127613064
Its not a waste, but it looks far from sellable. Kickstarter maybe.

>>127612960
>wheres ur game :^)
I thought you animeposters were supposed to be clever
>>
HELP i put barrels and crates in my roguelite game now it's generic as fuck
>>
>>127612027
well fuck this
I'll get answer here faster.
I'm a total noob at Unity, there's something bothering me for a while. When you make RPG like this in RPG Maker but in 3d how do you handle multiple levels? Are they separate scenes? What I mean is - there is a room and a hallway. I don't want them to be seen wall by wall, I just want the room to be surrounded by black background. Objects like player can be transferred from Scene 1 to Scene 2 without reinitializing?

I'm used to coding things, this drag and drop bullshit is too hard to understand with it's easiness
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>>127612625
ur fucking welcome
>>
>>127613401
The graphics are very much placeholders if that's what you mean. I plan on contacting publishers and getting an artist to help out, but that's further down the line.

If you mean it's not sellable as in the idea of it, could you please expand?
>>
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Improved lighting a little bit
>>
>>127613428
Take them out
What is your game's setting? Like what's the main dungeon
>>
>Don't want to use Game Maker because I want to learn a real language
>Don't want to use Unity (yet) because I can't 3D

I tried libgdx despite only knowing a small amount of Java. I don't even know where to start. All the tutorials just leave me confused. I'll never become dev.
>>
>>127613535
>Five
>Ten
>Fifteen
>Twenty
>Twenty five
>Twenty six
Golden age or froth?
>>
>>127613064

keep shilling on v and reddit if it doesnt get any traction then its probably not gonna sell. but if you have decent sized threads with good activity put up a patreon people can donate to
>>
>>127613619
don't worry i just need to add more varied content. i think boxes and barrels are only a problem if you see them too much.
>>
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>>127613764
we've had more, just a reminder ;_;7
>>
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http://strawpoll.me/6436242

Beginners guide will be done with the second winner or first if its second, all about algorithms.
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>>127613078
I got that, thanks man. Now I'm getting an error while compiling and it says I need a connection for the target. What should I link it to?
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>>127613764
Nah it's because everyone is on break.

They'll quit once they go back to school/work
>>
>>127613682
>>Don't want to use Game Maker because I want to learn a real language

literally me. I think coding in an actual language would be more beneficial and i would learn more in the long run, but if I can make what I want in GM with less effort, is it really worth the extra hassle?
>>
>>127614002
If you hover over the plug, it says it wants a Player Controller Reference

So get a 'Get Player Controller Reference' node
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reminder that we have a new meme
>>
>>127613386
Oh, you haven't played it yet.
>>
>>127614051
try unity its easy
>>
>>127614051
Unity is a weird bike to ride. Really weird.
But it uses C#, plenty of people use it, tutorials everywhere, you'll be fine.
Just expect to crash a few times. :3
>>
>>127614341
the more i look at it the more I cringe
>>
>>127614341
more like Tyler Toomuchsexy
>>
>>127613889
I'm glad at least some of these games got released.
>>
>>127614341
Thats just some newfag being a newfag. The real gold in that thread was the pistol modeller with the sideways bullets.
>>
>>127614051
Do you want to learn programming, or do you want to learn gamedevving? Huh? You've got a choice to make, and you're the only one responsible for your own outcome.
>>
>>127614384
I've seen vids. I'm not going to buy a game which has local coop but they didn't bother to implement online coop in fucking 2015. It just screams incompetence.
>>
>>127613950
How about something actually challenging that you don't get 100s of results for if you google it? Or do you only want to do things aimed at beginners?
>>
>>127613682
frameworks like libgdx are for chumps
>>
>>127614661
>pistol modeller with the sideways bullets.
Please explain, and post the gif/webm if applicable.
>>
yooo anon who posted https://a.pomf.cat/dqjdpk.wav

do you have a soundcloud?
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>>127614893
where's the gwyn patreon?
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>>127613535
>The googem shitpost got in and takes and entire extra row to itself
My sides
>>
>>127614341

They look like a bunch of redditors

https://www.youtube.com/watch?v=KTNB3NVfKSo
>>
>>127615004
I never had one
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>>127613950
Darn, there are so many beginner's guides for everything. But there's hardly anyone explaining how things work. Just the steps to make something specific work.
>>
>>127614339
Shit I got it! Thanks man.
That felt gratifying as fuck seeing it change cameras for the first time
>>
>>127614749
>incompetence
Hahaha so you've never tried netcode either eh.

Shit's far from trivial, and for them it would be approaching impossible unless they majorly change game mechanics for the worse to make shit actually work.
>>
>>127613826
I don't want to beg for money, I'd feel like a bum
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So, about Entity-Component-System. What are some good ways to make it more efficient?

I thought a structure of arrays was a simple enough and good implementation of it, but it becomes too sparse the more components and entities I have (since not all components are used in all entities). At this point I'm wondering if I should just drop contiguity and just dynamically allocate components as needed
>>
>>127614850
>>127613682
Daily reminder to flat out ignore people who don't substantiate claims.
>>
>>127615462
Where is your evidence for this
>>
>>127612246
>http://a.pomf.cat/dqjdpk.wav

I like it.I figure if you design the songs for certain scenarios then it'd sound great in game. It'd definitely sound better than taking random free songs from the internet. If you're interested, feel free to email me.
>>
>>127615324
No, but if i made a coop game i wouldn't pussy out by making it local coop only. It's like false advertising towars people who actually have friends and are looking for games to play online with them.
On a sidenode RoR's online was an afterthought and it was arguably pretty shit, but people still played the hell out of it, so your argument is defeated there.
>>
>>127615130
webm?
>>
>>127614893
I think your bounciness can be improved.

You might have a value for the "scale" which you apply on the X and Y axis simultaneously. This makes the bounce effect scale the whole character, and doesn't look as good as when one axis is inverse to another.

You should scale Y by your current "scale" variable, and X by "1.0/scale".

This way, when something is bouncing, when it gets bigger on the Y axis, it gets smaller on the X, and it seems like it's streching or squishing, unlike when you scale both x and y by the same value.

Try that, trust me.

Scale X by "scale" and Y by "1.0/scale"
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>>127614341
photoshop mangled this but I found it funny so I'm posting it anyhow
>>
When's the busiest time for this general on the weekdays? Last time I posted major progress (just a few days ago) with a brand new video with music and sound effects, only 3 people replied to me, and they were all constructive criticism. I might as well have posted to reddit.

Also, why are there only a handful of games in the recap? There have been so many other progress posts by other devs, but are they supposed to apply for it or mention that they want to be included? Or should you be posting progress frequently? Or should I have read the OP first before asking these questions?
>>
>>127614858
yeah i do although most of the stuff on there is pretty old

soundcloud.com/cesque for game music stuff (haven't uploaded any here for ages, probably should add some stuff i've done since then)
soundcloud.com/euqsec for my attempts at electronic music
>>
>>127613575
is that hoth

you fucking nigger i wanted to steal it from star wars for my game ;_;;;
>>
>>127615604
Wow look at that cognitive dissonance.
>>
>>127615838
You have to post in a specific format to be included in the recap, not everyone bothers/wants to
>>
>>127615838
>and they were all constructive criticism
What the fuck kind of retarded complaint is this?
>>
>>127614854
>>127458752
or if that doesnt work
>>127458752
>>
>>127615707
alright I'll try that out thanks anon
>>
>>127615130
Cool

Now you can make an OnActorEndOverlap to trigger a blend back your character, just plug it in where the camera went before
>>
>>127613575
How complicated was it to code the lighting? Like how many lines of code total for all the next-gen effects? Specifically ambient lighting/global illumination/ambient occlusion/etc.?
>>
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>>127613889
>99% of those are dead
>>
>>127615838
lurk moar
>>
gib game ideas
>>
>>127616223
Making games is hard.
>>
>>127613682
Just use Unity. The point is to make a game. If want to learn an actual language, Unity has one.
>>
>>127616223
>>127613889
What happened to gate(dev)?
He was probably one of my favorites devs to see progress from.
>>
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>>127612303
The face should look fine with proper texturing and hair. Topology can be improved but it's usable.
The proportions of the face do seem a bit ayy lmao-ish but if you are using reference stick with it because hair can do wonders. If you are not using reference try to make the gap between the eyes smaller. The golden rule is that the gap should be of the same width of the eyes but this doesn't apply for the more uguu styles.
There's a number of ways to make eyelashes, they don't have to be connected to the face, but try so the topology matches that of the eyelids so they can bend together without clipping.

Now on the body, it needs a lot of work but you probably can already tell. About the proportions, it depends entirely on the style. I don't know what kind of reference (if at all) you are using, so I can't tell you for sure if the proportions are good or not. I personally like to draw very long legs (pic related), but more "kawaii" styles are often pretty short legged.
I'd recommend going for a more realistic style for starters so you get used to human proportions, if I remember correctly the proper ratio is that lower leg length = upper leg and then the torso should be slightly longer. But don't quote me, better go check /ic/.
>>
>>127616501
>What happened to gate(dev)?
Life
>>
>>127616424
commander keen + f zero segments in neo 80s

lots of bright pink and cocaine and boobs of all colors
>>
>>127616223
Still in development (at least as far as being posted in the threads go):
Space Dementia
Crystal Gun Girl
Rainbow
Astral Transcendence
Mercenary Leto
Gunpoint Clone
Elysis
Feather Knight

Released and on Steam:
Aerannis
Xenoraptor
Cash_Out

So, no, not 99%
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>tfw one of ur fav artists blocks u on twitter
>>
>>127616501
Yeah he said he was busy with other shit and would probably/maybe get back to Gate, not even that long ago.
>>
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>>127616649
Fuck twitter
>mobile shovelware shill follows you and unfollows the next day
>>
>>127615404
You don't need to choose between one or the other for everything. Only do it for "rare" component types. And I'd use this method specifically:
http://bitsquid.blogspot.ca/2011/09/managing-decoupling-part-4-id-lookup.html

You can also look at it from another point of view: how do you limit fragmentation itself? I would do this by partitioning the component storage. Each partition can set restrictions, like "every entity must have this component", "no entity may have this component", and "any entity with this component must also have this component".

The first two are more for reducing branching and memory usage respectively, but the last one is especially useful -- if two component types are mostly used together in that partition, you can store them in the same packed order and indirect them with a single table. That way, you can operate on the packed arrays directly, which will play nicely with the cache.
>>
>>127614835
I will only be exploring algorithms (or at least 95% of the time), they will be no real difficulty on them, its based on how good you are. I will be doing what the community wants and putting some on polls that are viewed as very hard. Please give me some you want and would gladly put them up.

>>127615126
hit the nail on the head for what I will do, as an example for noise, I will explain how it works, how you can implement it and what each piece does/ how it connects with the summary
>>
>>127614341
>danny bullying another dev
>>
>>127615861

>No snow

>hoth

u wot m8
>>
>>127614698
i want to learn programming ( or rather, get better at it) but make games that can get me some dosh
>>
>>127615404
>>127616836
Just FYI, I am planning to write a new article, including an in-depth explanation of these optimizations, as a successor to these two at some point (I am the original author):
http://www.gamedev.net/page/resources/_/technical/game-programming/understanding-component-entity-systems-r3013
http://www.gamedev.net/page/resources/_/technical/game-programming/implementing-component-entity-systems-r3382
>>
>>127613889
I'm still barely any closer to finishing the game. But at least I know what I'm doing now.
>>
>>127617213
If you don't even know how to use GM or Unity, making dosh should not even be on your list yet.
>>
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>>127616163

If you use unity it's really not that much code depending on how complicated you want it to be
>>
>>127614893

well this is fucking neato.

can he swing around with his tongue?
>>
>tfw you were drawing all day now your wrist and hand really hurt

i must be doing something wrong, i don't draw with my wrist so many i grip too tigh
>>
Reminder that to be a truly good game, your game should have no manual and no tutorial. The only good games are hardcore games.
>>
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Got textboxes working. Still need to find a good font though.

Should I keep the red flashing when you damage an enemy or change it with something else? I think it looks a bit weird.
>>
>>127617270

I dig that jumping animation. Those projectiles being thrown, is it supposed to be rapidfire machine gun punches from your chicken man?
>>
>>127617531
>i grip too tigh
I tend to do that with my tablet pen, fucking kills my hand
Trying to get rid of taht habbit
>>
>>127617270
Working with other people will slow you down further.
>>
>every game I've ever made has either barely been a game or hasn't been any fun
I don't even know what fun is any more
>>
>>127617803
Part of your problem is the fact that you think "fun" is a useful word.

If you tried for something less nebulous you could actually start down a meaningful path to create a game with those features.
>>
>>127617270
Him being glued to an almost 45° slope and rotated to that angle as well looks off, he should probably slide down it or not be rotated. As it is, it looks like he could flip over and go rolling down hill any moment.
>>
>>127617719
>ow, whats your problem
nice undertale clone
>>
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>>127617741
He's swinging a wand in that animation but I'm not going to do that anymore. I'm currently going to give him so sort of wrist blaster like this. I think it looks really stylish. I'm sure no one will know I ripped-– inspired it off this.
>>127617758
I don't know, it seems like it would be convenient to take a small break from the project and draw other shit(like I tend to do) and still have a constant stream of progress.
>>127618112
I'm aware of that. Thanks though. I'll do something about it.
>>
>>127617719

So if the reaper berates you for attacking him, what happens if you let him get you?
>>
Are soundfonts free to use to make music in a commercially-released game or is it on a case-by-case basis like royalty-free music or something?
>>
>>127618258
>and still have a constant stream of progress.
Nah more like, other guy is a lazy sack of shit who hasn't finished a game yet either, and doesn't get anything done. And then he waits for your input to get shit done. And then he loses motivation entirely after a point and you have to throw away all his work because it doesn't actually mesh that well.
>>
>>127618340
Read the license
>>
>>127618327
He tells you "Give that back." Then he takes it and scoots off back to his original position.

If you talk to him again, he'll begrudgingly give it to you.
>>
>>127618198
Get some sunlight bro.
>>
>>127618508

That's adorable. What kinda theme are you going for in your game? Slightly weird and whimsical but ultimately harmless?
>>
>>127618340
i'm pretty sure Undertale used a FFVI soundfont so make of that what you will
>>
>>127618371
it sounds like you're speaking from experience. I guess it can't be helped.
>>
>>127618584
Pretty much. I'm mostly emulating Yume Nikki for the atmosphere but I'm going to make it less overtly creepy and a lot more whimsical except for the secret level
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jesus fuck all I wanted to do was make a circular FOV
>>
>>127613535
>the only game project that listed a negative has a minus sign beside that blurb instead of a plus sign
>the thing that's neither a plus nor minus has a tilde instead
ATTENTION TO DETAIL
>>
What about a game that can only be played by one person at a time, but every new player that takes over receives the same world that the previous player helped or screwed over.
>>
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>>127618428
>>127618593
The only decent site I found with them had this to say:
>In the US, you may have fair use protection, depending on the nature of the project, and how much the sound is altered. Consult an attorney before selling anything that uses these samples.
Fucking shit, I thought making my music would simplify things from a legal standpoint. Why does everything have to be so annoying and complicated? Why can't people just ease up on the copyright shit?
It's not like I'm using entire songs.

Is there ANY simple way to get digital instruments for FL Studio that doesn't involve legal bullshit? I just want to make some fucking music.
>>
>>127618942
https://en.wikipedia.org/wiki/Midpoint_circle_algorithm
>>
>>127618951
If it gets popular you'll be screwing yourself
>>
>>127618942
[code]
function bresenham(pos0, pos1, callback){
var x0=pos0.x;
var x1=pos1.x;
var y0=pos0.y;
var y1=pos1.y;
var dx = Math.abs(x1-x0);
var dy = Math.abs(y1-y0);
var sx,sy;
if (x0 < x1) { sx = 1; } else {sx = -1;}
if (y0 < y1) { sy = 1; } else {sy = -1;}
var err = dx-dy;
while (true){
callback(x0,y0);
if (x0 == x1 && y0 == y1) {
return;
}
var e2 = 2*err;
if (e2 > -dy) {
err = err - dy;
x0 = x0 + sx;
}
if (e2 < dx) {
err = err + dx;
y0 = y0 + sy;
}
}
}
[/code]
>>
>>127619046
I'm using that. I draw a circle based on the sight range, now I need to draw a line from the player's position to each grid tile in that drawn circle, stopping if I hit a wall.
>>
>>127618942
>Import bresenham
Done. Supposing you're rendering via software.
Hardware acceleration already does this for any line rendering, you just specify an amount of points that form straight segments.
Reimplementing decade old algorithms is only done to learn man.
>>
>>127619004
you can use VSTs with FL right? basically just google 'free vsts' or something like that and you'll find whatever you want. i'd recommend Synth1 as a great all round synth VST
>>
>>127618757

So what happens in the secret level?
>>
>>127619210
I'd like to learn, anon.
>>
>>127619216
I'm still learning FL so I didn't know if VSTs were supposed to be instruments or weird plugins or something, so I'll look into it.

Was really looking forward to using soundfonts, though, but everywhere I look seems to only range from "maybe, take your chances" to "no, it's owned by whoever owns the license to the game they're from" so I'm not taking any chances.
>>
>>127619004
https://www.youtube.com/watch?v=gjyWILsgUfw

follow that, except instead of just getting the synth stuff, you can use anything from that giant list of instruments

it's what I'm using, alongside a free NES soundfont
>>
>>127619190
See >>127619161

var state = {hit: false};
bresenham(playerpos, circletile, function (x, y) {
if (state.hit || wall(x, y)) {
state.hit = true;
return;
}
draw(x, y);
});
>>
>>127619216
Yes, if you were the guy asking which vst to use last thread, try ableton as well. Just a bit of an alternate workflow to experiment with. (also a tracker I guess).

But ya FL definately can use VSTs, it is a fully featured daw in most respects.
>>
>>127617803
read that game design book called lenses or something, it's like 500 pages though

it's supposed make those things clear
>>
>>127619161
Thank you for the code, friend. I'm trying to understand how it works too, though.
>>
>>127619262
it's a secret
>>
>>127619442
Soundfonts are almost always property of the company that published the original game. Really though you can just use preset samples from your daw or VST and it will sound better cauyse it wont be 20 years old IMO.

VSTs are both instruments (vsti) and effects (vst). They function just like the included instruments and effects of your DAW.
>>
>>127619472
The fuck? All the synths in Sad Machine are just presets off a soundbank?

>someone should convert these to massive patches for me <3 ps i dont use fl
I hate people.
>>
>>127618951
Already done.
https://en.wikipedia.org/wiki/Chain_World
>>
>RPG where combat is in the vein of a side-scrolling shooter

would you buy it?
>>
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>>127619442
there's a VST for everything basically.

in terms of the Undertale FFVI bit i mentioned, i found this comment on reddit which kinda negates my point
>>
>>127620023
Yeah, all he probably did to get the "retro" sound was slap a bitcrusher on top of everything.
>>
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>>127615707
did it and looks way better thanks anon

>>127617378
yup
>>
>>127617305

where did i say I didn't YOU FOOL?!

I said
>I think coding in an actual language would be more beneficial and i would learn more in the long run, but if I can make what I want in GM with less effort, is it really worth the extra hassle?
>>
>Oculus preorders tomorrow
Can't wait for FIVE HUNDRED DOLLARS and deving on it.
>>
>>127613889
>recap monday 03/2014
>my game was in that pic
Haha oh fuck. If you gotta pull back that far to get decent numbers then that's pretty sad.
>>
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>>127614572
WWHY AM I LAFFIN AT THIS
>>
>>127620156
I fucking love it
>>
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please send help I think my game is trying to build a pentagram and summon the undead
>>
>>127619728
It's some optimization to discretize what in floats is just


round(y + error + slope)

At least that's how I remember it

This link explains it better http://www.cs.helsinki.fi/group/goa/mallinnus/lines/bresenh.html
>>
>>127620189

player dont care what engine your game is in
so if its feasible in GM go for it
>>
>>127620005
So a Summon Night clone?
>>
>>127620680
Ha, that's literally the page I was reading and posted an image of in the thread.

Guess I'll get to reading, then..
>>
>>127620156
>did it and looks way better thanks anon
No problem man. Also your game looks sick.

>>127620614
What are you trying to do, anon?
>>
>>127620005
Only if it's actually a side-scrolling spellcaster.
>>
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Yo what are some good design articles, I need some vacation reading until I'm back to work
>>
>>127613064
I like your game a lot, but don't count on gamedev to make you any money. Not you specifically, but making real money out of this sorta thing is rare.
>>
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>>127620867
Trying to make this FOV a circle instead.
>>
>>127621086
I can help you if you need. Just pastebin the part of your code that "reveals" each tile.
>>
>>127620369
archerdev please come back
>>
>>127621462
>implying I'm chirimoya
Guess again nerdo.
>>
>>127620976
>electrosphere ost
You're rad anon, this isn't what you asked for but it's a neat read anyway.
http://gamasutra.com/view/news/255018/Have_a_look_at_the_original_WipeOut_design_document.php
>>
>>127621252
I honestly don't think my old FOV code is reusable for this, it's very poor and inefficient hence the filename, but sure thing anon. I'd honestly say it's not worth trawling through the old code though since it clearly has to be completely rewritten.

http://pastebin.com/XHDSVe6r
>>
>>127621620
Twice failed kickstarter dev?
>>
>>127620803

Never played it, but it would be sci-fi meets fantasy setting

>>127620914
what if some of the abilities involved spellcasting..? maybe?
>>
>>127615357

Sorry i didn't see your reply, but when I mean shill I mean just keep posting your game, if people show interest, ask questions, even make suggestions your golden and you know you have a niche. You can even see the number of people who post in the thread and stuff if you want numbers
>>
>Clicked Anon's Alibaba link yesterday
>Now I have adult diaper ads everywhere
t-thanks

Also yes I know it's past time I got an adblocker installed.
>>
>>127621631
Electrosphere, the NA version, is my favorite AC title.

Thanks homie
>>
>>127618951
People have great fun with that with Dwarf Fortress and similar games (who I am entirely forgetting, but I know it exists).

Part of the problem with that idea is that you can't really enforce cloning / cheating, unless you make it a online only black box thing.

Reason it works for Dwarf Fortress is that it's entirely player ran and works off a sort of honor system. If that was your entire game's gimmick people would be hell bent on fucking with it. That's just basic logic, but it was also proven by a minecraft mod that did exactly that. It was passed it on by USB.
>>
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>>
>>127621997
Then it might be gud. Color me interested.
>>
>>127622737
Your parallax is too flat and boring. Get some more layers in there!
>>
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I'm so close, but there's blind spots in the corners of my circle..probably because of the way the algorithm decides to either move up or down. Gotta change it to choose a non-found tile already.
>>
>>127621882
Guess again.
>>
>>127623039
make a class that creates a circle on a given location (x,y) on the graph and just loop your fov code on it
>>
>>127623261
but then how would I draw shadows? If the tile's not getting hit then it's not taking into account if it should be a blocking tile or not either.
>>
>>127623261
>make a class
Fuck off OOP cultist.
>>
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I just want to test out making .exe demos before demo day should I even be seeing this?
>>
>>127623425
Don't be silly


>>127623369
if its on screen and not in the circle its grey or if its in the circle and not in fov
>>
>>127623478
For clarification this is Game Maker Studio standard edition I'm using. I become less intelligible when I panic I'm sorry for not proof reading.
>>
>>127623617
What the FUCK would making a new class gain you in that situation, other than a couple dozen more lines of boilerplate and less readable code?
>>
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>>127617264
>>127616836
I'll take a loot at that link soonish, and I'll look forward to seeing your new article.

ES works for stuff I'm bound to use on everything (Position, Velocity, Visibility, Destroyable...) but when it comes to rarely used components, it seems to throw the benefits out of the window, which is why I thought of moving stuff to dynamic allocation. An entity would have the most used stuff, plus an address to something(s) specific to itself, like the player entity and boss entities. It'd reduce the number of arrays and memory usage, I assumed

But the moment I throw heap-dynamic stuff in the mix, I feel like I'm straying from what ES boast of. I've got to say I'm feeling really dumb, because this is giving me headaches. I guess I'm just thinking too hard about this
>>
>>127622814

im getting there. Im making random anime circle explosions now
>>
>>127623704
You could have multiple circles, keep the circle code off the algorithm code, literally takes up no extra memory, makes the code more readable
>>
>>127621839
Assuming i understood your code correctly, this should work fine:

http://pastebin.com/KASYbrzY

I only edited it for octant 1, but it should work for the others if you adjust the variables. The changes are fairly small.

Post webm or screenshots with results!
>>
>>127623039
Uh.
You had this working with a rectangle.
Why don't you simply shade anything that would fall outside the circle?
>>
>>127623052
Man, there's like, 30 dead games on there. NEETdev, unrelated to neetdev?
>>
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>>127623891
I thought about doing that at first. It was really tempting. But part of the reason I'm working on this game is to become a better developer, and I'm not going to becoming more competent at programming if I do things inefficiently just because I'm too scared that my attempts at doing it more correctly are going too hard.

>>127623875
Thank you kindly anon, I'll take a look at this in a moment and see if it helps. I appreciate the effort!
>>
>>127624138
>I'm not going to becoming more competent at programming if I do things inefficiently just because I'm too scared that my attempts at doing it more correctly are going too hard
Well, if you're just learning it's fine, but a very important part of being an actually good developer is to doing things the fastest way possible and then profiling for bottlenecks instead of prematurely optimizing.
Slowdowns are generally caused by like only >1% of the code.
>>
>>127624339
>only greater than 1%
>>
>>127623828
>But the moment I throw heap-dynamic stuff in the mix, I feel like I'm straying from what ES boast of. I've got to say I'm feeling really dumb, because this is giving me headaches. I guess I'm just thinking too hard about this
You are thinking too much about it. And it can actually improve cache usage, because instead of iterating over an array with holes, if you only need that particular component (or the "linked" components as I previously explained) you can iterate directly over the underlying, packed array. And say you had 3 components packed together as well as one stored sparsely, you could base iteration again on that packed array and do indirection in the opposite direction. If you read the Bitsquid post, you'll see what I mean, and I'll go in-depth in the article.

The best course of action is to abstract things such that you can swap sparse arrays and indirected, packed arrays out (just at compile time) without affecting the code that uses them. Have it such that each "component row" or whatever has both a "lookup by ID" function and an "iterate contiguously" higher-order function (or begin() and end() for C++, IEnumerable for .Net, etc.). Then you can easily experiment to see which combinations give you the best performance.
>>
>>127624339
That might be generally true, but I posted my old rectangular code above. If you look at it, I'm not sure you'd be able to justify keeping it either, and definitely not adding MORE on top of it. it's 400 lines long, it's very inefficient at what it's trying to do because of how many duplicate tile checks there are, and it's an unsustainable mess. This isn't premature optimizing in this instance, I think -- I had it working, and now I'm trying to make it better.

Besides. I'm SO close.
>>
>>127624339
The estimate is actually 3% in general (please don't quote the premature optimization line incorrectly), but for games, the "critical section" is often a much greater part, especially in enginedev.

That doesn't change the "profile first" rule of thumb, but at the same time it increases the "validity" of just doing things right the first time.
>>
>>127624138
>Thank you kindly anon, I'll take a look at this in a moment and see if it helps. I appreciate the effort!

No problem, but judging by your reply to the first anon, i don't think my code will help you, since checking only inside a circle is exaclty what my code does.

I think a good solution for this would be raycasting.
>>
>>127624589
Sounds more like "plain bad code that needed refactoring" than "unoptimal".
I recommend reading an article or similar on refactoring. Maybe even one of Fowler's memeboooks about "bad code smells".
>>
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>Had to go see family today
>Got 0 chance to gamedev
Kill me
>>
>>127624956
Pretty much. I decided to kill two birds with one stone; refactor a lot of my old shitty code, but also use a more efficient way altogether.

>>127624887
Maybe. If I can just get the Bresenham algorithm to decide tiles in a line based on what's already been found or not, I can eliminate the blind spots I have and it'll be great. But that requires me to understand exactly how it works first, so I'm reading up on it.
>>
>https://www.reddit.com/r/Unity3D/comments/3znct9/can_vector3lerp_lose_its_position/
These are real people using Unity. These are the people you associate with by using Unity.
>>
>>127616550
Not him but how do you even 3D anime? Is the face flat with an animated texture for the eyes/eyebrows? Sometimes the mouth looks flat too like in RWBY or any Miku videos. I notice this when they talk or do silly/cute expressions. \(> o < )/ Like that.
>>
>>127625325
Retarded code is expected in any drag and drop artist friendly game making solution.
>>
>visualize an art style in my head
>draw it
>looks nothing like it and like shit
>>
>>127625283
>Maybe. If I can just get the Bresenham algorithm...

This algorithm finds all the tiles that intersect the line. Are you tracing lines from where to where?
>>
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Mostly audio bug-fixes today.

Put the final touch (FOV control) on a "title-card" thing I programmed yesterday. For a 3d zelda-esque intro to new areas. Don't have a title card graphic yet, so I used stupid fucking memes because I'm lazy.

>>127614572
>Toomuchsexy
We use Tomasexy, but I like that more.
>>
>>127625830
If you haven't been drawing for at least 5 years you have no right to complain about anything. Shut the fuck up and practice. And if you have and you still suck that bad, try another 5 years.
>>
>>127626289
i'm at 15 months, s-sorry

>tfw i'll be in my 30s before i draw anything i like
>>
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After two days, I finally got my spaceships to move the way i want them to
>>
>>127613682
>unity
>c#
>>
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>>127626001
I'm tracing lines from the player's position to the circle radius drawn by the midpoint circle algorithm https://en.wikipedia.org/wiki/Midpoint_circle_algorithm (with some changes to adjust for game world boundaries).
>>
>>127626474
I was drawing things I liked at around the 3 year mark. They look astronomically bad now but, it won't take as long as you think. But you still shouldn't hold your breath.
>>
>>127626619
Does the Bresenham algorithm accept floats, such as positions between tiles?
>>
>>127612625
Oh cool, a pedo OP.
>>
>>127627113
Not the implementation of it i'm using.
My guess is all the tiles are being traced to correctly, but some lines are going over the same tile twice leaving blind spots that no line goes to.
>>
>>127627221
nodev
>>
>>127625382
Flat face + animated texture is useful for mobile and other low poly games.
I work with high poly, so everything is actually modeled. Blend shapes are useful for complex facial expressions but for something like ">o<" you would probably need auxiliary models. Not really sure about that one since I'm not a fan of those and have never really attempted to do expressions like that.
>>
im tired
>>
>>127627341
>have game on steam
>get called a nodev
hehhhh

inb4 "where's your game (so I can shitpost unendingly about you)"
>>
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T-this is how level design starts, r-right?
>>
>>127627468
>has game on steam
>visits agdg

>tries to inb4 so he doesnt have to defend his obvious lie
>>
>>127613682
You can use Unity for 2D. Love2D is worth trying, especially if it's hobby-work. Construct & Superpowers are worth looking at too, if you don't mind trying Javascript.
>>
(you)
>>
>>127627637
www.homph.com/steam
A number of us have games on Steam.
>>
>>127613682
Start with any of the other frameworks first. LibGDX is fairly moderate in difficulty. Especially if you haven't learn the concept of scene layouts, game design, etc...
>>
>>127627329
This is exactly what's happening.

If you could trace lines between floating point positions, i'd suggest that instead of tracing lines between the player and tiles you get with the midpoint circle algorithm, you should trace lines between the player and the actual floating point position of several points on the circle's line (before being transformed to tile-space).

Since your algo doesn't accept floats, you should trace a line between every cell that's inside the circle and the player, instead of tracing between only the outline cells and the player.

Another choice would be changing the radius of the circle. You have blind spots because of the current positioning of the outline tiles. Changing the radius might remove the blind spots. Try increasing or reducing by small values.
>>
>>227627653
>>
>>127627717
and then they immediately leave, r-right?
>>
So I've been using gamemaker for like 2 months now and have been making a lot of progress, but I've recently tried switching over to using the instance_place type functions to check for collisions, but all sorts of weird shit seems to be happening, like damaging objects counting my player's sword swing as my player's hitbox for some indecipherable reason. It works perfectly fine with the drag-n-drop collision system though. Should I just stick with that or is it worth learning how to do it all in code?
>>
>>127627870
only the successful ones
>>
>>127615861
>>
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>>127614850
>>
>>127627829
>Try increasing or reducing by small values.
I changed it to be as small as 4 -- in every case, there were blind spots in the corners.
>>
>>127627870
Devs of these still come around (at the minimum):
Risk of Rain
Cavern Kings
Vampire of the Sands
Aerannis
Cash_Out
Restricted RPS

RIP the rest, though
>>
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>>127627717
>Catmouth and RPS n/a
>mfw there is at least some justice in the world
>>
>>127627513
Usually on whiteboards or graph paper actually.
>>
>>127627914
>implying agdg shitting out ANY game isnt worthy of the title of "success"
>>
>>127627821
Not that guy, but is there anything you can recommend? I also tried libgdx, but was intimated by how the amount files I had to go through and the amount of work needed to set things up in eclipse (kept getting android errors).
>>
>>127628118
Catmouth requested Steam Spy hid his info

RRPS only occasionally shows up as n/a probably because the sales are so shit lol
>>
>>127628030
What is your current radius?

Also, do you have a twitter so that we can chat with more ease?
>>
just make a good game
>>
>>127628058
Uncanny Valley dev was posting about their new game not too long ago, and I've seen Catmouthdev on /v/ gamedev threads so he might be here too. And Lethal League dev popped in here last month after being gone forever, but other than that it seems spot on.
>>
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>>127617719
>Undertale-esque

I like this direction you're heading in OP
>>
I just downloaded Maya 2016, I've got VERY little to no experience with 3D modeling. How long should it take me to well...get going?
>>
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>>127628320
oh, i get it now
>>
>make game
>hope someone on youtube LPs it

am i wrong or is this basically the key to your success
>>
>>127628341
Green tea does wonders for depression.
>>
>>127628316
I tried: 12, 10, 8, 4
I don't have a twitter. ...Or anything, really. I have a steam account, but that's about it. You think I should make stuff like that?
I have to go to work in 7 hours so I'll probably not be able to chat more until tomorrow anyway. I'm a developer and I gotta wake up and code on other people's shit for 8 hours, RIP.
>>
>>127628408
yeah. all this time you were making a bad game when you should have been making a good one
>>
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>>127628320
>it used to be justlikemakegame
>now it has to be good
Well there goes 2 years of my life
>>
>>127628445

Can confirm
>>
>>127628413
>hope
See, here is your problem, you make an entire strategy about getting youtube views but don't want to compromise your game into being youtuber bait. Lrn2business.
>>
>>127628413
Luck is all about being skilled enough to frequently be good positions to get lucky.
>>
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>>127628131
I usually sketch in 3d, and then sculpt the mesh. I think I'll try drawing over it with a tablet this time.
>>
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>Weather is making me depressed
>Have to wake up at 6 am
>Get home at 4 pm tired
>Have to do projects
>No time to game dev
How does /agdg/ get though times like these
Should I kill someone or should i cross dress? Honestly I don't fucking care what I have to do, I want to game dev
>>
I hope my game gets made
>>
>>127628341
I'm not sure if these posts are trying to troll or they really just never played Yume Nikki, but in either case you should play it.
>>
>>127628660
Nice passive language there FUD spreader.
>>
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>Be me
>Thinking up game idea after failing at winter jam
>Great idea
>Build up on itself and starts to take shape with tons of features.
>Folder filled with textual planning over two days.
>This happens every time (Though mostly with code during development)
>Not this time

Scrapped everything and restarting smaller.
>>
>>127627717

So Vampire of the Sands dev keeps track of the AGDG games as well? That's pretty cool
>>
>>127628753
I think they're trying to refer to the reaper asking what your problem is, as a poke at the average player's reaction to a seemingly hostile creature.
>>
>>127628886
>writing down worthless ideas
>>
>>127628753
Not trying to troll. Yet,I will check out Yume Nikki.
>>
>>127628308
I'm happy catmouth failed because it's technically a walking simulator to showcase lowpoly meme art without any gameplay.
I'm happy RPS failed because gogem is a memer who takes every opportunity to shit on other people.
>>
>>127628545

how do you make it 'youtuber bait'
>>
>>127628626
Environment art is usually considered different from level design (unless you work at valve). Level design is usually charted out in crappy graphs, then made into 3D gray box levels. Then somebody takes some screenshots of the box level and paints some concepts over them The last step is then replacing the box stuff with the3D environment art based on the concept
>>
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>>127616550
Sorry, got lost to time there for a bit
You say the topology could use some improvement, right? I'm afraid I'm still a little new to 3d modeling and don't quite see where improvements could be made. Any chance you could point me in the right direction?
As for the eyes, the gap between them is roughly the width of the eyes, but I need to shape them a little better, maybe shrink them so they appear a little less uguu-ish. But for eyelids, would the rings I have around them now work well, or is there a better method to go about making them? I'm aware of the one method using two quarter sphere to just rotate and eclipse the eye, would that work with a model like this and not look like crap?
Hmm, I was using a reference, but yeah it was some anime character, which is sort of the style I'm going for. I suppose I'll go lurk around /ic/'s tutorials for a bit when I have some more free time.
>>
>Tfw no Gauntlet Dark Legacy spiritual successor.

I might make one once I'm done with my current game.
>>
>>127628998
He's the hero we don't deserve, to be honest.
>>
>>127628998
He's the one who usually does, or used to, the Monday Recap. Fucker's been around.
>>
>>127629013
Oh wow I only looked at the beginning and assumed it was the same webm from yesterday where it just kind of flies off screen.
>>
>>127629140
cuhrazeee physics and secret memes
>>
>>127628886
>Being ideasguy
Don't write out your ideas first
Do this
>Think of what you want for game
>Think of one specific aspect of the game (Combat, Dialog, Platforming, etc)
>Write out that and that alone enough so that you understand how to program it
>Program until competition of that task
Congrats you're now a Dev
Keep doing that until your game's finished
>>
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>>127628468
>You think I should make stuff like that?
If you want to shill your stuff it's pretty useful.

Anyways, you should try doing what i said earlier: Instead of tracing lines between the player and the tiles from the midpoing circle algo, you should trace lines between the player and all the tiles that lie inside the radius. This way, no tile gets left out and you have no blind spots.

Your Bresenham algo is fine though, i made a 25x25 circle in gimp (same size as your FOV) and drew lines between the center and the corner. The blind spots were the same, pic related.
>>
>>127629140

Make it deliberately bad. Like I'm talking fucking loathsomely bad. So bad that you have people scratching their head trying to make heads or tails of the interface itself bad.

Flip some unity assets and then finally regardless of what type of game it is. Slap the word SIMULATOR at the end of it
>>
How soon can I start making 3D models/assets as a beginner? I tried the programming route, don't have the mind for it at the moment.

Art is more my alley anyway.

When do I start to learn about things like topology/whatever terminology that is commonplace in the modeling world?
>>
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>>127629214
I'm trying to make darksoulsy feels (except 90% cavern-y)
The thing is the stuff i made so far is barely modular. I'll try to make the next one better designed with modularity in mind, because the current models look shit up close due to the lack of detail.
So what I'm thinking I'll do is create a rough 3d/2d sketch of the layout, then I'll try to break it into parts, then I'll sculpt those parts Hopefully i can replicate those details and hopefully I'll be able to use those parts on other levels in the long run.
pic related, scrapping the top/middle part and redesigning it
>>
>>127629390
I'll definitely try that tomorrow morning. It seems more expensive than what I originally envisioned but it also seems like it'll definitely work.

Maybe I'll start shilling once I have something to shill. This is the first time I've tried to make a game. I don't want to set my expectations too high or puff myself up when I barely know what I'm doing yet.
>>
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>>127629312
>>127629348

I respected him at first because of his slightly strange but really enjoyable game, but I had no idea he was part of the very foundation of AGDG.

The guy must have a hell of a tolerance for pain if he's willing to put up with this shit.
>>
>>127629020
I'm sorry

>>127629379
I'll try this.
>>
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Fixed my line of sight, and also fixed a bug where the enemy would shoot a bullet at you as soon as you killed him.
>>
>>127629348
Used to. Shitposting got too hard. New guy just stays 100% silent / allows in whatever bullshit. Seems to keep the shitposters at bay.
>>
>>127629123
>gogem is a memer who takes every opportunity to shit on other people.
projecting.
>>
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>write a simply game in unity
>put tutorial of it in a book
>sell on kindle

why do people do this? especially japanese people
>>
>>127630198

Because they know it'll sell to the naive idiot teenagers of the "I WANNA MAKE THE NEXT COD VIDYA GAME" variety.
>>
>>127629580
>The thing is the stuff i made so far is barely modular. I'll try to make the next one better designed with modularity in mind, because the current models look shit up close due to the lack of detail.
I would recommend looking at a demo project made from a commercial game released for an engine like UE or Unity since that will help you see how art teams use modal pieces to speed up the process.

Also don't take the art too far before playtesting the levels. I wouldn't take it any further than what you have there until you do so.
>>
>>127629273
face should look something like this
>>
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>>127630198
>tfw there are entire industries built around creating tutorials for mainstream dev programs like zbrush, maya, unity, ue4
>they become obsolete after a year or two so they just keep remaking them
>>
>>127613682
>Game Maker

go for it, especially if your game seems super niche or different. (read: no multiplayer, no lelsorandom features, no multiplayer, etc)
>>
>>127630385
isn't 3dmotive just that

they constantly just keep remaking tutorials for each version of everything
>>
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>Bills to pay
>Responsibilities to keep
>It finally started snowing this week

Progress is dead
>>
>>127630385
>pomf
>>
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>>127629390
Decided to write a little for loop that draws a creates an array of tiles for the circle algorithm from radius 0 to the max radius to fill up all the tiles lazily. clearly there's an issue with this quick decision, but daaaaaaamn circle FOV looks way sexier than the rectangle. Can't wait to finish this tomorrow
>>
>>127630320
I had gameplay but it's being refactored and the mp is being re-implemented once the programmer stops jerking off for a month during the holidays.

I did watch some examples of level design and modular asset creation, i really need the practice now. Like figuring out what pieces i need to make up the geometry at large, which parts of the level as a whole i should still sculpt, etc.
I'm just having trouble visualizing how it'll all fit together, like how many parts I'd need to make on >>127628626 and what should/shouldn't be modular.
For example i'd probably leave the horizontal walking surfaces as they are, but i'd have to replace all the vertical walls with modular pieces, but i'm afraid they'll look very repetitive if you can tell where the modular vertical pieces transition into the horizontal walking surface.
>>
>>127630572
Great job. You only need to remove those small blind spots and you're done!
>>
>>127629273
As I said, the topology works, but you could make areas like the forehead and the cheeks flow better. Tidy topo helps a lot with stuff like specular when you are not using normal maps.

Rings is the only proper way of doing eyelids I know of, so yeah.
A concave surface, or even a plane works perfectly fine for the sclera. Unless you are doing a not-anime style like FF or KH, you should avoid eyeballs.

And yeah, even if you don't want to learn how to draw you should still read the /ic/ sticky. Just remember that Loomis is a meme.
>>
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>spend time drawing concepts and stuff
>end up nodev-ing
>>
>>127630534
lynda and digital tutors as well. There is probably a separate website like that for most major packages.
>>127630572
You need to make this like teleglitch.
http://simonschreibt.de/gat/teleglitch-viewcones/
>>
If I end up being pretty good at modeling, but can't program for shit, how can I like make game?
>>
>>127630756
>loomis
>meme
no wonder your tits are all deformed and weird looking
>>
>>127630856
Avoid multiplayer, make a story driven game. Focus on level design and story.

If you put things into perspective you could probably implement (and improve) deus ex 1 tier gameplay within a month, even if you are a beginner programmer, just because of how easy engines make gameplay progress.
You still need a lot of work in terms of story and level design though, which is what deus ex had a lot of, but the base gameplay is ezpz.
>>
>>127630856
Unreal Engine Blueprints
>>
>>127628626
How?
>>
>>127630876
That's a new one. Wanna be more specific?
>>
I wish UE4 didn't allow blueprints for mechanics. It's fine for materials, but player movement and interactions are just so hamfisted. There's a ton of blueprint documentation and examples, but not many C++ examples. They're really pushing this thing,
>>
>>127630856
most successful /agdg/ devs were art focused
>>
>>127631038

I'll check them out eventually, but for whatever reason logic/coding always gives me a massive headache, and I seemingly can NOT do it. No matter how many tutorials/books/etc I use. I end up forgetting necessary variables, or I just don't know wtf I am doing.

I figured learning C++/SDL together wouldn't be a problem, as I'd rather program stuff that I can physically see if it works (for the most part). Rather than a bunch of crappy calculators/etc.

Problem solving isn't exactly my forte either.
>>
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>>127630827
Like this? not sure it works for a roguelike.. you'd get lost!
>>
>>127631152
n-no
>>
>>127631052
how what?
>>127631358
Telegitch is a roguelike.
>>
>>127631301

I'll keep that in mind. I just have to haul ass on improving my drawing skills, as well as learning Maya. I dl'd Maya 3D. Hopefully it covers all of the fundamentals of 3D design in its tutorial/help/etc section.
>>
>>127630856
If you can 2D, there's always Gamemaker Studio's drag n' drop method. Even children use it, it's practically foolproof if you want to make simple games and focus on art.
>>
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who /suicidewatch/ here?
>>
>>127631772
is that manga about the dwarf fortress dev?
>>
>>127630537
>have a job
>have no social life
>living with the parents to save money anyway
Aside from the occasional depression I can get stuff done.
>>
what's my first step
>>
>>127630723
>I did watch some examples of level design and modular asset creation
I don't mean watch. You should get something you can manipulate yourself. Now that I think about it Skyrim might be a good example since it comes with its own editor, there are a lot of cave dungeons, and Bethesda uses a lot of modular pieces.
>>
>>127632218
ur mum
>>
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aw yes time to dev
>>
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>>127632053
model/sprite
animate
learn engine
add models/sprites and animation into engine

rinse and repeat

the question is, are you comfortable at your level of skill?
>>
>>127631772
thats basically me except I lost weight at least
I would be too embarrassed to even say here how long I've been working on this piece of shit
>>
>>127632424
4 years
>>
>>127632353
That's part of my dilemma though. They do use a bunch of modular pieces, and they use pretty much the same set for most of their dungeons, which is why they all end up looking bland as hell. The do have different layouts, but they all look generally the same.
I know part of level design is that your environments don't look too different from each other aesthetically, but you can't just build everything out of the same stuff.
>>
>>127632424

what game you working on?
>>
>>127632528
Overgrowth
>>
>>127632398
but whats the first step for the thing I wanna do
>>
Would I get shit if I put an undertale easter egg in my game? I was thinking about making a Spear of Justice unique weapon.
>>
>>127630756
Alright! Thank you, friend. This has been very enlightening, and I feel a little more confident in what I'm doing now. I'll go read /ic/'s sticky in the morning and continue work from there.
>>
>>127632961
We'll shit on you no matter what, anon. But no one else will care, yanderedev wanted to, and might have already, put Vivian James in his game. Do what the fuck you want, although I don't know how it would benefit your game.
>>
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>>127632961
Of course you'd get shit. People would post a screenshot of that nonstop as if that's all your game's about.

Enjoy your millions.
>>
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old vs. new graphics for the beach track

I'm gonna redo everything in the new style, and make more
>>
>>127632519
If it were not for them having a billion dungeons I don't think they would feel so repetitive. Say if we just look at that one dungeon in Oblivion across from the starting prison: its full of modular assets but it doesn't feel bland the first time you visit it even if you explore the whole thing. You could do something like have one main set of modular pieces per level and then only borrow a few things from other levels.
>>
>>127632961
my demo will have an undertale reference
>>
>>127631495
Are you in college? Go to EVERY still life/life-drawing session as much as possible. Students can get in free at other schools, not just the one you go to, so check with your art teachers/directors for more info on any nearby campuses that coordinate with yours. That was one of the most valuable resources I had access to in my school, aside from getting a lot of free or reduced price software.

If it wasn't for fucking typography being required I wouldn't have dropped out. Fucking tedious useless class, because my future boss is gonna look at my giant poster of my hand-inked letter 'a' and measure how thick across that the spine (or whatever it's called) is the correct width and proportion along it's entire length? Are you for real? Of course he was. He spent 10 minutes on each student's assignment with a giant fucking magnifying glass and ruler squinting at the edges of an already giant letter on a posterboard to make sure the letter was drawn perfectly. Who does that? Typographers? Graphic Designers? Fuck man, I just want to make video games, who gives a shit about making an exact replica of a letter BY HAND? Who the fuck does anything by hand anymore? And that was just the first assignment. Fuck having to individually rearrange hundreds of thousands of letters IN ADOBE ILLUSTRATOR while I have 5 other assignments due tomorrow.

Fuck me. I draw. I paint. I've even made my own shitty font after swearing not to have anything to do with typography. But I don't consider myself an artist. Art for the sake of art is absolutely worthless. If it does not have a useful function, I don't give two shits if a painting gets destroyed/burned/lost forever. Thanks for making me hate art, asshole. (Not directed at you, or even the instructor, but really, I so fucking hate typography and it made me realize how much 'art' ((including my own)) is such bullshit). And now I owe them money. I'm fucked.
>>
>>127633232
You may have gone a little too heavy with your darkest color on the wood on the houses there.
>>
>>127633325

yeah I'm an art student at a CC. Unfortunately, my dumb ass is horrible at time management/I give up unless my art is damn near flawless. Not to mention it's hard to concentrate on drawing when your professor is constantly over your shoulder. It's drawing 101/still life shit, but still.

And she "praises" you even when the art is shit, and YOU know it, it's insulting. I have to take the class a 3rd time because I got so far behind.

Having more than one studio class in a semester = death with.
>>
>>127633516
>>127633325
link to art
>>
>>127633672

don't have my art hand to take a picture of atm. One is a simple desk at an angle (which was the first thing I actually did good, it was homework/new semester so I decided to bust my ass and not fuck up).

Any time I drew in class, it turned out like shit, being on a time limit/having someone over your shoulder = shit art.

My REAL issue is really shading, proportions/angles. Even with the tricks I learn it gives me a hassle. Guess I gotta practice more.
>>
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>mfw comparing world of tanks models to mine
JUST
>>
>>127633516
Good luck. At some point, you just gotta call the work finished. I don't think any artist would probably consider their work finished but you gotta put your pencil sometimes and the catch up on other work for other classes. Work your ass off too, even if it's bullshit. Don't make my mistake and fuck up or it's expensive.
>>
>>127632618

You can't be serious
>>
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>>127634106
yes i am
who do you think posts all those anime images?
>>
>>127634072

oh I know, I have to wait to get my financial aid back so I can go back, probably next winter semester.

And yeah, I was spending so much time on it because I got sick of hearing her say "you need to put more time in, you need to put at least 6 hours into your homework".

6 hours on a drawing, plus however much time for my design class, plus however much time for my comp design class, plus time for english essay research/homework, are these people fucking nuts?
>>
>>127633232
it looks way better
>>
>>127634179
>Implying sjwgrowth would visit gamergatelands
Kek
>>
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>>127634179
thank u for making the thread colorful
>>
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I was having a bunch of problems with my collision detection against an enemy that floated up and down with a sin wave, so I decided to get rid of the sin wave and just make his sprite move up and down.
It doesn't look as nice, but it gets the job done, and it fixed the collision glitch.
>>
>>127634179
lol
>>
>>127634362
what was happening with the collision when you had the enemy moving in a sine wave?
>>
>>127634514
If the player collided with the enemy, the player was supposed to get pushed back, but for some reason the sin wave caused him to slip right through the enemy.
>>
>>127634617
>If the player collided with the enemy, the player was supposed to get pushed back, but for some reason the sin wave caused him to slip right through the enemy.
I would guess its probably not moving it in a sine wave that did it but however you were setting the position, or else you probably will see the same problem down the line but with the linear movement, too.
>>
>>127634617
are you doing this shit from scratch or are you using an engine?

care to post any code?
>>
>>127634249
>are these people fucking nuts?
Yes. And now that I've had some time to think about it, they had to go through the same thing we did, but without computers and internet, but somehow they managed it, and got their masters and doctorates degrees while they were at it. Imagine that kind of insanity.

We had a nearby school that was even worse than ours, but it was one of those really prestigious art schools with even tighter student schedules, and their students had an alarmingly high suicide rate. All for an art school. It was ridiculous. Art should not drive you to suicide. It's bullshit, which why I think art by itself is completely worthless.

And when your art drives you to dance underneath a waterfall (poopfall) of blue-food-colored cow shit being dumped on you while you're naked and screaming at the top of your lungs in front of a live audience, you have to stop and ask what art on its own actually contributes to society. It's essentially entertainment for those who can afford it. At that point you're not doing it for 'honesty' and for the 'love' of art. You're doing it for the money.

Sorry. Had a bit of a rant there again. Goddamn. Typography really screwed me up.
>>
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>>127633232

it's already so different. it will be even more when I redraw the background and make a new car model
>>
>>127633325
i always thought those typography exercise were meant to improve your draftsmanship

https://www.youtube.com/watch?v=INHeI6Lwtes
>>
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>>127626483
You need to make some sort of background; until you switched to the second and third I kind of thought they were just flying around and that was your process of fixing them
>>
>>127635792
i like
>>
>>127625009
>Not writing down ideas/improvements in a notepad/clipboard
You're not even trying.
>>
>>127627717
>homph
Why have I never heard of this before? Seems like a useful list and such.
>>
>>127629580
>>127628626
I don't really know what I'm looking at, but it looks interesting. I really like caverns / underground done in games if it's done properly. your project seems worth following.
>>
dumb question maybe

does any1 know if the oculus rifts you can preorder work as a devkit or is there a special devkit version for devs?
>>
>>127635792
Comfy.
>>
>>127631276
>I wish UE4 didn't allow using a tool a way I don't like
Not
>I wish there was more documentation for the tool I like
Really?
>>
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How do you make Level Streaming?
>>
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I'm starting to think I should bring the mixels back
>>
>>127636148
Thanks!
http://brummerke.tumblr.com/
http://weaverdev.tumblr.com/
progress is a bit scarce these days though but hopefully we'll get back on track this month.
>>
>>127636538
>spaceships at the end
IDK if you saw the message 2 threads ago (last night) - are YOU the spaceship-asteroid-cigars-bullshit dev? I remember that person did some silly shit that I enjoyed, but couldn't put my finger on.

It also seems like this either isn't your first project or you learned some things in university / on the job, judging from whatever sculpting program that is that you have access to and caps you've posted.
>>
topology is a meme
>>
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>tfw you kinda wanna make a lewd game but you know you could never attach your real name to it or tell your family about it

The struggle is real.
>>
>>127636904
X is a meme is a meme - and a shit meme at that
>>
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>>127636529
you could've made it if you had drivers.
>>
>>127636529
Are you upset by this? Like what the fuck?
https://www.kickstarter.com/projects/1793481042/star-wars-open-world-rpg
>>
>>127636917
>anime shitposting
Why am I not surprised?
It's not a "struggle". Either you attach your name to it and deal with it, you don't tell anyone you know, or you make a game that socially acceptable. None of the three options make whining about it acceptable. Shut up and get to work on your game.
>>
>>127636917
>tfw my family wouldn't really give a fuck but my girlfriend's family would hate my guts

seriously fuck this kind of shit, I'm not even related to you, fuck outta here I'm making a titty game whether you like it or not.
>>
>>127636917
why do you need to attach your real name to it and tell your family about it
>>
>>127636992

I will

>>127637028

lmao he'll probably never get 200k.

I'm too down-to-earth for kickstarter. I worked 14 months on my game before I even brought it there, and I took all the care to promise only what I know I could deliver

but KS doesn't reward this kind of behavior, they love risk
>>
>>127637028
that actually infuriates me
>>
>>127636992
He looks like a bad driver. You can't do sick skids if your hands aren't at 10 and 2.
>>
>>127636756
yeah i am, you said donuts as well in that thread but I'm not sure where you got that from D:
>>
>>127637181
Usually you can use games you make in your portfolio, but if the game is about playing with titties that's probably not a good idea.

As for the family, it's less the reality of the project that's a problem and more that you can't share it and would have to dodge questions. I dunno about anyone else's family but if I were deliberately vague about what I was making a living doing they'd get suspicious, not to mention being bothered by me avoiding telling them the truth.
>>
>>127635642
Would have been nice if we were taught how to do one though like how this guy sort of at least showed his construction lines. Hell, I didn't even know this kind of assignment was called 'draftsmanship'. My instructor lectured a bunch of typography history and then gave us this assignment. I didn't know how to even approach it. No guidelines on how to measure, what even the assignment was called, what tools to use other than 2 types of ink and a specific posterboard, so I couldn't just look up a tutorial online, I had never used the tools before, or inked anything in my life, it was a mess. Only two students in that class managed to get a C for that assignment, everyone else failed it or didn't turn one in. Our textbook was just history and going over specific fonts like futura and shit. They didn't have any instructions for how to draw the letters or the way to ink thinks properly, or what technique to use, nothing. Just proportions on letters that didn't cover the assignment. Like wtf, I'm supposed to make a perfect work of art on my first try, and we haven't even been taught how to do it. It didn't help that he constantly told us most of us were going to fail the class. He straight up called people's assignments shit and garbage.

I just wanted to make video games. Didn't even get a single game design or game art/3D modeling class until the the third or fourth semester, got As and Bs in every other class but kept failing Typography over and over again. It fucked up my GPA so much that I just gave up. All that work and sweat in my other classes just so that typography could shit all over me. Fuck you, typography. I'm never taking you again.
>>
>>127636992
you know what, this is actually a genius idea. having drivers with unique personalities would be really interesting. I always like games that do this, like overwatch, or smash bros, or just games where the characters are really unique and varied and so specific to the degree that everybody can relate to them.

make a fat driver that is always eating when he drives yet he kicks ass.
>>
>>127637352
Are you trying to body shame?
>>
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>>127637228
>10 and 2
>not holding the stick
nerd
>>
>>127636904
topologyfags are the enginedevs of 3D modelling

WHO CARES
>>
>>127637312
No idea, it was a long time ago and I just remembered some silly shit in the webms, just not what.

Still, keep at it, your skill level shows promise if you continue to do stuff with it.
>>
>>127636992
why is his arm so short
>>
>>127637461
no i just like the idea of a fat driver. would b cool
>>
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engine
>>
>>127637521
That's more like a driver I can main.
>>
>>127637772
I keep seeing that book. Is it worth reading?
>>
>>127637521
more
>>
>>127637336
You just tell them you are working on a secret project which everybody in the industry is doing and later say it was canceled which happened to everybody.

>>127637185
Anon don't give up now just remake it but add cute anime girls to your game.
>>
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>>127637652
it's foreshortening, the angle of the arm pointing towards the camera.

>>127637865
last one
>>
>>127637651
Thanks, although i've really been slacking off, I'm doing art for the current game full time, no programming.
>>
>>127637860
go ask /g/
also no if you just make games
>>
>anime watching "programmers"
>>
>programmers watching "anime"
>>
>>127637946
you can tell if foreshortening is successful if you don't have people asking, in this case, why a character's arm is so short

that foreshortening was about as much of a success as restricted rock paper scissors
>>
>>127614893
WHERE'S 2D TOMB RIDER
>>
>>127637946
damn he looks sophisticated. make more googs
>>
>>127637185

its not to late to pander anon

dont give up

i wanted to make a cool game that no one will buy so instead I will give it RPG elements with quirky lolsorandom characters so i have a smidgen of a chance
>>
>>127637028
is he like 12 years old? does he really think disney arent going to shut that down?
>>
>>127638101
those are the driftstage fanart doods i made, i got other doods in my yaoicore giraffe style.
>>
>>127637028

>I do not have permission from Disney to create this game as of now. Disney has no part of this as of now. I have received a reply from Disney telling me to ask Lucas Films.

>If not then there might have to be a compromise on the name or some other parts. I need your help. I am not a very good programmer, and I'm an even worst artist.

>16k funded
>16 FUCKING THOUSAND


qw;jkrmkl;qwhosad
>>
>>127638343
They know they'll get it back, they're just memeing around
>>
>>127638258
such as my own games now as of Whip the Vote
>>
>>127637028
>>127638343
>three $1500 backers

Is this real life?
>>
>>127636992
>>127637521
I wonder if I should ask Gogem to make a fighting character spritesheet for me.
>>
>>127638487
Are you making a fighting game with a dedicated neck hitbox.
>>
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Impossible space is a bitch to make but its so cool
>>
>>127637946
well then why is his deltoid connected to his forearm
>>
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so agdg is the next big game here?

>>127613535
>>
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>>127638596
>>
>>127638808
Cool!
Is that done with OnTriggerEnter/Exit?
>>
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>>127638487
depends how much money you have to ask him with.

>>127638835
his elbow is to the right of the middle line designating where the forearm is.
>>
>>127638808
Please teach me your ways.
>>
>>127638481

meanwhile Slipstream is under 3k lmao

with those 3 I'd have 75% of my funding

life sucks
>>
>>127638848
Apotheosis might have what it takes. If he's going the way I think he's going.
>>
>>127638848
dedlnk is best but that doesnt mean it will be big.
>>
>>127639052
If the guy had set the total lower they would pull their money if it made it. You ever heard of that zombie game some kid kept putting up with a goal in the hundreds of thousands which /v/ funded and then pulled all the money from?
>>
>>127639052
my brother you have 11 days left
>>
>>127638993
Yes, thats what starts it.
>>127639039
Look up non-euclidean stuff for the extra hallway added, and stencil buffering for the thing that appears only when looking down the new hallway. Goodluck!
>>
Using Blueprints, is there a way to add dynamically editable collision meshes to Skeletal Mesh Components? I see capsule / box / sphere, but I can only add those to actors, I think. I'd use actors instead of components if it weren't such a pain in the ass to "find" those actors every time I needed to do something to / with them. I need to add collisions to my rifle parts and I can't figure out the best way to do so.
>>
>>127639287
anything can happen in 11 days
>>
>>127639287
>>127639428
11 days left to add Bird Drivers.
>>
do not
use
blueprints

learn to code
>>
>>127639413
setting "BlockAllDynamic" in the "Collision" tab seems to work, but a bit imperfectly, guess I'll be using that for now.
>>
>>127639428
>>127639287
to be clear i meant you could still get 3k ez in 11 days with pandering shilling etc
>>
>>127639795
not with a crap game
>>
>>127639826
..............................
>>
>>127639795
are you a shill expert?
>>
>>127639052
If you're going the cuhrazee path add some cuhrazee cars as well, liek limousines, tanks, shuttles, english buses, etc
>>
Better question; how would I make collision boxes for these? I know I'd have to make them by hand, but don't know how to go about that exactly.
>>
>>127618949
?
+ = progress
- = regress/block
~ = I need hand holding and willing to trade
>>
the problem with slipstream imo is that it looks very bland

yes it has the authentic retro part down but how many people care about that?
>>
Should I watch anime or work on my game's animations? The more I work on the game the more I feel like I'm never going to finish it. :/
>>
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>>127639994
Of course I forgot the picture.
>>
I am aspiring musicbro and I want to learn to use a tracker for fun, I usually use ableton
Somebody give me a webm of their game or something i can make music for, if you like it you can keep it, its just for fun anyway
I never said i was good
>>
>>127640060
driftstage blows slipstream the fuck out it's already over

unless he creates iconic driver characters, makes his colors better, adds more interesting art pieces in the levels and adds more juice
>>
>>127640423
drift stage from what I recall had pretty empty looking race courses. the cars are good though. and the music
>>
>>127640423
Either way, slipstreamdev got further than most people too and know he knows what to do for next time.
Nothing to worry about imo
>>
>>127640423
also needs to add gameplay where the driver gets out and surfs on the top of the car and fights opponents who are also surfing their cars.
otherwise who would possibly care about racing game no234445?
>>
>>127636529
Yo.
I don't know who this game is for. Who wants to play this? People who play racing games usually either go for simulationshit or kart racers. I don't think there's a big market for neo80s pole position.

That said- You got AESTHETIC. I think if you made a bunch of juicy anims like shit hitting your car and stuff to avoid and released on mobile you'd have a very marketable product. I feel like this kind of game as is can only sell on the personality you give it.
>>
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>>127638808
made the hallway go somewhere. sleep time now
>>
What's a forum I can go to to discuss dev-related shit? So far I only know of Polycount, but that's only for modelling. I need help with topics like "how to do X in engine" or "what is the best way of doing Y", etc.
>>
>>127640787
Here.
>>
>>127640505
ur totally right, but slipstreamdev doesn't wanna hear that bullshit he wants to know how to make his current game better
>>
successful agadg kickstarters:

aviuary attorney
walkerman
the one with the robots
the cat platformer game for mobile
>>
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W E W
E
W
>>
>>127641039
what is vulkan i hear about it all the time
>>
>>127640919
RoR and Cavern Kings too.
>>
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>>127640821
While this place is helpful, the posters here usually don't have more than a base knowledge of whatever it is.

For example, my current problem: I'm making a modular gun system, and I need suggestions on the best / a better way to do it. I've got the mechanics roughly fleshed out in two parts: I've got a blueprint that randomizes the gun parts and assembles them coherently (the designs seen a few posts above), and I've got a blueprint that has a system that generates random values and applies them to different parts, with a mostly-working inspection menu (pic related).

I don't want to just try to mash the blueprints together, since that will end poorly. So, how do I store the values? I want each of the components to have a predetermined value I manually input - where would I store that? Making a new BP for each component seems ineffective - could I maybe create one BP which stores all of the components so I could reference them? etc. etc.

Questions like these tend not to get answered because the people that post here usually have at most 1-2 months experience with an engine, /if/ that, and the ones that have more/better experience are busy with their own projects.
>>
>>127640787
Perhaps the forum for that engine lol
>>
Hey fellow 3D artists, can you help an aspiring learner out? I just finished watching the 1 min start up tutorials. Can you guys help me get started on the right path towards actually making things, like what order to learn whatever fundamental stuff in?
>>
>>127641081
Replacement for OpenGL.
>>
>>127641252
Tqbh, you need to learn how to draw to make stylized 3d models.
Realistic models is more of a mechanical skill rather than artistic so go with that if you are unwilling to learn traditional art first.
>>
>>127641381
It's more than just a replacement. It's a complete overhaul to the way we approach graphics rendering. It's also a much needed graphics standardization across multiple platforms.
>>
>>127641401

I'm working on improving my drawing skills as well but you didn't really answer my question.
>>
>>127641381
>>127641467
Sounds cool, im gonna try to get into graphics programming for fun in the next couple years (compsci student) so I can't wait. thanks for info
>>
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What is the shader to end all shaders
>>
>>127641658
On that turns everything into my Japanese anime.
>>
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>>127641658
PBR
seriously, that's the big commotion with it all
unification

>>127641595
why not start now?

also, he has spoken
>>
>>127641847
Never reply to me again you fucking seppleshitter
>>
>>127642049
make me
>>
>>127642049
can you adopt a trip so I can make sure I dont accidentally reply to you? thanks!
>>
>>127642171
It's me, C-Kun!
The most obvious poster on all of 4chan
git gud kid
>>
>>127642154
>:(
>>
>1 day and 22 hours until demo day

god help me my game will never be done
>>
>>127642334
Don't worry about steamchat day
Start planning how you're gonna create a zelda game in a single month
>>
>>127641847
Im trying to learn network programming, classical 18th century counterpoint, texturing (environment art in general), unreal and trying to get a gf so Ill do it next year
>>
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>>127642443
>trying to get a gf
where the fuck do you think you are, boy?
>>
vine will be your gf just give her money on patreon
>>
>>127642554
h-hey it happened before... once...
>>
>>127642443
Girls are only attracted to yesdevs.
>>
>>127642683
I'll post progress once im done this cardboard box then
>>
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>>127617531
I've never had my hands hurt after drawing. I've gotten cold, though.

>tfw you can't draw real good but your hands and wrists hurt from living in the cold and typing too much

rip my fursmut career (this is not my fursmut its a well known artist)
>>
>>127642683
You can also try to impress the agdg femdevs.
>>
>>127643152
whats the point when hopoo will just come in and hit them in the face with his gigantic wallet
>>
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First off, my screen recorder had an update and for some reason it's now hiding my cursor and showing red rings where I click. That doesnt happen in my UI. I'm too tired to try and fix it.

I did not get much done today. Spent most of my time drawing out icons and menus. I've only implemented one of my screens though. The perks and shop icon ended up a bit weird so I'll have to go back into photoshop and fix that tomorrow. I should probably double check my other icons too.

On a side note: I finally got a proper CRT effect I made from a reference some anon linked me. It was working pretty well until I found out you cannot use post-process effects on UMG widgets. I may fidget with it tomorrow and make it a 3D psudeo-2D widget.. idk. I really dont want to mess up certain screen resolutions so I might just not add a CRT effect in the main menu. I could use it for in-game computers that dont take up your whole screen instead. I know some people dont like the CRT effect.

Anyway, I'm off to bed. Have a good night /agdg/
>>
Your demos ready, aggy daggies?
>>
>>127643275
fuck off steamchat, we've got bigger jams to worry about
>>
>>127643152
>agdg femdevs
That's a thing?
I picture them exactly as everyone here : bearded, and greasy...
>>
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>>127643152
why don't we bring in this enginedev grill aroun?
>>
yeah I'm busy remaking zelda
>>
>>127643359
I don't like forced interaction
It's the reason tinder is shit
>>
>tfw game looks pretty good in motion but absolutely terrible in screenshots
>>
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give me an idea based on north korea's h-bomb detonation today
>>
>>127643423
>>>/r9k/
>>
>>127643465
Seismological game where you have to identify nuclear tests among earthquakes and shit
>>
>>127643423
all interaction between males and females is forced

most interactions are based on the assumption by one or both parties that sex will occur at some point in time

the rest is work related
>>
>>127643538
There's a difference between forced and natural interaction, Anonymous
>>
>>127643605
is this what virgins actually think?
>>
>>127643605
>>>/r9k/
>>
>>127643679
>virgin shaming
Stay classy. Also >>>/r9k/
>>
These threads are always heavy with the misoginy
>>
>>127638452
That flag on trumps suit looks exactly like a water droplet that got sprayed on my monitor.

I actually tried to wipe it off.
>>
After I learn (somewhat) how to do some of the basics in 3D modeling, now what?

Theres a ton of fundamental shit, letalone just learning how to do basic modeling yet to be learned/how to do it without making a mess. Where do I begin? I hate overthinking/feeling lost.
>>
>>127643359
she's qt
>>
I finally managed to somehow apply a UV texture (or whatever its called) to a thing after unwrapping it, but i made a mistake on the texture

I changed the file the texture is one (a .tga) but i cant seem to get the new version onto my object, i made a new material with the image but i cant drag the material onto the object it gives me like a no-no cursor

what do (im using max)
>>
>>127643856
What do you mean, where do you begin? What fundamentals have you learned? If you know how to do edge/polymodeling, you know all there is to know basically (at least as far as low poly is concerned). Make something; a car, a gun:

https://www.the-blueprints.com/
>>
>>127643963
I have no idea what you're talking about. Why are you dragging the material onto the object? Just press the apply material button in the material browser
>>
>>127644049

I'm basically new to this whole thing. I know what faces/edges/vertices are. Fundamental wise I guess I haven't learned shit. I've only messed around in Mayas interface/controls. I don't know very much, and i've looked through their startup tutorials. Just don't know really where to go next.

I feel dumb, honestly.
>>
>>127644205
read a book then
>>
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that'll be $500
>>
>>127644205
Oh, okay. Look up game modeling or poly/edge modeling tutorials, and follow them. That's what I did ages ago, and it did the trick. There are a ton of Digital Tutor torrents out there, try those.
>>
>>127644131
Shit man ill just go back to the tutorial, i have no idea how i even the texture on there in the first place
>>
>still no reply from the 5 companies I applied for
NEET NEETNEEEET NEEET BEEENEETTNEETTTTTTT

No dev today only killing myself.
>>
>>127644360
That's standard. I'm well educated, with work experience, and I only ever heard back from 1 in 10 companies the one time I was unemployed. You've got to understand that you are one of between 100 and 5000 people applying for that job.
>>
>>127644360
>only 5 companies.
That's cute. But that's not how you'll get a job.
You need to send your resume everywhere, get no answer, then resign to work in a crappy place for minimum wage. Like everyone else.
>>
>>127644360
>no dev today
But by deving you'd improve your skillz and improve your chances to get replies from companies.
>>
>>127644292
wheres the pay pal link
>>
>>127644321

I just grabbed the Digital Tutor 2016 torrent. How much stuff should I make before trying my hand at modeling people? (I gotta work on learning my anatomy so it's not a mess lol).

One thing that looks like it could give me hassle is the whole "floating it space" bit, I can't really explain what I mean but it has me worried that if I go to model something it'll look off/wrong due to rotation/placement or something. Idk, that probably makes no sense.
>>
I'm going into a Game Design degree next year.
I have so many ideas and two small games under my belt.
...I'm gonna end up switching to a straight software engineering degree aren't I?
>>
>>127644635

Game Design degrees are a joke.
>>
>>127644452
Would it really hurt them to have some auto generated email or something they can send to all denied applicants?

I could apply for more companies in the meantime but they arent as good as my top 5 choices, I dont want to accept some shitty slave wage job and then get a positive reply from a job of my actual choice.

KILLING MYSELF
>>
>>127644635
If you're smart and want to actually work on games
>>
>>127644543
It is going to be considerably more difficult to make a human/humanoid if you don't know the basics. Try a tutorial that makes a car. There's not a huge difference between making a car and a human; the only differences are for humanoids you have to model with animation and bending of joints in mind, and it's just more work to make them look, well, human.

I have no idea what the second part of your post means.
>>
>>127644714
he means that when you start an empty scene in say 3dsmax your in "empty space", he doesnt know how big or small or where to face his models etc
>>
>>127644671
>Would it really hurt them to have some auto generated email or something they can send to all denied applicants?
Too much work
>>
>>127644714

Yeah I figured it wouldn't Hmm

>>127644759

Yeah sorta, and theres like, no definitive "ground" so if I was doing a level design idk how that would work. But I guess thats too far off to worry about.
>>
>>127644759
Uh, okay, well in that sense then no, it doesn't really matter where you model your stuff, not until export, and then you can just move your mesh anyway. You don't have to have the bottom of the feet touch the y0.0 "ground"

Scale is a little different. I'd start by setting your units in Maya or whatever to be centimeters, and work off of a realistic scale.
>>
>>127638452
Why does everyone have a black crevice going through their head?
>>
What do you call just like, a 3d thing in 3dmax or maya etc, like a single box or single cone (not just primitives though). is the word "entity" or "object" or what?
>>
How do you get initial players on your mobile game? I don't think the same strategy for PC works here because I've never heard of someone following progress of a mobile game, and usually they take far less time so you have less time to build a following/interest anyway.

Do you just hope for the best or is there something you can actually do short of spending tens of thousands on ads?
>>
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Where can I quickly learn the calculus needed for rendering(like line, volume integrals) without all the fluff and proofs? I only know single var and some multivar basics(computing partials, gradients)
>>
>>127645028

khanacademy probably
>>
>>127645028
Any calculus textbook for engineering is as good as your gonna get for this
>>
>>127644968
>Do you just hope for the best or is there something you can actually do short of spending tens of thousands on ads?

pay various gaming stores to keep your game up on first page/hot games/new games/whatever for a week. choose your week well, and if you don't generate interest in that week, abandon all ads, move on to next game
>>
>>127644932
Mesh

Object can be anything, a light, an IK
>>
girls can make games too!
>>
>>127645428
ok
>>
When working on an RPG is there any reason to not make the game fully controlled with the mouse?

Are keyboard/controller inputs only good for nostalgia pandering?
>>
>>127645428
I'm sure there's a lot of women working in big dev companies.
On /agdg/, however...
>>
>>127645537
name entering
and wasd is best
>>
How can make game be so expensive? Is it just living costs or is it the potential for artist commissions?
>>
>>127645537
Keyboard inputs are way faster
>>
>>127645605
its a scam ya dip
>>
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>>
>>127645772
Thank you for your free ($0) contribution to AGDG.

Remember to get your sunlight to help with that depression that we're all fighting!
>>
>>127645772
I find that having this documentary running in the background improves my dev productivity
>>
>just realized that it'd be way better to have billboards for my crops rather than 3D objects
Welp, there goes my idea of having real-time growing plants.
Unless I can somehow get decent low-polys models that wouldn't stress too much performances.

Damn. It always comes down to art isn't it?
>>
>>127645641
How?

Can't you just make it like most MMOs with a "click this spot to move to it" system in the field, and simply click buttons and commands in battle?

I can't see any reason that would be slower than using the keyboard.
>>
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( >>127642726 )
I finally got it to work, my first ever 3d asset :' )
>>
How much money can be made making simple 3D assets for people, on average?
>>
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>>127645959
>real-time growing plants

literally Peter Molyneux: the feature
>>
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>>127644880
the neck shadow?
>>
>>127645986
Decent

It doesn't get much more simpler than a box, so my only complaint is the quality of the texture.
>>
>>127645983
You don't see why clicking abilities is slower than hotkeys?
Is this bait?

>>127646062
Ya, first texture so, I'm workin on it, any tips in particular other than like, add detail and suck less? I program and music mostly anyway
>>
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>watching Benjamin's Udemy course on GameMaker
>keeping up with the code and shit fairly well until he starts piling shit on during the Collision lecture and not explaining what a lot of it actually means
>suddenly I'm completely lost and don't understand shit
Am I just retarded? Does he explain it more thoroughly later?
I can't learn through memorization. I need to know the actual FUNCTIONS of the code, but he's suddenly stopped explaining it and went back to the "just type this and move on" method of his YT videos. Fuck. Hopefully he stops and explains it all soon.
>>
>>127645959
you could make your own engine optimized for crop growing
>>
>>127645605
wages
if 3 people work on your game full time it's 10k a month
that's 120k a year

there's a ton of other costs too like buying software. for example, maya costs 2k a year so you have to add another 6k. maybe you need workspace, that might be another 20k a year.

that's professional stuff though, indie devs can save a lot of money by working over the net, using free software and living in their moms basement.
>>
>>127646041
Why do you make everyone look like a giraffe, then?
I spent at least half a minute trying to figure out of it's a mouth or something. I thought it might be shitty facial hair until I saw Trump.

Also the SCM looks like a big, exaggerated chin on the first two guys, that threw me off, too.
>>
>>127646136
Needs to look less like plastic and more like, you know, cardboard

Google "cardboard box texture"
>>
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>designing a level
>after design is finished i have to design modular parts that can fill up the form of the level shape
kill me now
>>
>>127646451
Next time ill try pasting in a cardboard seamless thing instead of paintbucketing each rectangle brown, then drawing details over that
>>
>>127646203
unless you are making an mmo i don't see how you would need to pay 120k for a game
>>
>>127646136
>You don't see why clicking abilities is slower than hotkeys?
I'm not making some shitty WRPG with a hotbar.

I'm talking
[Attack] -> [Enemy]
[Magic] -> [Magic 1] [Magic 2]
[Item] -> [Item 1] [Item 2]
And so on. That's a very simplified version, but still. You don't think it'd be faster playing a game like FFV with a mouse instead of a keyboard or controller?
Is YOUR post bait? Or did you read RPG and default to some WRPG or Korean MMO shit?
>>
>>127646634
Not really, you could even go so far as to make it so you could press 1-9 to select enemies instead of having to scroll through them with arrow keys etc, it would be dreamy after playing ff1,2,3,4,5 etc etc
>>
Odd: chug the beer and water
Even: pass out now
>>
>>127646737
>Hotkeys ARE GOAT
>DWARF FORTRESS HAS THE WORST UI

Make up your fucking minds mooks.
>>
>>127646583
the game you're making doesn't matter, what matters is development time and staff size.
>>
>>127646786
Its opposite day :V
>>
>>127646737
What?
You think it'd be faster to look at the enemy you want to attack, look at it's "number", then press that number on your keyboard, than just moving the mouse over and clicking the enemy?
If you really think that, you might just have a shitty mouse or shitty hand-eye-coordination or something.
>>
>>127646816
There's a difference between using a handful easy to remember keys and a mess strewn across the keyboard with all sorts of different functionality and having to constantly check what does what
>>
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>>127646880
Forgot my example image, but it doesn't really matter.
>>
>>127646880
Alright man, its your game.
>>
I'll dev in the morning for sure
>>
>>127646929
Yeah, and both are slower and more cumbersome than clicking.

That's why the mouse was invented.
>>
>>127646971
Go to bed, slow
>>
>>127647046
Why do people use hotkeys then
would you rather press ctrl-s or click the file menu then save?
>>
>>127647046
Sounds like you just haven't played enough games to know what you're actually talking about.

Mouse is far superior for its granularity, but keyboard is still faster (and far less annoying) for many things.

Like take DotA 2, it would be essentially unplayable if you had to click skill buttons with the mouse.
>>
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>>127647063
>>
>>127647046
>mouse clicking
>slower than hotkeys

I bet that's why starcraft players, league players, WoW Arena teams, and virtually any other competitive game that has hotkeys and clickable buttons always has people using as much hotkeys as possible.

Hell even in development and art watching people use photoshop or any other program where they know hotkeys they get work done so much faster than clicking on shit.
>>
How do I create abstract sounding monster noises kind of like in doom?
>>
>>127647250
Layer animal noises ontop of eachother
(I am not at all taking into account the words "abstract" or "doom")
>>
>>127647196
>>127647139
It has already been established that this isn't a real-time and/or hotbar situation.

We're talking in a classic turn-based system.

When the entirety of the game is moving around a map and hitting basic command buttons in battle and selecting from magic/items, there's no way a keyboard can be faster than a mouse.
>>
>>127647294
You're just flat out wrong. Play more games man.
>>
>>127647216
>there are seriously this many people in /agdg/ that can't read

Again. Not a hotbar. This isn't an ARPG with 8 commands for the entire game. This is a turn-based RPG with a handful of basic commands and dozens of spells and items.
>>
>>127647349
>You're just flat out wrong.
But I'm not.

>Play more games man.
Play RPGs on DS/3DS that support touch screen.
Play a game made in RPGMMV.

Try something other than Blizzard games before telling someone to play more games.
>>
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>>127647439
>>
>>127646852
>le staff
most indie devs commission their work, they don't directly hire people to work for them
>>
>>127647439
You still do things that lend themselves to hotkeys, its not impossible to mix the two either:
click an item out of your 128 item inventory and then press "5" and it gets used on the fifth enemy. Sure, number them, thats fine.
Maybe its faster, maybe its not, im not gonna have an autistic hypothetical argument about milliseconds here.
I, for one, and apparently a bunch of other people here would prefer as much to be done on the keyboard as possible

And you mentioning ff5, if your game was HYPOTHETICALLY exactly like ff5 i can only imagine how amazing it would be if it had
full keyboard support

You asked the question in the first place man,
>>
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>>127645537

making a roguelike with tiles, but will have full keyboard support and mouse input, as all other roguelikes.
>>
>>127647727
>pixelshit
>>
>>127647758
Put down that exit bag Anon. You can still finish your game.
>>
>>127647758

>(You)

thanks for the support anon. I wake up every morning for this.
>>
>>127647294
>>127647371

>hotkey
>shortcut
>hotbar

They don't have those names for no reason anon.
>This is a turn-based RPG with a handful of basic commands and dozens of spells and items.

Idk about you but when I played arena in WoW and got pretty high up I had like, a lot of fucking keybinds, though I actually got a mouse with a bunch of mousebuttons because that was even faster but they were still hotkeyed.

>1,2,3,4
>Shift + 1,2,3,4
>ctrl + 1,2,3,4
>q,e,r,f
>Shift + q,e,r,f
>ctrl + q,e,r,f
>z, c, v
>Shift z, c, v
>ctrl + z, c, v
>Mouse scroll up, Mouse scroll down
>Shift + Mouse scroll up, Mouse scroll down
> ctrl + + Mouse scroll up, Mouse scroll down
>(I configured my twelve mouse buttons use the numkeys = page up/page down)
>num 1,2,3,4,5,6,7,8,9,0,Page-up, Page-down
>Shift + num 1,2,3,4,5,6,7,8,9,0,Page-up, Page-down
>ctrl + num 1,2,3,4,5,6,7,8,9,0,Page-up, Page-down

I played an elemental shaman so a lot of that stuff was totems, but a lot was also hotkeys for targeted stuff. So like ctrl + z, c, v would set smart targets and z, c, v would switch between them. There was certain spells like Hex or Wind Shear (polymorph/spell interrupt) that I'd have macros set up to automatically cast on a smart target without me needing to switch targets. This allowed you to interrupt a healer for example without needing to switch targets from the dps that you're burning down.

I realize this is an action game I'm talking about but I just wanted to make the point that even action games use long lists of shortcuts because if you know the shortcuts they will ALWAYS be faster than the mouse.
>>
>>127647758
http://www.webmd.com/depression/features/natural-treatments
>>
Deving that game
High on cocaine
Googum mush you better
Watch your juice
>>
>>127647495
Great argument.

>>127647674
>And you mentioning ff5, if your game was HYPOTHETICALLY exactly like ff5 i can only imagine how amazing it would be if it had
full keyboard support
But it does if you play it on an emulator. It takes just as long to select enemies and scroll through everything as it does with a controller.
Sure you could put big ugly numbers on enemies and shit like that, but mouse support would still be faster and better.

>You asked the question in the first place man
I did, but I expected better arguments than
>[insert Blizzard game] would suck without keyboard!
>muh hotbars!
If anything you guys have proven that keyboard/controller input is for nostalgiatards and I don't really need to worry about it.

If my game is heavily criticized because of it I guess that'll be my problem.
>>
>>127647932
>because if you know the shortcuts they will ALWAYS be faster than the mouse.
Yeah, but using a mouse is pretty much universally retard-proof.

Why would I go through the extra effort of mapping a million controls and expecting everyone who plays my game to take the time to learn all of them, when they can just click everything and finish battles in seconds anyway?
>>
enginedevs ww@
>>
>>127648051
We aren't saying your game needs hotkeys.

At least I was simply arguing the fact that your statement of "Yeah, and both are slower and more cumbersome than clicking." is simply wrong. because pretty much every single program can be used faster when manipulating hotkeys.
>>
>>127647758
>>
>>127648159
dumpster
>>
>>127648051
>But it does if you play it on an emulator.
no

Anyway, if you're gonna call us "nostaligiatards" for prefering something that basically 100% of professional software users and competetive video game players use alike thats not our issue like you said.

>>127648135
You dont have to, thats the beauty, its your game
Were just saying we think itd be faster, which is our opinion, which you literally asked for
>>
>>127647838
>>127647852
>>127647964
>>127648186
Sorry guys, I was just kidding. I actually like it.

See, I'm not even good at shitposting.
>>
>>127648232
>You dont have to, thats the beauty, its your game
I'm not the anti-hotkey anon but I'm using windows forms for my game and there is nothing you can do to stop me!
>>
> fairly advanced project
> coding: needed heritage, abstracts, events, ecs, utilities
> editor: needed prefabs, scriptable objects, custom editors
> assets: needed both sprites and textures
> assets: needed models, animations, some of them manually created with blender
> unity: needed lots and lots of tests and debugging to know what works better within the native engine and what doesn't

You know, I'm still fairly convinced that the whole 'Unity is easy' speech is just marketing.
I mean, when I look back at all the things this project has it's just not something you can do in just one week without any prior knowledge.
>>
>>127648382
Now imagine if you had to implement all the glue between those things and the renderer yourself. Unity is easy.
>>
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>>127648159
>>
>>127648382
>heritage
kekels

>>127648159
reporting in
>>
What fonts work best for VNs?
>>
>>127648640
>>>/evn/
VNs arent games though, that general shouldn't exist
>>
Thinking about what direction I want to take my game in now that most basic functionality is working. Considering a sci fi story about a couple of isolated scientists digging up a lovecraftian ayy lmao or a 2deep4u thing with watercolor and pencil art.
>>
>>127648640
Varying by character
OR
A very legible one that's comfy to read. I'm extremely fond of Avenir in general.
>>
i've been using unity for over a year and i've never used scriptable objects, am i missing out?
>>
>>127649034
Podt ur game
>>
>>127638596
Underated post.
>>127636992
>>127637521
>>127637946
>>127638258
>>127638452
>>127639021
>>127646041

Goog I've been on AGDG for long enough to start liking your drawing style. Why don't you find a code monkey to make your games? You could make adult comedy cartoonish games and if you get the jokes and the story right you can easily make some money.
>>
I'm going to make the greatest game ever =)

t. idea guy
>>
>>127649187
Isn't Googs already getting fat stacks selling smut?
>>
>>127648519
Why is Leto green?
>>
>>127649472

>selling smut

Does he draw porn with the characters having massively long extendo dicks to match the necks?
>>
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>>
>>127649652
worst demoday ever
>>
>>127647758
Crippling depression aside we can all make it. Plenty of great artists have been in suicidal gutters while making their works, r-right?
>>
>>127649476
shes scared because ckun could have rabies
>>
>>127649034
Yes
>>
>>127648382
nice
>>
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>>127649734
>>
i found a new equation for an eclipse, where do i go to pick up my fields medal

actually i found new equations for all kinds of complex n-dimensional geometry, does that get me a nobel prize?
>>
>>127650959
i meant ellipse lmao
>>
>>127650679
He thought he had chosen against suicide, but in reality he chose suicide in slow motion.
>>
>>127650959
post it, i'll be your peer reviewer
>>
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>>127650679
>>
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>>127651169
he had a good run though

Is there significant overhead to function calls in glsl? I want to split computing terms more neatly.
>>
animators are separate jobs from 3d modelers at most studios right? what about materials and texturing
>>
>>127647758
daily reminder to get up early, and go for walks to get sufficient sunlight to beat seasonal affective disorder
>>
Next jam when
>>
>no matter how hard you try your graphics will never look as good as the ones you are basing your work on
why dev
>>
>>127651901
depends how big the studio is
>>
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>>127652115
That's just your dysfunctional sense of how learning works speaking. You just need more practice, and more/better feedback.

Or are you just one of those fucks who loves spreading depressing sounding statements just to bring the place down?
>>
>>127651950
February. You've got time.
>>
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I originally envisioned this guy with more of a realistic moveset, but decided to try something more off-the-wall. Is it too ridiculous? Does it have potential to be overpowered?

If I go with something like this, I'm considering making the lightning range closer to him and not nearly as large. Character attack animations haven't been implemented yet either, so the lightning just appearing would have lots more context.
>>
>>127652461
Realism tends to lend itself to really shitty gameplay. Seems about on part with platformer stuff really. Nothing too ridiculous there.
>>
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Oh man isn't it great when you finally get a hard bit of code working?

This doesn't look like much but it's drawing from a Texture2DArray I constructed from separate sprite sheets.

Now I can create mods for the engine containing sprite sheets, sound files, and config for weapons, enemies, items, etc.

This will let me keep copyrighted content explicitly separate from any original content I might make. Also being able to group assets into separate mods will be useful, for searching and navigating in the application.
Thanks for reading my blog, cuz. I really appreciate it.
>>
>>127652461
it's tiny, can't you make it bigger? it looks good to me though fwiw
>>
>try Shovel Knight
>it has mixels in the parallax
I'd expect them to be the kind of people to pay attention to that sort of thing
>>
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>>127649187
i found out last thread im a better programmer than 99% of devs in here who cant even conceptualize how to create the generalized structure for the procedural generation of timelines for entities to create the base framework for an ideaguy co-op time control adventure game.
no reason i should want someone else touching the code of my games.
also...
>adult comedy cartoonish games
the fuck? the best part of this style is how well it lends itself to serious stuff while not trying to chase realism. leave the comedy to the fatheads.

>>127649472
why do you think i charge 12 bucks for whip the vote, you gotta pay that much for it to be worth me quitting eroge.
>>
>>127653043
Can you use a trip so I can filter you?
>>
post dev music
no weeb shit and no voice
>>
>>127652461
looks good, although i have no advice
>>
>>127653043
what is your next move?
>>
>>127652918
Something only a gamedev autist would discover. Players give no shits.

Cap a screenshot though? I want to see what specification you're talking about.
>>
>>127625325
Holy shit my sides
When i looked at the boolean horror in the second hald of the code i started laughing hysterically
>>
>>127653106
Just filter his name, and then again when he changes it. Easy.
>>
>>127625325
Thankfully it doesn't matter which tool you use because players don't give a fuck which tool you use.
>>
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>>127652115
believe in urself
>>
>>127635627
oh no what did you do
>>
>>127635627
Trees are nice but those houses are way too goddamn noisy.
>>
>>127653225
I immediately noticed it on the first screen. No autism required. Hold on, I'll get a screencap.
>>
>>127653160
in relation to what?
>>
>>127653120

okay.

https://youtu.be/RHxcbhxAlMM

https://youtu.be/OxWxmYZCzMw

https://youtu.be/68jZpovCWu4

https://youtu.be/VMIFsNp9iH4

https://www.youtube.com/watch?v=vDmzM4z5DCg
>>
>>127653579
in videogames and economy
>>
>>127630768
So tobi from naruto and the cast from mass effect are progress to you ?
>>
Any good unity tutorials out of the ones from their page? if possible from the basics
>>
How do you guys approach character customization in 2D games?
>>
>>127653627
He said he was nodevving. Don't know how you'd think that.
>>
>>127653672
I don't, because 2D is garbage
>>
reminder to add bugs to your game if you want people to speedrun it
>>
>>127653672
You can set up your assets such that customization is easier.

Like if you go the sekeletal animation route, it's retardedly easy.

Otherwise you could just swap out heads, which is at least semi decent.

Or if you keep your character movement super simple (one direction movement only, flip for moving left) you can put in fuck tons of options and not have to waste too long animating shit.
>>
>>127653751
>I don't like [medium]
Wow nice opinion forming there. A++
Definitely not retarded at all no sir.
>>
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>>127653672
>2D games
>>
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>>127653225
>>127653574
>>
>>127615057
The game looks nice
>>
>>127653885
>>127653864
>>
>>127653885
I-it's not a platform one.
>>
>>127653930

Just ignore him, he's just one of those depression shitters.
>>
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>>127653886
Unedited
>>
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>>127653621
working on rippus aiming to finish everything it needs to exit early access after i finish up an episode of Golden Project.
also gonna force myself to do a video where i lessplleeeyh whip the vote in there somewhere, ive been shilling it to let's players and press since before christmas, gotta get someone to bite.
oh and i need to find people to translate the mountain of text in whip the vote to other languages.
>>
>making 2d games
it's 2016
>>
>>127653967
>If you don't share my garbage opinion, that means you suffer from depression
Mentally retarded
>>
>>127653886
Oh that. You pretty much need to do that to get the nicest possible scrolling. Having shit move by one largepixel at a time is kinda majorly unsightly in its own way.

With the distortion I can't tell, it's either 5 or 6 real pixels to one largepixel (for lack of a better name). Having to jump that much sticks out like a sore thumb too.
>>
>>127653989
good luck
>>
>>127654143

>lashing out at people

Shhhh. It's okay buddy, we all suffer from the winter blues sometime
>>
>>127654143
Wait you're calling him out for exactly what you just did.
>>
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>>127652640
>>127652883
>>127653135
Yeah surreal stuff is usually better
It was either that or something more melee focused

I think I'm sticking with it, but I adjusted a few things. The collision's off, but I wrangle with GM's collisions pretty often.
>it's tiny, can't you make it bigger?
Would making the whole game twice its current size be worth it?
>>
>>127653989
Do you really think people will care about American politics sim in countries where they even speak different languages?
>>
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are the formulations on gpwiki for the geometry and beckmann distribution terms for cook torrance wrong or did I miss something along the way?
>>
>>127654150
I dunno, I think I'd prefer that. The motion wouldn't be as smooth but it would look better. Maybe just have it as an option (round bg positions to closest largepixel)
>>
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>>
This is the vaguest post but I'm checking out this thread for the first time and everybody's work is honestly so fucking incredible

Why so multitalented jesus christ (jk I know I hate it when people think it's 'talent' and not years of damn labour, mad respect to you all)

Keep it up everybody, it's inspirational just seeing you guys at it
>>
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>>
>>127654615
>>127654660
right on time
>>
>>127654615
fuck off
>>
>>127654615
we don't do positivity around these parts friend
>>
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>>127654660
>>
>>127654284
lucky for me, people outside the USA do infact have an interest in the workings of places other than where they live, especially America.
unlucky for me, Americans don't care about the workings of government anywhere, especially not theirs.
>>
>>127654727
edgy
>>
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Oh my God I forgot how tedious coding out turn order is.
>>
>>127654836
thats not really that edgy. you know whats edgy? making a school shooting game and then saying you made it for the lulz
>>
>>127654816
stop making menu based games

your good at everything but menus
>>
>>127654938
>he doesn't know dictionary definition of edgy
>>
>>127654615
Thanks, Anon, that was really sweet.
>>
What's your average poly count for a 3D humanoid NPC? I've been working on a base mesh for a while since I've never done any 3D assets before, but the poly count can easily pile up if I'm not careful.
>>
Lots of refactoring today because adding content is still pretty annoying right now. Also managed to break a lot of stuff. I hope I can revive everything till demo day.

>>127649652
Kill me.

>>127654929
Didnt know you were still alive Yams.
>>
>>127655130
over 9000
>>
>>127654938
goddamn you are a faggot
>>
>>127655279
ok
>>
>>127655212
I get that a lot, in most of the communities I'm part of. I need to stop taking such long breaks.

I just wanted to say I really like the look of your game.
>>
>>127655130
That depends on how you are going to use them.
Unity docs says this:

The number of polygons you should use depends on the quality you require and the platform you are targeting. For mobile devices, somewhere between 300 and 1500 polygons per mesh will give good results, whereas for desktop platforms the ideal range is about 1500 to 4000. You may need to reduce the polygon count per mesh if the game can have lots of characters onscreen at any given time. As an example, Half Life 2 used 2500–5000 triangles per character. Current AAA games running on the PS3 or Xbox 360 usually have characters with 5000–7000 triangles.
>>
What the fuck. Blender is literally worse than VIM/Emacs.
>>
game: Pigpens Playground: ???!
dev: The Gogem
tools: Macromedia Flash MX 2000, DreamWeaver
website: shotahentai.com/futamoms
progress: Watched Over 10 hours of Anime
progress: Reactivated Crunchy Roll Account xD
progress: Browsed teh Chons for a little
progress: Opened up a new Flash Document
progress: 550 x 400 24fps
>>
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>33554432 vertices for the ground meshes
Time to write some LOD stuff.

That'll give me some time to find some actual gameplay ideas...
>>
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>>127655397
>streaming

Absolutely disgusting.
>>
>>127655351

I'm putting a lot of articulation into the hands and feet so there's no definition in the head or torso yet. I'm already circling at around 1 100 polys right now for what's essentially a base mesh.

I'm really curious how the original Half-Life game did facial animation. I haven't played the game in a while but I guess they were really just glorified nutcrackers, opening their mouths up and down during a scripted event.
>>
>>127636917
>tfw the only way i could make money would be porn shit
>tfw i know that if it gets money, my family would be happy about it having my name, they would even make jokes about it.
>>
Anyone need help with anything?
>>
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>>127655550

>>127654286
>>127651503
>>
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>>127655472
that's trolling obviously. i would never stream.
>>
>>127655604
dude thats like, wizard shit
you need someone like rotate
>>
>>127655502
I don't know much about facial animation, but I believe that's done with bone animations. You can rig the different face triangles to some extra bones on the head, like upper/lower lips, eyebrows ...etc.
>>
I want animefags to leave
>>
Oh boy, he really doesn't like anime!
>>
>>127655769

That's how it's done traditionally. I guess a more "mysterious" example is something like The Longest Journey or Max Payne, where the in-game faces look like glorified .gif's. I'd really like to see how the meshes look since the faces were probably completely flat, animated purely through changes in textures.
>>
I want animefags to stick around and make cute games.
>>
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replays + new kind of level to challenge the steadiness of your hand
>>
>>127655896

https://www.youtube.com/watch?v=2lKKgcCGA5s

We've come a long way.

If you look closely, you can see where the face textures literally change completely to show angry teeth and other facial expressions. I guess it was easier to swap out textures than to do bone animations.
>>
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>>127655705
Well alright then... I need to finish Kemono no Souja Erin today too and then find something else to watch.

>>127655807
Never
>>
>>127631358
Just make a minimap with it that uncovers FOW
>>
>>127655351
>5-7k for ps3/xbox360
get outta here
>>
>>127656284

For generic NPCs and enemies, not main characters or bosses.
>>
>>127656346
that makes sense, gotta be highly professional work if that's the case
>>
>>127655918
You can count on me senpai! I'll just sharpen my art skills first!
>>
>>127656053

Man, the face texture thing was kinda cool.
>>
File: payne.png (153KB, 376x430px) Image search: [Google]
payne.png
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>>127656437
>>
File: Screenshot_Doom_20160106_145928.png (298KB, 800x600px) Image search: [Google]
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Relatively happy with how these tent texture are working out. The ones on the front and back will have more work done to them however.
>>
>>127656053
I wonder if this tech could be modernized.
They use some pretty expensive tools to capture the bone anims right now.
Tessellation could morph the flat face mesh into a better looking one, and texture animations with 30fps should still be more efficient than all those bone anim calculations.
>>
How does the workflow of a 3d game level work? From what I've gathered I make the 3d assets in whatever modeling program and then import those into a game engine level editor and then go from there. I don't ever see the finished product until everything has gone together in the game engine level editor. Tweaking models involved me going back into the 3d modeler, hoping that my tweaks will look right and then importing it back into the game engine designer. Is this how it's done, or is there a better way to do this?

I figure this shouldn't be too much of an issue for most things, as assets can be reusable, but I want to hand-sculpt the landscape in a 3d modeling program, which is what has me worried that this workflow will get very tedious.

Would the best way to have the most pain-free workflow be to just construct the entire level in a 3d modeling program and then reconstruct the same scene again in the game engine level editor?

I suppose this question can also go for 2d as well. Instead of a 3d modeling program, it's photoshop or gimp or whatever.

Thanks in advance.
>>
Gogem you draw in flash or what?
>>
>>127656401

http://www.gameartisans.org/forums/threads/23520-Historical-Poly-Counts

These are all rough estimates, but they're not too far off from what they really were. You can see that in practice, poly counts jump wildly from high to low depending on the genre.

A single Virtua Fighter character can have more than 40 000 polys, but that's a fighting game where only a handful of characters are onscreen at once. If you go to GTA IV, story NPCs hover at around 10 000 polys, which is higher than what the average pedestrian is going to be.

Genre, tech, art style, and a whole bunch of other factors determine what the proper "poly count" should be, I guess.
>>
dynamic pathfinding!
>>
>>127656965
>winter jam 2015
mh, I'll have to update the HUD now I guess.
>>
>>127656965
Did you write that yourself or are you using Game Maker's pathfinding?
>>
>>127656965
Not A*
>>
>>127656921
Also, polygon draw calls are getting less and less expensive. It's all about the shaders, textures and whatnot.
>>
File: mario_running.gif (1KB, 80x80px) Image search: [Google]
mario_running.gif
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I'm trying to come up with a good gimmick for a 2d platformer. I could just make a basic run and jump, but the best platformers have some kind of unique gameplay element that make them fun to fuck around with. So what would be a cool gimmick to turn into a fun game?
>>
>>127657069
Game Maker's pathfinding, which I had to tweak for hours because that thing is a lemon that doesn't respect collisions if left alone, not to mention stucking itself on corners.

>>127657073
I thought GM's pathfinding used A*. I originally planned to code my own but since this one is already here I thought I might as well make use of it. That might have been a bad idea though.
>>
>>127657204

Bionic commando grappling and swinging.
>>
>>127657238

Yeah but that's been done. I want something that hasn't been done.
>>
>>127657286
>I want something that hasn't been done.

GOOD

FUCKING

LUCK
>>
>>127657286
parkour?
>>
>>127657320

Geez where are the idea guys when you need them.
>>
>>127656901
yep
>>
>>127657406

> 2d platformer
> idea guys

Probably making their 2D platformer
>>
>>127657286
That's going to be tricky. You can try to enumerate all the objects and interactions between them, find one that has not been given direct control yet as a gimmick (most of them have though). And even then you have to figure out how to make that fun.. so good luck guy.
>>
>>127656901
lol no
>>
>>127657384
been done
>>
>>127656901
maybe
>>
>>127657686
stick the only walkable platform in your game to the mouse cursor
>>
>>127657204
The stage is constantly rotating
>>
>>127657286
Tribes skiing/surfing in 2D
>>
>>127657286
Naturally with reductio ad absurdum, everything has been done. What you CAN do, however, is make a nuanced experience that no one has made before, and will be worth playing, or at least do old things, but better than any of your predecessors.
>>
>>127656804
if you are generating terrain make sure everything in divided into separate chunks, that way you will have better UV's and more texture detail
>>
>>127657836
Fuck I forgot to stop pretending to be googum. Sorry about the name fagging!
>>
>>127657808
Tiny Wings
>>
>>127657204
You have to play the game with a peripheral that kicks your nuts every time you take a hit or miss a platform.
>>
>>127657286
A character that you can separate and the different parts are controlled at the same time, with the same buttons. Like one piece's Buggy
>>
take me to the new thread
>>
>>127658150
The new thread is the old thread. We're playing 4D go, remember?
>>
>>127658150
i can take you to the river
>>
>>127657286
You control the platforms and not the player.
>>
Need modeling tutorial for complete retards
>>
1-3 draw fanart of that agdg game
3-6 practice art
7-9 program thing
0 make a simple game
>>
>>127658409
it's being done in this very thread >>127656014
>>
File: 1447293175467.gif (530KB, 540x545px) Image search: [Google]
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>cant make demo day
>>
>>127658449
https://www.youtube.com/watch?v=y__uzGKmxt8
https://www.youtube.com/watch?v=8gVOOxyMbnM
>>
>>127657286
rock paper scissors but you have restricted amount of rocks and papers but not scissors
>>
>>127658150
>>127652705
>>127652705
>>127652705
Here you go
>>
Is Game Maker well suited for making something like an sRPG?
>>
>>127658547
Typical animecuck nodev.
>>
>>127658653
Yeah, why wouldn't it be?
>>
SURPRISE EXERCISE

what's faster, checking if a bool is false or checking if a bool is true? hint: there is an asnwer
>>
>>127658837
false
>>
>>127658884
I mean true
>>
>>127658837
SURPRISE EXERCISE

Do you think this type of optimization matters when you're using fucking game maker?
>>
>>127658837
Answer: It doesn't fucking matter because planning around it would mean retarded workarounds that probably aren't even faster, and you should be focusing on bottlenecks rather than stupid trivia bullshit like this anyhow.
>>
>>127656965
our first footage from germany's NYE events
>>
>>127659106
Oh lawd
>>
>>127658837
Probably depends on the compiler. But since you want an answer, they're the same number of cycles on any reasonable CPU.
Unless it's in something retarded like Gamemaker where every number and boolean variable is actually a double.
>>
>>127659106
fukken lol
>>
I DEMAND NEW DRED
>>
>>127659268
Ok, whipping up a pedo OP for you right now.
>>
>>127659268
fuck of gobbler
>>
>>127651503
depends on the function call of course.
for example texture sampling texture2D/texture is really slow
most other things aren't as bad

>>127654286
it's wrong, look at the wikipedia page

https://en.wikipedia.org/wiki/Specular_highlight#Beckmann_distribution

https://en.wikipedia.org/wiki/Specular_highlight#Cook.E2.80.93Torrance_model

>>127655753
ty
>>
rotate has all the answers
>>
>>127659405
rotated into our hearts
>>
>>127659405
Who is rotatedev?
>>
Real question.

Has any of you made any money with one of your game.
If yes, how much ?
>>
>>127659491
Some NEET twink who is too much of a demotivated shitbag to finish any of his games.
>>
>>127658653
it's good but i assume isometric is probably a bitch. never tried isometric
>>
>>127659543
get some sunlight d*
>>
>>127659504
i made millions also i fuck vines boipussy every night
>>
>>127659504
Only like $1000 so far for my game on Steam.

$3 off my mobile game (which I can't even collect because it's not enough).

If you're in it for the money you really have to know your shit.
>>
>>127659106
top lel
>>
>>127659491
He's an insane tranny who complains when mommy doesn't give him his alcohol and makes shitposts about mothdan
>>
>>127659504
It's called "amateur" game dev general for a reason
>>
Hello

I'm kinda new to this and using game maker on steam. Could you guys suggest me some tutorials? Made a few platformers already following youtube guides but the videos are so long and never gets to the point so some text based would be preferable.
>>
>>127659643
Wich game and how much time did you spend on it ?

>>127659830
Well it doesn't mean that no one released a game even if it's amateur.
>>
>>127659830
>he doesn't know the other valid dictionary definitions of amateur
>>
>>127660080
Some pixel shit game.
Spent like 4 months on it.
>>
where is the THREAD
>>
>>127660428
in your moms vagina
>>
>>127660428
We live life on the edge
>>
>>127660321
Like complete 4 month of work or you just worked on it when you had time ?
>>
>>127660717
>>127660717
>>127660717
>>127660717
>>127660717
>>
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>>
>>127656965
Yo I love games where you dig. Show me more of the digging mechanics please
>>
>>127660742
Nonstop. I had no job.
>>
>>127637860
Depends. If you're a complete beginner to programming, then yes. If you're experienced and already know what you're doing, then gno.
>>
>>127660921
Nice.
>>
File: normals.png (97KB, 1141x751px) Image search: [Google]
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looks cool but when you go up close you will be able to see its just a normal map. im just going make it physically chipped up
>>
>>127664817
>All those faces in one side
Son what are you doing?
>>
>>127665430
i used it for sculpting and then baked that onto the one with like 20 polygons so shut the fruck up
Thread posts: 809
Thread images: 145


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