demo day in 1 day, where is your game?
>DEMO DAY 6 SOON
New Jam Next Month
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
> Demo Days
> Free audio
If I do this, taking the square root means I'm going to have to round to get an int grid position. Isn't it possible that's going to lead to blind spots based on rounding circumstances?
i think i need help with a rolling sprite?
this looks so weird but i like the idea of him curling into a spinny ball and popping out at the end
lay off anon, I was going through puberty
I realized I did more progress as a 9th grader than I've done ever since
anyone got a favorite brand of rope?
Demo fucking finished.
Whenever you mine an asteroid a new one spawns, with a random size, and random resource density. Also as you mine it, the image shrinks.
Next I'll try to add a fuel mechanic, where you can only mine until you run out of fuel, then you can upgrade your ship and choose the next stage.
Shia is placeholder for the mining ship.
Anyone here experienced in FL Studio/VSTs?
How can I tell if a "free" VST is free for commercial use or personal use?
It seems like none of the ones I find mention one or the other, nor do they come with license info.
Am I looking in the wrong places or are all free VSTs free for commercial use?
I'd ask this shit on /mu/ but I assume they'd just shit on me for talking about digital music-making to begin with.
why would it matter? How would anyone find out what vst you're using and how would they find out you didn't pay for?
Also just look at the license if you actually for some reason care.
>Demo fucking finished.
>you will never know this feel
>why would it matter?
Becuase I don't fool around when it comes to legal bullshit.
>Also just look at the license if you actually for some reason care.
>nor do they come with license info.
But anon, my demo only works on Android. So no one is gonna bother downloading.
I have no fucking clue how to sort out the UI position to look ok on windows.
Also my project is super simple. So my demo is pretty piss easy to do.
And its not fooling around, literally just think about it.
To figure out you used a vst theyd have to isolate that sound from your mix, deleting all other sounds, reverb, eq, compression etc etc (most likely mathematically impossible) then would have to prove that NO other vst ON EARTH could make that sound instead, this is literally the only way to prove you used it to make a song. Even then, how could they prove you didnt either buy it or have the sound given to you by someone who did?
>tfw you add feature after feature into your game and then slowly come to realize that with each additional feature you're building a quivering tower of cards that can fall apart at the slightest unexpected tug
If the guide is first or second it will be done with second or first, I hope to get both out by sunday. The guide will cover introduction to algorithms and which ones you want to start with. If you have suggestions, please tell me! On a side note, I have a site I'm working on to host all the content. If anyone wants me to add anything to the site or host other things, please tell me.
I have done a lot of content in the past for people here but I sorta just lost it over time, I want to start fresh this time and put it up on my site. Check op's post for guides, yesdev https://www.youtube.com/watch?v=iQ0e3QUADw8 also has some really nice stuff. If there is something in particular you are looking for I can put it on the polls. Ps: Every week I will produce a guide on one of the polls items. From most votes to least.
>Beginners guide to gamedev(covering how to start and where) is #1
Depends on how much you already know. Not sure how hard it is to do in game maker, but using raw OpenGl you could do this easily. The hardest part would be the shadow casting but it seems it's just a rotated sprite overlayed on the floor instead of anything more complicated.
Sup /agdg/, how's dat progress?
After working on a bunch of new tilesets, I've decided to start importing them into the game.
Here's one I touched up before adding it to the game
I try hard
Yeah, gotta recolor the character sprite for this area, gonna try to remember how it worked in game before
Ty ty, haha
I've been lazy posting to /agdg/, but maybe I won't be now
so what if there was a game where the entire concept was about really rare drops, only each enemy had dozens of different, equally rare drops? Like, A monster can drop 64 different items, with a 1/64 chance for every one of them dropping. In theory it could make for a party that was very different each time you played.
game: Pigpens Playground: ???!
dev: The Gogem
tools: Macromedia Flash MX 2000, DreamWeaver
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
I asked this once before but figure I'll try one more time. Anyone have any tips or program suggestions for sprite coordinates? Basically being able to easily move around and keep as separate entities a bunch of different sprites and get the coordinates of each based off an x by y room.
Right now I'm just using paint program and a calculator based off cursor coordinates. Doable but a pain in the ass for more complicated or multi-page setups. I really should just get off my ass and make this myself but that'd be an easy 2-3 weeks of dicking around on something that only might be helpful.
Well, what if I want to make the game run on older hardware and need to optimize for a specific edge-case?
Tbh I also take live painting classes and work with oils, which means I have to prime and stretch my own canvases.
Yeah, but doesn't that also mean you're limited to features that the engine developer intended for you to use? What if you want to do something other than a generic 2D top down meme RPG?
>not building your own pc to develop your game to specific requirements
>not making your own image editing software to work on the sprites for your game
>not making your own digital audio workstation software to make the music for your game
>not making your own IDE to code your own game
>not making your own programming language to go with your own IDE for your game
how are you skipping all these steps before making the engine for your game?
it's like you WANT to be a NODEV
>Yeah, but doesn't that also mean you're limited to features that the engine developer intended for you to use?
Yes, but not every engine is RPG Maker.
Most are flexible enough these days.
The performance of your game doesn't depend on the performance of the tools you use. Your own performance does, but not the game's.
The engine drives the game, so your game's performance depends directly from the engine.
Sorry I didn't mean ingame at all. I just meant from a design standpoint. I use gamemaker and a lot of that is built in. Just it's a lot of trial and error or math/guessing. Run the game. Move them a bit more. Run it again. Well crap it still looks like it's not quite centered where I want to squish it. Move and run it again.
Not hard, just annoying to plan out anything like a UI that's not a solid piece or more complicated menus.
What are you talking about?
I dumped 4k into my dev rig
you're thinking about RPG maker, not actual engines we use. There's a reason why RPGmaker general is another thread. If you need to optimize of an edge-case that requires changing fundamental base structures, you're better off not porting at all.
There's a 3rd person one on steam atm that's really early access and allows you to code spells. Think I've seen a few other similar ones too that use code to do various things.
Not sure how well they're selling though.
I'm not making my own IDE though, that would be silly as I don't like using IDEs
Because it's not even close to feasible as a single person, and it wouldn't provide any benefits
>you're better off not porting at all.
And lose potential market share?
What if your game could theoretically run on an android device, but the gameplay mechanic relies on a data structure bottleneck that needs to be optimized for ARM CPUs, but the engine is closed source? What are you supposed to do? Curl over and die?
>There are no good open source 3D engines.
In b4 some bullshit about java and how C++ is the only acceptable thing despite how doing that means you'll never finish shit.
Sound version: https://dl.dropboxusercontent.com/u/71895074/new%20rakugals%20progress-sound.webm
>tfw you're not an artist to take advantage of UE4 blueprints
>tfw you'll never make a game that will be considered an artistic masterpiece like journey, bastion or undertale
Should I do? Learn to become an artist? I'm 26, is it too late for me?
See, now you've exposed the fundamental problem with not writing your own engine.
Not all engines can port to android and of those that do, not all might have the feature set that you need.
So you're stuck choosing which engine developer you're willing to become a butt slave for, while compromising your vision at the same time.
It doesn't have to be "better" than Unity. It only has to be perfect for the game you're making. Why would someone try to one-up Unity on features that won't be used on their game?
What's better about your engine, though, is that it's yours and you can do whatever the fuck you want with it.
yeah but having an engine that supports every single type of texture map in existence is amazing,including lod's,built in materials,subdivision control and the plugins go on and on
try to insert an aaa game model to godot and it will shit itself hard
How hard would a snowboarding game similar to SSX or tony hawks be to make?
There aren't many games like that right?
Pic related and has inspired me.
just finished laying the level out, just need to polish and fill in and it's good for demo day!
it's not much, but will show the player how to move, walljump, preview of the companion system, and walldashing.
Yup. That's kinda the point of demo day, let people play the game you've been working on, get some feedback, and of course get a whole bunch of people shitting on it, that's the important part.
Have you posted progress of your game before though? If not people will call you a whodev that is just trying to shill.
Spoken like someone who has never programmed in both at length.
>Don't use Java, use this language that is a almost a copy, runs worse and makes porting a nightmare!
i click these faces, press E for extrude and then S for scaling so i can narrow the new vertices in, but for some reason it indents. this is a normal thing i do all the time in blender but it's the first i've seen this happen
selecting a face individually works fine
Can we call this guy EngineDev and make fun of him every thread because he thinks you're meant to make a separate game engine for every game and he's the biggest example of a nodev we've ever had in these threads?
They probably use quite specialised physics to make things happen like you want them to, and there are loads of animations, but I guess you could try.
I agree there is definitely a gap there, the last TH was such a disaster.
The extra features don't matter if you dont use them.
If you can make your game in unity and have it run at >100 fps on every platform, why would you ever make your own engine? And if it doesnt run well its most likely not something making your own engine could solve.
The only exception is if theres an actual technology the engine doesn't have, but i highly doubt you have the skillset to implement some bleeding edge graphics technology that not even unreal 4 has into your engine (even if you did have the time)
I enjoy enginedeving, but im not deluded to think its ever a good idea if you want to make a game, unless your calling using XNA to make your simple 2d game "enginedeving"
Finally! Two rooms running independently on the same app! I am the master of modules!
i'll ask too, is that the level of art you're after? it looks nice, and the ambience does good for it too.. but there's a lot of messed up geometry problems in there and it's not done at the level of a really experienced artist at all.
yes, become an artist. you're definitely not too late. start by learning perspective, it's one of the most important fundamentals while at the same time being one of the most rigid and understandable.
People who use closed source, proprietary engines are just glorified modders.
In the end, the engine developer owns your game and all your work is just free advertisement for the engine.
You literally can not edit the code of your own game, how do you justify that?
The engine is the game. Anything that runs on top of the engine is a plug-in or a mod. Using closed source engines is like paying to mod someone's game.
if it were me i'd make it super obvious... you did say "night".
Scaling operations happen regarding what you have set as scaling center. Currently you have it set to "median point" so it till take the median point between all faces and scale towards there. When all the faces are flat, the median point ends up also in the flat plane.
What you probably want to do is called "inset"
>i have no idea what you mean, also why you have faces on your edges
Did you mean to reply to me there? I was just praising how nice the little guy's walk cycle is, and he seems to have a personality of his own already
In many cases game engines provide a suite of visual development tools in addition to reusable software components. These tools are generally provided in an integrated development environment to enable simplified, rapid development of games in a data-driven manner. Game engine developers attempt to "pre-invent the wheel" by developing robust software suites which include many elements a game developer may need to build a game. Most game engine suites provide facilities that ease development, such as graphics, sound, physics and AI functions. These game engines are sometimes called "middleware" because, as with the business sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed, right out of the box, to develop a game application while reducing costs, complexities, and time-to-market — all critical factors in the highly competitive video game industry. Gamebryo, JMonkey Engine and RenderWare are such widely used middleware programs.
Like other middleware solutions, game engines usually provide platform abstraction, allowing the same game to be run on various platforms including game consoles and personal computers with few, if any, changes made to the game source code. Often, game engines are designed with a component-based architecture that allows specific systems in the engine to be replaced or extended with more specialized (and often more expensive) game middleware components such as Havok for physics, Miles Sound System for sound, or Bink for Video. Some game engines such as RenderWare are even designed as a series of loosely connected game middleware components that can be selectively combined to create a custom engine, instead of the more common approach of extending or customizing a flexible integrated solution. However extensibility is achieved, it remains a high priority for game engines due to the wide variety of uses for which they are applied
Despite the specificity of the name, game engines are often used for other kinds of interactive applications with real-time graphical needs such as marketing demos, architectural visualizations, training simulations, and modeling environments.
Some game engines only provide real-time 3D rendering capabilities instead of the wide range of functionality needed by games. These engines rely upon the game developer to implement the rest of this functionality or assemble it from other game middleware components. These types of engines are generally referred to as a "graphics engine," "rendering engine," or "3D engine" instead of the more encompassing term "game engine." This terminology is inconsistently used as many full-featured 3D game engines are referred to simply as "3D engines." A few examples of graphics engines are: Crystal Space, Genesis3D, Irrlicht, OGRE, RealmForge, Truevision3D, and Vision Engine. Modern game or graphics engines generally provide a scene graph, which is an object-oriented representation of the 3D game world which often simplifies game design and can be used for more efficient rendering of vast virtual worlds.
As technology ages, the components of an engine may become outdated or insufficient for the requirements of a given project. Since the complexity of programming an entirely new engine may result in unwanted delays (or necessitate that the project be completely restarted), a development team may elect to update their existing engine with newer functionality or components.
Any Anons have Clickteam Fusion, Game Guru or Spriter Pro?
I received all 3 as gifts for Christmas but I've never used anything but Game Maker. How would you rate these?
Such a framework is composed of a multitude of very different components.
Main game program
The actual game logic has of course to be implemented by some algorithms. It is distinct from any rendering, sound or input work.
The rendering engine does the rendering via the chosen method (rasterization, ray-tracing or any different technique).
Instead of being programmed and compiled to be executed on the CPU or GPU directly, most often rendering engines are built upon one or multiple rendering application programming interfaces (APIs), such as Direct3D or OpenGL which provide a software abstraction of the graphics processing unit (GPU).
Low-level libraries such as DirectX, Simple DirectMedia Layer (SDL), and OpenGL are also commonly used in games as they provide hardware-independent access to other computer hardware such as input devices (mouse, keyboard, and joystick), network cards, and sound cards. Before hardware-accelerated 3D graphics, software renderers had been used. Software rendering is still used in some modeling tools or for still-rendered images when visual accuracy is valued over real-time performance (frames-per-second) or when the computer hardware does not meet needs such as shader support.
With the advent of hardware accelerated physics processing, various physics APIs such as PAL and the physics extensions of COLLADA became available to provide a software abstraction of the physics processing unit of different middleware providers and console platforms.
Game engines can be written in any programming language like C++, C or Java, though each language is structurally different and may provide different levels of access to specific functions.
The problem with the term "enginedev" is that it can be interpreted in many ways. I tend to think of it as programming a game in any way that requires implementing systems that aren't technically game-specific. But it can also mean "developing an SDK for making games", which really would be a momentous waste of time, and is the trap that people beginning enginedev often fall into (trying to make everything absolutely generic).
The game might not run well on all platforms simply because of the overhead of having a feature set big enough to satisfy most video game genres.
In that case, having your own engine that you can tweak and optimize however you want is the solution.
I mean, if there's a proprietary game engine that implements a dozen or so sorting (and other) algorithms that I could chose for a specific task, I'd like to hear about it.
The audio engine is the componentry which consists of any algorthims related to sound. It can calculate things on the CPU, or on dedicated ASIC. Abstraction APIs, such as e.g. OpenAL, SDL audio, XAudio 2, Web Audio, etc. are available.
Main article: Physics engine
The physics engine is responsible for giving the application a realistic sense of the laws of physics in the application.
The AI is usually outsourced from the main game program into a special module to be designed and written by software engineers with specialist knowledge.
Middleware is cancer.
All games that feature middleware have either been shit or suffered in one way or another.
Such as going through license hell or having support for the middleware dropped.
Shilling my animations some more.
Improved this one quite a bit. Made it more fun and less realistic. More "oomph."
An engine is a tool for development, you arent making an engine if you arent making the tools.
I don't think you have much of a background in computer science.
All modern architectures in use (on pcs, macs, android phones, iphones, nintendo ds, whatever) are glorified parallel random access machines, its not like androids use a turing tape whereas iphones are implemented using a set of 2 stacks and Godel encoding
algorithm are more or less the same on all of them. For the same set of data, one sorting algorithms thats faster on iPhone will also be faster on android or your PC save for some minor asymptotic differences that don't matter.
You're just making up issues that you don't understand.
I've run into a problem with analog stick movement.
The player has different max speeds in each cardinal direction.
When moving in intermediate directions, like down-left, the player should be moving at the left direction's max speed and the down direction's max speed.
Analog sticks, however, only reach about 70% when held exactly in the intermediate directions.
How would I maintain smooth movement with the analog stick while allowing it to reach the max speeds?
The payoff for making an SDK is also monumental.
You can convince suckers such as those in this thread to make plug-ins for your SDK, effectively receiving work for free and having them pay for it.
It's how blizzard almost owned DoTA
I wanted to just like make a game (roguelike for simplicity's sake) where NPCs and monsters are the subjects to the same laws as player for quite some time, they progress, level-up, change residences, fight and die without necessary player's input (i am mesmerized by the games that treat player just like another passer-by).
And HOW for fucks sake did pic related went under my radar? HOW for the years of gaming i've never heard of that company and their games?!
For rigging and animation of an animal? Probably a decent amount more than a first person animation to be honest, not sure what budget you have.
Plus it depends on how many animations you want, and the price would increase with the number.
For your sake since I've never worked with animal animations you probably don't want me to anyway.
It's not about CPU architecture, it's about the hardware of the whole device.
Some algorithms sacrifice memory for speed, some lend well to multithreading, some don't.
It's good to have the control that lets you optimize your game for a specific type of device.
Multithreading is mostly determined by the user's code and the engine language's implementation of multithreading, which isnt up to you unless you're making a language.
Also why cant i just implement any algorithms I want in say, C++ in unreal?
Multiple, once I get the sprites/planning done. Thinking cat that summons orbs/affects jumps, a giant robots that fires MISSILES everywhere, and an dragon-man that let you glitch through walls. More later, still all in my head.
Old progress from when I was still on ImpactJS over a year ago. Bascially Megaman powers with a face/backstory, really.
One size is terrible, don't do it. Depending on what you're using, having your assets scale is usually an easy task.
Letting the user resize the screen is fine but brings in user issues. Maybe there's a resolution that everything looks retarded at.
Look up a list of maybe 10 or more common monitor resolutions. The more options the better.
I've played Din's curse.
It had a single fatal flaw that ruined the whole game - it's an ARPG where clicking isn't fun.
It's up to you if you pick the right language for the job. Which also a choice that you're deprived of when using an engine.
It feels too 'meh' like the person holding the weapon has no urgency during the reload.
The motions, and at that pace to me make it seem like there's no need to do that over complicated maneuver. Which having watched too many CQC and speed shooting/reloading videos on youtube is designed for a quicker reload than a more conventional set of motions.
6/10, (I understand that the end user can modify the speed at which the animation will play when used in game, but the motions seem too fluid, if a real human were doing those motions there would be a slight pause to feel for when the mechanical elements that reload a weapon engage, I think I'm trying to say that your animations lack weight.)
It's not about optimization but rather about Freedom(tm) to optimize as much as you want or need, or sacrificing performance for something else. You know, control.
Also, C++ fast at the expense of being unsafe. If you write safe C++, which you should, there's languages that are on par while being safe by default.
Only on par with languages that do compile time checking and computation
And those other languages don't have decades of experience and libraries
In the end, just use what you're most comfortable with to be desu sempai
Spriter pro is okay. Was prone to crashing but I was also using fuck-huge sprites like a dumbass. Also their system immediately adds transition animations to the timeline, it's a pain in the ass making adjustments afterwords. Felt like I had to do it right each step of the way and making changes later would just add lots of little animation fuckups down the line.
Otherwise it's not too bad if you are already splitting your sprites into separate pieces.
Multiply by square root of 2 hueh.
This is linear algebra / trigonometry 101, the reason it gives 70% is because the vectors come normalized. Some other anon passed you a link already but it would be best if you understand why things work this way.
First person clicker game, would it work?
You have some activity that needs to be done, and multiple stations to do different types of work that all ultimately contribute to completing or staving off that entity, which return some kind of currency which you can use to hire minions/workers/mercenaries etc. to exponentially do these things for you.
Are clicker players going to be turned off/away by the inability to let it idle, are non clicker fans going to care about the feedback loop?
hmmm, what's your take /adgd/?
My own :^)
I wanted to make something that's way too complex when I first started. Now I want to simplify it, limit the scope, make something fun and replayable instead. I was thinking about making a simple roguelike where everything is based off of money -- you get permadeath when you hit 0 wealth, you need to pay a toll to go down the next floor, you get dealt 'damage' by monsters pickpocketing you in different ways, you need to buy skill improvements and isntead of a complex gear system I'd use a modular 'artifact' system that randomly generates artifacts that give you different effects and abilities -- that you can also upgrade for money.
But I dunno.
Vine sempai it looks good!
But why don't you just have a large hop for a dodge mechanic on a frog character? Could even translate later into a leaping smash type aoe attack which would fit the battleaxe wielder type of barbarian/berserker combat
Thanks buddy, but my original dream of making a shop simulator with roguelike dungeon diving for loot collection is way too broad a scope for me to continue. I need a solid plan on what this game is going to BE now before I make anything more.
you mean like acceleration or burning out in-place?
the purpose of it was to get out of your current position quickly, but slow down and leave you somewhat helpless toward the end
that sounds pretty cool actually
i may try that out after demo day, i'm in crunch mode right now though
adding z depth to the game will probably take me a few days
vine adding z depth is literally just
sort all objects according to their y position (so that objects with lower y get drawn last)
draw object at x, y - z. draw shadow at x, y
so making something jump is just set z_velocity = -100 and z = z + z_velocity*dt every frame
Is UE4 unable to take 2d meshes? I have this plane thing that I want to use, but it doesn't show up in EU4. I selected everything and extruded downwards to make it 3d, and it works in UE4. It feels like a waste to have to make it 3d even though only the top surface will ever be seen.
Is this the proper way to go, or am I overlooking something?
idk do whatever, especially if your just trying to experiment? but something that sounds similar to a side scrolling shoot em up would be nice. everything is super early as far as development goes
I'm on it, already got cool ideas
I'm still learning EDM kinda stuff (you know what i mean, i include that). I am trying to learn
to make that kind of thing but fuck, its so hard especially for me being of a classical background
Alot of famous westerns (fistful of dollars) were filmed in italy with mostly italian crew/actors/directors etc
I'm not sure what it is, but there's something about it, that I don't really like. It might just be the lack of transition between standing sprite and rolling, or something with the movement.
Vague criticism a best criticism.
Thank you for your help! It looks like this is in fact the issue. If I look from beneath the model does show up in UE4. Frustratingly, no matter which way I flip the normals, I can only view the model from the underside. I suspect that I am not "flipping the normals" correctly. In blender, it should simply be a matter of selecting my entire mesh in edit mode, ctrl+n, checking the "inside" box, and then regenerating my uv maps, right?
woah hello i am agdg's personal synthwave slut https://clyp.it/2sjqgzfi
I actually come from a classical background too, but the problem is that I spent so much time learning songs instead of analyzing them and when I was forced to sit down and analyze them I didn't learn anything and instead was basically a robot that played whatever anybody wanted. I didn't truly learn anything about song writing until I moved onto jazz which was short lived because I moved away from my instructor and don't have time for lessons. tldr i know this feel
I deleted my UV maps and let UE4 generate them all for me, and that seems to have fixed my problems. From what I understand, letting UE4 generate my uv maps is a bad idea though.
Well I'll do mech game today but next attempt I'll try synthwave and you'll be the first to get it. I'm here everyday and I'm just trying to get better and be more stylistically diverse so,
Normals have nothing to do with uvs. There's a literal button called "flip normals" in blender, inside/outside are not conepts that apply to a flat plane. You can toggle normal display in some side menu when you press M or N or something.
Also your exporting tool may or may not also flip normals or no export them or whatever, it depends, I'm not familiar with UE.
I go from A to B when moving. I want C. How. Why? Setting transform.up is rotating on the new up axis. I don't know why. I want to set the rotation on the up axis to be 0 at all times, how can I do that.
>woah hello i am agdg's personal synthwave slut https://clyp.it/2sjqgzfi
Neat, wanna make some synthwave for my game? I need something upbeat but still synthwave-ish. The game is meant to be fast paced, so the track should reflect that but maintain the synthwave feel.
The hardest tracks to find, even if I wanted to license music, are synthwave tracks that are fitting for boss themes.
well that, but this wont be anything like any of that, thats just random orchestral/classical practice stuff
Luckily by classical i actually meant classical composition, im ~20 and decided to start learning from a composition major teaching me the old ways. I don't play much haha im lazy like that. I still am very beginner!
Nice synthwave btw, wanna be friends?
Someone help me out here. In my game you travel stairs a lot, and it finally dawned on me I need a goddamn transition of some sort.
Any ideas for a good transition?
I was thinking the character walking down stairs... but given how fast you change levels (sometimes less than 20 seconds), that would get annoying as fuck, fast.
Loading screen mini games are no longer copyrighted
Also I saw this: http://answers.unity3d.com/questions/138173/cant-understand-why-object-rotates-when-setting-tr.html but I barely understand it
god fucking damn it one day? il never finish in time, whens demo day 7?
Fade seems too plain. I guess I was asking for a specific fade effect, but that shit's hard to explain / really should be up to me rather than asking you guys. Sorry about being a cunt!
i'm balls deep in video games and uni right now, but when i make stuff for myself its usually synthwave-ish which i can send you to use whenever you want (assuming you dont need music ~*immediately*~). do you have a skype or something like that?
>from a composition major teaching me the old ways
that's pretty based. very cool. playing is pretty important imo, thats how i come up with most songs, working off a part and then writing parts after it. and yea i will follow you on sc
>? got any tips?
Clench your butt and start becoming a shameless shill
This includes following a bunch of randoms on twitter, posting your game with the right tags, contact news sites if you have a demo ready (trailer's a good idea too), join some forums like TIG (shill circlejerk central for indies).
Ok, I think I got where I want to go with this game. Let me know if this is a stupid-ass idea. Apologize in advance for sounding "Idea-guy"-y.
I want to keep it simple and not make it massively huge with a billion features and different gameplay mechanics so I want to focus on doing one thing really well: dungeon diving with roguelike gameplay based on the accumulation of wealth.
You start the game with the ability to choose two or three different types of characters with different ability trees with the first ability unlocked (melee, range, magic, etc). Instead of gear and tons of equip slots, you just get your ability tree (of like 4-5 abilities) and 4 equip slots for items.
The point of the game will be to get down X number of floors (20? 25?) to the bottom floor where there's a massive-ass boss and a shit ton of loot.
As you play, progression is based on gold. Instead of finding shops, you find NPCs that want to buy items from you. You can upgrade your ability tree to unlock more abilities with money, you open the door to the next floor by inserting enough coins (money), and you upgrade your stats with money.
There is permadeath, but when you die you get to keep one of your equipped items for the next run, and you get to cash-out two of the remaining three for gold based on their value. Your save file will have a "bank" where you keep all the gold you get, and you can use it between character runs to purchase side-grades like different ability trees, different characters, different tile sets, etc.
Pretty simple. Roguelike permadeath. Get loot. Buy new stuff to roguelike with.
Am I on a good track?
>1 day left
AGDG what do I do
Submit my game for demo day on Sunday or wait until the next one?
I heard no one plays the demo day games after the 8th
Instead make a banker that randomly appears, you can give him your gold to hold onto for another run however he takes a % of it.
If you don't manage to snag it next run it's gone forever.
I'd play it. But judging by my previous brainstorms, this isn't as fast and easy as it seems. Prepare to spend at least 3 months on this. Especially with the possibility of maintaining gold between runs (you'd have to do menus) and coming up and implementing ability trees.
I'm sure the end result will be great, but since you have said you want to keep it simple, now it's the best time to scrap unneeded features.
The goal was originally to make a recettear-like clone, where you dungeon dive for loot and build up your shop, but let's face it this is my first project ever and that's a far-off goal. Instead I want to focus on making each run start at a baseline difficulty like a roguelike should, hence the side-grades. Thanks for the feedback buddy. Gonna send good vibes your way.
Hey I really appreciate the kind words! I feel like the stuff I've dealt with so far has been the "easy stuff". Now that the basic systems are working (besides combat and saving) I gotta start actually making content. It'll be tough. Do you have any opinion on artstyle? Right now I'm just using recolored pong squares, that probably isn't going to cut it if I ever want people to actually play it, but I have no idea what direction to go in.
Well, relatively fast. I want to make a game that will force me to learn as much as possible about gamedev. If it takes 3 months, that's about what I wanted to shoot for -- my original idea could've taken over a year easily. I already anticipated doing menus, and in my engine I have a pretty good setup for maintaining different game states and having interactions between them. Hopefully I don't run into any massive foundation issues but at this point it seems like all I need to do is actually make content for the systems that I've built to work on. Graphics, AI, Menus/UI .. I have to make em all work, but the engine should have enough to work with them if I build them. I'm really nervous that I'm looking too far in the future considering I just have a basic ECS engine and dungeon generation but since my two goals are two learn as much as possible and release a free game there's nothing to lose and no reason to give up.
>Do you have any opinion on artstyle?
Generally I pick a game that's similar or one that has art I enjoy and I work from there.
Do you know how to do pixel art or you totally at a loss for it?
games that are similar are typically ascii art. I ALMOST wanted to go in the direction of what I have now, but **particle effects**, but I know that's probably tacky as shit. I suck shit at art. I don't understand color, or shading, or anything really. It's probably going to be the biggest roadblock. Especially since the genre is so devoid of art in the first place. Except like..dungeons of dredmore. Which, let's be honest, it doesn't look all that great.
Well for now keep your placeholders, get the game working. When the game works and you have people really interested, contact an artist.
Yeah that ascii stuff wouldn't look as good here.
If you do keep it minimal with just random blocks, be sure to either
A.) Make it incredibly interesting and unique
B.) Have crazy effects that distract the player from the basic graphics.
I'm fine with continuing with placeholders for now. The thing I'm worried about the most with that is making UI/menus though, since I won't have a good idea on font sizes, general layout or aesthetic. But I guess it's not that big a deal.
I always liked the minimalists approach to UI's and Huds with Rouge-likes.
Keep it either top left, or bottom center.
Don't let it change with size.
Or you could do one of those floating/invisible huds where it alpha-tweens in when you stop moving.
>Don't let it change with size.
Right now I have my game window set to a 16:9 windows screen with the ability to fullscreen it, which just scales the image. What I'll probably do is pick a few windowed resolutions or allow the game to be played in fullscreen. But if I do that I'll probably want the UI to scale too, right?
I was thinking something like this for the in-game menu. You play the game normally, but you can hit any of the menu keys to make the game menu slide-in from the right, or slide back out.
This. Normals are separate from UVs. Once you've got faces selected, press W, there should be a Flip Normals option. On the toolbar to the right side there should be a Show Normals option (it's 3 little boxes under the Mesh Display arrow called Normals; you want the one that shows a face. It has a Size slider next to it).
Well, it depends on what kinda music you do.
My top three favorite musicians of any genre are mostly likely bach, stravinsky, and wagner, and my favorite soundtrack bar none is the world of warcraft ost, classical is an obvious choice.
I'll say this, you will benefit from it no matter what, but theres faster routes (ie a lesser but still functional knowledge of theory) to other genres of music.
I can help you more if you tell me what you wanna make.
Anything graphical really. You added a smudge on a pixel? Post it. You overhauled your entire AI system you use neural networks? Nobody gives a shit unless you make a Keymaster tier autistic post about it.
Don't think I'll be able to make a ship editor by demo day, so I settled for presets. It's only a demo, right?
Other than that just have to make a couple adjustments and finally make a real level.
UI scaling and positioning for different resolutions can be tough. Scaling loses some quality unless you have fancy tiling or vector systems. Pixel perfect can end up being xbox huge on low resolutions and for ants at high resolution. The best solution is usually some combination. The way you should have it set up completely depends on what the visual design is too. UI ends up being worked on up to really late in the development process, often up to submission date while other systems are basically untouchable for the last few weeks.
Damnit son how do you make so much progress? Also don't forget to add cute anime girls to your game.
well theres something i slapped together between funposts
I dont ever use drums, i have to force myself to use drums,
I wish i could do drums : (
I say it every time i see you post,
but you have a cool game!
>So much progress
I dunno anon I feel like I haven't made that much progress I just post a lot. I work 9-5 and then I come home and cook dinner and work on my stuff with this thread to talk shit with, but right now I just have a basic 2d ECS with random dungeon generation. Hopefully I'll have more soon.
As for scaling, it really is a problem I'm worried about. I haven't put any thought or effort into window options or anything, just been displaying it in 1024 x 570 something and working with it. This is what it looks like scaled right now but I don't really know how to handle it.
>getting upset about early/placeholder shit
>Bullets do less damage the longer they are in the air
Will this encourage the player to get close for more risk taking combat or will it be cheesed so the player will stay far away because bullets do less damage to them.
I was thinking of only penalizing the player, is that that something that would piss the player off?
Why would that encourage people to go closer to an opponent? Your opponent can now do more damage to you because YOU moved forward.
Everyone is just going to sit back and do pot shots.
Pepe and all that beta uprising stuff all happened before I could figure it all out, so I'm not that good with it. What's the bulk of the meme that needs to be included? I've got good boy points as health, chicken tenders as the health pickup, every sound effect is "reeee". What else is there? I've seen pictures of frogs throwing rocks at children, is that important?
Luckily you can postpone deciding on any kind of native resolution for a while since you are making a tile based game. If you go 2D art you eventually have to choose a native, but if you go 3D you don't really have to except for maybe the UI. If you go 2D your game might be a good candidate for simply increasing the viewable area (not the fov, the map). Elona is a 2D graphical roguelike which does that.
I could increase the viewable area now, I built that functionality into my camera. I'm just not sure about doing that because it feels like it'd be giving people with bigger resolutions an advantage.
Evening/morning fellow nondevs.
Finally going to start SERIOUSLY learning 3D modeling today. Any tips/etc? I've got Maya 2016 and the newest DigitalTutor set. After that idk what next really. I want to do character/level design. As for fundamentals, can someone give me a TLDR list?
>I was thinking of only penalizing the player, is that that something that would piss the player off?
It would if you try to make the weapons of the player and the enemies seem equivalent. But otherwise its not too strange. In a lot of platformers for instance the player's shots don't even reach across the screen but the enemies tend to do so. Just make sure that your shots look like they are getting weaker as they go (shrinking or slowing down for example).
I like all kinds of music, but orchestral music is something i really wanna learn how to make well. Stuff like this i really love:
I just don't see the road there. I look at a score and have no idea how to make something like that, or how to learn from it. When i look for books all i find are dry, theoretical textbooks written by dead professors that don't really teach you how to compose.
I've got a basic/intermediate understanding of music theory, but i find harmony to be very difficult. I don't really understand the idea of just placing a couple of chords in the "right" order and then connecting the dots between them as melodies. I haven't gotten past that phase yet and i don't know how. Do you know what i mean?
Reminds me of how mining in Space Engineers might be if it was 2D. It's kind of neat.
I'm not sure what you're saying.
But it's not so much that the aggressive player is being penalized for aggressive gameplay, it's that the passive player is being rewarded for being passive.
>I'm just not sure about doing that because it feels like it'd be giving people with bigger resolutions an advantage.
Elona allows the player to detach the camera and look around the map like an SRPG camera. You could also have a minimap or something.
Oh, that's a good idea. I was going to have a "zoom out" feature that lets you massively zoom out the viewable area and make each step cost a certain amount of money, but that's way better and less tedious
Can't see shit captain. Need more contrast between your character and the tile's he will be on. Also if you want the floor to look less gridy go with diagonal tiling.
60% of players won't understand the mechanic or forget it exists, then complain.
You need to design games assuming the player is an absolute retard.
I mean, the idea is not entirely bad, but players.
Just a couple simple, classic examples relating to your two links:
https://www.youtube.com/watch?v=r30D3SW4OVw simple, little rhythm driven piece, relates to your first piece. Percussion in your piece makes it sound kind of early and simple (as in simple way of life). You just need to listen to lots of different periods of classical to get a sense of what you can draw influence from. The more romantic "Hollywood string orchestra" sounding parts are pretty easy once you have basic harmony down.
https://www.youtube.com/watch?v=1FP7NosLxkw obviously different instrumentation etc, but the first part of this is not unlike your second video if you really listen. Very sentimental and romantic (in fact this sonata was perhaps a turning point towards the "romantic" era). later on same thing goes as the first piece, these big lush cinematic string sounds are pretty easy once you are good at 4 part writing and a bit of chromatic harmony. Just listen to Tchaikovsky etc and steal shit. Writing music (especially orchestral) is about stealing well.
Harmony when you learn it from a classical perspective makes much more sense because its taught more as a result then the goal. Voices and melodies move a certain way and create harmonies, harmonies dont dictate your melody.
Also remember, those dead professors wrote alot of beautiful music (composers who wrote books at least, Tchaikovsky, Schoenberg, rimsky korsakov etc)
Of course having a teacher helps too : p
Having a sense of harmony and melody and having them both progress naturally is just practice. Thats why you learn part writing (its alot of work though).
np msg me on soundcloud if you ever want more (time allowing). Just trying to get practice, very new to production in general. I do orchestral stuff too obviously.
reminds me of robocraft and the cancerous fanbase.
whatever choices you make, do your best to ignore the fanbases wishes and bitching and keep all weapon and movement types viable
Unless you have a specific direction or reason to use the software it can be easy to fall into "shiny object" syndrome where everytime someone shows off a neat way to use the features you give it a try because there is a lot you can do with a tool like a 3d modeling software package.
Try to learn some good practices but don't get too hung up on them at the beginning, As you do more modeling a lot of the more efficient ways to make an object will become intuitive.
Try playing around with a tool or try modeling simple objects in different ways, like making a birdhouse or sundial or flashlight but approaching it in different ways.
Most importantly, have fun! It can be frustrating when you are starting out when the tools don't seem to work the way you (intuitively )want them too, but that will come with time!
Also, there is a 3D board, but its pretty shit these days.
>make the tile darker and character brighter
Start with just making the tiles darker.
>what is diagonal tiling family?
Its not a fancy term or anything, just have patterns tilted 30 degrees or so. Look at the background in the spelunky screenshot. Also just little offsets like on the bricks in it are good at making it look more organic.
Thanks, yeah thats why I tend to stick to boards like this.
Same goes for lolreddit. They make subreddits for shit like this but everyone occupies the "main" gamedev boards, and those subreddits gets no hits/replies.
Theres a game on steam which basis its whole gameplay mechanic around the idea that you only have 'x' bullets to start and they remain after being shot and you'll have to pick them up after each shot.
game is called Heavy Bullet, just an fyi thats it's a thing out there already, but it's not like reclaimable things like arrows or thrown spears haven't been around for awhile in game design.
I think there was a point to this post but I can't figure out what it is, but I think this might be shitposting, I'm hitting Post anyways and going to bed. I wish you progress adgd
How do I create the illusion of distance in a 3d landscape?
I want to put some mountains in the background. Should I just put them really far away or are there better tricks to achieve the same sort of feel?
It's the oldest trick in the book.
Load up a level of Half Life 2 while you're running away in City 17.
It was kind of neat seeing how they arranged things in the "distance" to make them appear larger than they really were.
darker tiles seem to improve things quite a bit.
I might have to work on a new palette tho
Only 2.5K tris? pls anon, this guy is gonna be like 1k tris max, the count is high because i was doing a bunch of stuff with extraneous edgeloops like in pic related with subsurface division, still gotta make the arms, a lance, and a motorcycle. then I'll bake all my maps and what not to a much lower poly guy. he's not even one piece right now.
desu I am not the best with baking maps though haha but youtube and trial and error are great resources!
Thanks man, i'll save this for later. I'm willing to put the work in to learn part writing, i'm just afraid to get stuck in the same I IV V I rut that i don't really understand. The "Hollywood string orchestra" is basically what i wanna do, aswell as choir, flute and cello stuff.
save the one you have now,then save it again in another file, this time retopo it when you are done bring them both to xnormal
but if you can lower everything manually its good too, he is a robot so retopo is extra work anyway
I get so lost trying to learn coding, but I know I won't be able to make anything decent in GameMaker without it.
how do i fix this slight bounce when running into walls? Using unity rigidbodies.
It's not usually that I have trouble understanding it, I can sit and work it out if I get confused on an actual line of code, it's that I can't for the life of me actually remember it all and put it into practice.
It's like as soon as I stop watching videos/tutorials for the day everything I've learned is flushed away until I start again.
Is this just what it's like early on, or am I stupid?
I've never used an outside program for baking the maps, is xnormal that much better? Or does it have better tools than the ones that come with blender?
As a first project, I'm trying my hand at a sort of rock,paper,scissors meets tic tac toe. But the decisions will manifest as a robot jousting game.
Thats my first two months of 2016 goal, the next projects I have written down are each of similar scope, but If I can re-use these assets I wouldn't mind doing a remake of Road Rash.
Learning anything its hard at first to apply what you've learned.
Although its boring, start by just doing a couple simple programs. If you only have access your programming language through your game engine use:
Just look up "programming excersices" or something on google and try to go for the less math oriented ones.
Get your feet wet and apply what you're learning in a less difficult setting than a whole video game engine.
from what i heard xnormal is the best baking program that is out there, you can bake 256,512 maps in seconds and it never crashes
blender is good for baking greyscale/displacement to normal,that's the only thing im using it for
But having dim lights is supposed to boost creativity.
>This seems like a problem with unity itself.
Have you considered that maybe your collision code is executing the the same frame that the object is colliding, resulting in a correction the next frame that creates a visual "jump" as the object corrects it's position? And that maybe YOU are the one who erroneously put together code that causes such behavior?
Maybe try checking for a collision at the location that the velocity would place you at in the next frame, in order to better predict when you will collide with an object. This can be done a variety of ways, one of which includes raycasting.
Feel free to read this after you submit your "bug report."
>Just look up "programming excersices" or something on google
I guess I'll give that a try, it didn't occur to me to try any kind of exercizes, but I'm really only focusing on GameMaker. I already made that decision long ago based on games that have been made with it, so I'm not going to fuck around with a bunch of different languages.
Where in my post did you read anything even remotely similar to that sentence?
Here are the settings. Still looking for a solution
My physics timestep is faster than the framerate so it shouldn't be a problem. I'm just looking for a solution here so adjust your attitude please.
Kinda this, you are not supposed to access the transform values of a rigidbody. Also could be the case of the detection happening once the collider intersected another collider, and then the engine made sure that they aren't stuck inside each other.
Depends on how good and versatile you are at what you do. Having a big and impressive portfolio works the best, not even necessary a portfolio of clients, just impressive work in general, even if you've only worked on your own projects.
It's an RPG mixed with Party Game Elements.
This segment is like Mario Party, Blue Squares are safe Red trigger Battles.
The battles are a little unorthodox, they combine platforming, rhythm-mini-game attacks, and puzzles.
Unfortunately it's a little too similar to Undertale right now and I've gotten a lot of shit for it (Rightfully so)
So I've decided to fix it up and make the game I want to make.
Alright I'll try this, but what is the best thing to do with a hit? Should I reduce the speed by half when it detects, or use the distance value to determine the % speed reduction?
Early on yeah it's like this, but you always retain something. Then you watch a new video or do a new tutorial and you recognize things.
Eventually you'll come up with a simple idea that you know how to do, then the ball just starts rolling from there. And you should really try to do this.
Don't both, your movement code is correct for a rigidbody (i think that the delta time in the calculation is a mistake but it would not cause this problem, just add some framerate dependance in this case if I am reading the docs for AddForce correctly). First try continuous dynamic collision mode. I think the problem is its using the less accurate checks against the static collision.
depends, someone on /3/ made a good point about it as im stuck in the same situation
connections,advertisement,shilling>skill is the bottom line.
when 3D was relatively new it was an amazing job, its getting saturated just like everything else and skill requirements going up and up.
if we are talking about movies/games industry there is alot of work to be done, even consider investing in programs and tutorials and if its too big on you just quit and work something else
a good way to start is to work locally because you have communication advantage,other than that companies can simply call up to some offshore studio for their game/movie
Nothing does anything "new".
What Undertale did was blend a bunch of concepts together in a new way, with a unique cast and style.
Pretty much everything has been done, any given thing is only as original as the style of who's making it.
Yeah, I'm a ways off from doing any projects/work for anyone, letalone myself, I'm just getting started learning this stuff.
Modeling is one thing, but then I assume you have to model totally differently if you plan to animate/rig/etc.