>DEMO DAY IS OVER GO PLAY SOME GAMES
New Jam Next Month
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
> Demo Days
> Free audio
This was said by the man who predicted the 2008 crisis and made 2 billion dollars in profits out of it. There's no luck, /agdg/, only hard work.
>programmer spends 2 years making game
>no one gives a shit about it because it dont look pretty
>artist comes along and makes the game bearable to look at
>programmer think he deserve more than 30%
Posting for visibility:
>Professional artists almost never work for rev share because of the unreliability of the market. They don't want to spend three months on a game that ends up going nowhere.
>That being said, when rev share is used ~10% with a fixed cap is the standard practice. This makes sure the artist has an incentive to succeed with the project, but also so that you're not paying ridiculously high rates past a certain point.
>make retro-looking game with chiptune music
>nobody buys it
>use xbr/hq4x on all images, pay somebody on fiver to create a guitar version of the chiptune music and release as HD EDITION
brummerke and weaverdev on tumblrnot much progress for now but it's going to ramp up soon hopefully.
Should I go full out horror game? Witness a murder, get creepy letters/phone calls, spoopy murder man breaks in and attacks you the end? What would make a horror game not lame?
>Posting in the wrong thread
We draggable camera now
It's just baiting literally insane shitposter because he's obsessed with 1MA devs and feels the need to validate his failure with the excuse that he doesn't have a team. This is ignoring the fact that cobbling something together in Source is literally the easiest 1MA project a person could take on.
>take 5 years to release 3 hour game
warframe best frame
>not flickering and looking at you unrealistically or appearing infront of your binoculars
are you even trying
>wearing shoes inside the house
It's already horrifying.
Personally what you're describing doesn't sound scary at all. You need some sort of main goal while this side spooks interrupts your business.
Might as well get something done while waiting for Vulkan
Hey your attempt at starting an "alri gabe" meme was really adorable. It's too bad trying to force shitty meta memes on a board that doesn't want you around isn't gamedev mirite? Although you seem to fail at both anyway :^)
Naw I'm jk you'll totally make a game before you die. Or a source map that your "friends" don't shit on and cause you to have mental breakdowns crying into the shoulders of strangers on the internet over. Nah jk you won't.
Sign my card?
I can art and code well enough to make a game. I just suck at finishing and deciding on things. I can also make music but that's weak. Maybe if I worked on a song for longer than a day I'd make something good.
So I'm at a loss as to where I want to take this game. I've been mostly working on polish because of that.
I want something with replayability so I made a simple proc-gen dungeon, but I want something with story as well so I'm considering doing a mix of the two, but I'm still unsure.
What is it about rogue-likes that are fun? How do I make the player feel like they're progressing without upgrades? (I dont see anything I can upgrade for the frog.) Checkpoints in the dungeon which the player can come back to?
gamedev is hard
>you're still here
Hey how did you manage to fuck up yet another project? Been posting in agdg for how many years and still not a single game that hasn't died in your hands, that must be rough. Are the artists sending you anonymous "death threats" like you supposedly used to get for wasting their time because you're a phony? Maybe you should start another dear diary website and cry to us about it there.
Okay kids here is how you interpret this:
>There are 16 people ruining AGDG with shitty memes and meme-enabling
>There is 1 person on AGDG who knows who mothdan is, he obviously can't be as bad as rotatedev so he voted for him
HI Senpai. I haven lurked here for a while. I like all those games on the demo days.
Keep going i wana play your games.
<3 demo senpai.
p.s. dont let me down
I finally have the motvation to work on my game. Ill see you all shortly.
Reminder that wolfram alpha can generate matrices for you so you dont have to multiply 32930293092 matrices. Just use random single letter variables in the input then rename them back to their respective names in your source code.
>How do I make the player feel like they're progressing without upgrades?
he seems to like eating, maybe go the kirby route and let him eat powerups. something that makes him jump higher for a short time, something that lets him swim through lava, idk.
This is how I interpret it
>Rotate aka dannyposter#2 wants to be prom queen of an internet message board more than he will ever want to make or finish a game
>Nobody cares about mothdan anymore except for literally insane shitposters like Rotard
Learn yourself some game programming patterns: gameprogrammingpatterns.com
Get out, my game is a shit. I mean, your game i mean wat
It's an abstraction to manage the types of resources that can be loaded into the game, that way I don't have to do that much work to add in new stuff. It's not a singleton. But it allows objects to just call the resource manager and not think about anything else because it shouldn't.
>dan is 1MA
>people vote that they would work with rotate on a team
>rotate destroys his team project and spirals into yet another "depression" after wasting half a year of everyone's time
The correct action with that strawpoll was to vote for neither.
That looks super cute, I like the shooting berries after picking them up. I would really love a roguelike in this style.
What I like about roguelikes is they're like small games that can be completed in 1-2 hours, but can be replayed multiple times. The fun comes from the challenges throughout the game, and using strategy to overcome obstacles and enemies. A good roguelike can make lots of situations happen, allowing for different challenges every replay.
In traditional roguelikes almost all enemies are stronger than the player. It's only in the very early game when you can easily take on enemies one on one. After the first few levels you usually need to start using spells, scrolls, potions, or whatever other tools the game gives you to get past strong enemies, disable them, confuse a mass of enemies, or some how sneak past them. There's usually only a few upgrades for the player themselves, maybe some temporary buffs.
What you can do is use berries and other foresty things like nuts as "spells", each color/shape berry will do something different, maybe have a small inventory to keep some berries in. Enemies need to be unique, each with different movement patterns and attack patterns. Make some enemies have special abilities too, like being able to affect the environment in different ways. This will allow for emergent gameplay.
This could be a useful watch: https://www.youtube.com/watch?v=97O88IK_2bI
if any1 needs something like this, here you go it's free
Do you really need a manager, though, at least to the "public"?
I would rather have objects just say "yeah I'm using the asset at this location" (GUID/hash would be better) and then the renderer (or whatever is "consuming" the asset) itself is responsible for saying whether something should be resident.
It's ironic how often rotate spams the suicide bag wiki and tells people to kill themselves. Projection?
I know if I personally ruined yet another project after pretending to be a gamedev for years on end and let down people who believed in me I would keep that wiki in my bookmarks too.
Here's an example of why: the renderer knows how far an object away or whether it is in the frustum, so it can say up to which LOD needs to be resident. Putting that onus on the game object or somewhere too decentralized is poor design.
>What I like about roguelikes is they're like small games that can be completed in 1-2 hours
Not all roguelikes can be completed in that time unless you are really experienced. My first DCSS win took about 8 hours (in-game time). It was my 90th+ game and I left the dungeon with just three runes.
It was dead a long time ago. Rotate's "progress" posts were a huge red flag that he's been too busy tweaking off his meds and shitposting to actually get work done. Literally had nothing except a few basic attack moves and a health bar after 7 months. Once his artists started leaving we all knew what was coming, but one of them was still being nice and e-mailing him once a month so he was all
>ha take that danny that's one lie from danny we can all dismiss
1 month later the whole project is dead. Back to dannyposting fulltime.
If anything could have channeled his autism into something actually useful, it would have been working together with someone. And i thought that it was working well for a while.
I don't know. gotta ask theonian on tumblr.
How would you go about selling a game? I mean there are plenty of freeware and free to play games that are pretty good.
How do you justify charging actual money for your game?
What makes the difference between a game that is worth spending money on and one that is not?
Well yeah, it depends on the game, but I prefer the shorter roguelikes. And yea, it's likely that the first several times you play a roguelike you wont even finish it.
Go back to >>>/vg/rlg not all of us are anal about the word. He specifically says he wants roguelike elements and asked what makes roguelikes fun.
Piss off Dan.
Can't blame the artists if it's dead. Hopefully they will make something else after this and not just disappear.
Rotate can eat shit though, he is clearly just fucking around.
How would you load things from files during "runtime" and not expect hitching? The idea behind my design is being able to minimize loading from files since that is insanely slow as resources can be passed between screens if they both want the same thing by just copying memory to memory. Then deleting the no longer in use resources.
So attempting to load from files within an active screen for a given distance seems like it would be a problem. I haven't integrating any kind of multithreading between the game logic/render yet, so I could see it working if the renderer was on a separate thread but then again you would still have to sync up at the end of the day so if the renderer is still trying to load stuff, the game logic would have to halt and wait for it to get done, which kind of defeats the purpose. I've just started the planning work right now, so everything is still up in the air.
>How do you justify charging actual money for your game?
The same way all technology and digital properties are valued.
You toss an arbitrary number out and see if enough people believe it.
That's just an example of why you don't want something whose sole responsibility is to "manage" things. What it takes to "manage" something can depend very heavily on how that thing is being used, so it doesn't make sense to me to have something separate for that.
Are you the guy making the roguelike? You probably don't need to worry about asset management at all, just load everything up at the start.
>If anything could have channeled his autism into something actually useful
Well. All I can say is drugs are bad. Drinking and drugs are bad for some people especially programmers who are too young to handle it. I wouldn't trust him to take are of a goldfish let alone work on a project as intensive as a game.
How do you get people to buy it?
Hype? Reputation? Persistence? Plain luck?
For many it is probably luck, but I am sure if you analyze it you can create a pattern on what makes a fairly decently selling game and what not. I was just wondering if anyone has thought about this himself or has first hand experience.
Danny is a figment of the imagination that depressed people blab about on agdg because they need a scapegoat for their failures in life. He was a dev here who hurt some insane people's feelings. Now it's
>Mothdan trolled me and that's why I can't do anything right
holy fuck, I can't read these threads without getting nothing done all day, by the time I finish reading a thread, there's a new thread at max with a new thread started after it. how do you people get anything done? ever?
He was constantly claiming lack of progress was due to his artists, basically throwing them under the bus. He could have used placeholder programmer art and kept trucking but he wanted an excuse for dragging ass on the project. There was a period of months where monday recaps for the game were just the artists explaining that they finished more scenery and GUI graphics with zero gameplay addition. That's when Rotard started saying
>I'm still waiting on my artists so I can continue work on the game
>I don't even like metroidvanias anyway
>So hey here's this 3D loli game i'm making check it out everyone
>For some reason my artists aren't talking to me anymore i'm getting nervous
No I'm just playing around with engine design, I don't really have a core idea of a game I want, but just ideas floating around. So when I am creating parts of it, I just think of multiple ways I would want to implement something into a game and design that portion in a way that could be very flexible. So things like how input is handled can be rebinded, and modified to work with controllers, and keyboard, etc etc, if I wanted to add in something like dinput, I would just have to make an adapter class for that without having to touch my xinput or keyboard/mouse portion of the code. Or if I wanted to have more "effects" with the camera, I wouldn't have to touch anything but add in a new effect, implement a new algorithm for a new effect.
So the thoughts I'm having around asset management is that it needs to fulfill 2 criterias.
Be able to maintain "global" resources, resources that are going to be used throughout the entire run of the game, so I don't keep loading those ones over and over
Minimize the loading from file by "sharing" resources between screens that use the same (sprites, music, etc)
I promise I'll do my best to learn to draw legs properly.
>Be able to maintain "global" resources, resources that are going to be used throughout the entire run of the game, so I don't keep loading those ones over and over
That's more of an asset metadata issue, no?
>Minimize the loading from file by "sharing" resources between screens that use the same (sprites, music, etc)
I still don't think that should be handled by a centralized cache. Think about it - audio clips are only limited by RAM, but meshes and textures are limited mostly by VRAM. And the only thing that knows how much VRAM is being used, how much is available for assets, and how much each asset uses is the renderer. So the renderer itself should provide the logic for "managing" assets in the cache.
The game objects shouldn't have any say in this, because they shouldn't be coupled to any implementation details of the renderer or whatnot. They should just say what they look and sound like.
Is Arikado really gone for good?
His game was fun
Also make friends with streamers that would play your game on stream, subscribe to them so you actually hold sway with them
I'm talking like mid-low tier streamers, like 1-2k watchers on average, and get a lot of those playing your game
Usually smaller communities tend to play the game that the streamer plays, not large streamers though
At what point should I start posting progress and making progress blogs and stuff? I've only made one town and one dungeon and it feels like I need more to show before I can start showing things off.
Looking through old irc logs, there are weeks between some pastes.
I'm just searching for "vania" and pasting related stuff.
yukizini == rotatedev
The kind of nuggets you run into while ctrl+f-ing a random word is impressive.
Everything you want to make is too hard and you want to give up but you always come back to gamedev.
Pointing out that someone has been shitposting the same name for months doesn't make anyone a narcissist you retarded faggot. You were the last one between us to say the name. Keep posting.
right in the feels. They were around since the beginning. Its so shitty that 4chan has become to politically correct that you can't even have a child rape simulator on here anymore
>Its so shitty that 4chan has become to politically correct that you can't even have a child rape simulator on here anymore
/b/ is still a place that exists. The real tragedy is how many mouthbreathers are here who don't know how 4chan works and yet insist they are part of the oldguard because they wanted loli rape shit to be allowed on a blueboard.
Well i bared down the scope all i could and it looked like i will finish in a week and i work every day and jesus fuck two months in now and not even 10% of the game finished
I am so tired of it going so slowly.. it's impossible to stay motivated when this is all i do in life.. no friends.. no social life.. no job.. just dev and the worst part is when... if... i finish this back breaking work, maybe nobody will even give a shit and play the game and i just wasted like a year of my life
game dev is such a terrible way to live
>should I start posting progress
Post progress to get some feedback on look and feel. Keeping a tumbler/blog/homepage is pointless today though.
You get virtually nothing from establishing a long term following, what matters is high intensity marketing when you have a product out for sale.
>because they shouldn't be coupled to any implementation details of the renderer or whatnot. They should just say what they look and sound like.
They aren't coupled to the implementation details of the asset manager though, they do just say "my sprite is "textures/poop.png"".
The implementation of the manager is essentially just taking those things that the objects are saying and loading the ones that are needed and copying the ones that already exist on memory from the previous screen. Objects have no actual access to the actual loading of stuff.
So its like
Screen titlescreen or whatever
object A wants B.png
object B wants B.png
object C wants C.png
Then it goes on to level 1 or whatever
object Z wants B.png
object Y wants D.png
So the manager takes that info, looks at it and say "B.png is already loaded, so I just want to grab D.png since that doesn't exist yet, I don't need C.png anymore, so that can fuck off"
If you have any good resources on this topic I would love to read about them, it would help a lot.
Thanks for the offer, but I'll struggle by myself for a while. I'm much more competent at programming than I am at art.
I have anatomy guides open, I just haven't had much practice lately.
tfw you can't stick to one project
>believing his lies
Friendly reminder he is a compulsive liar. He did things like samefag with his tripcode on then delete it in shame and claim it was a meme or a joke and we were all stupid for not getting it. He lied about being here a thousand times only to pop up out of nowhere responding to drama or doing live reactions to board drama on his tumblr. Kid is a massive fucking liar, one of his worst qualities.
its true, but consider the alternative
>So the manager takes that info, looks at it and say
Actually it is more like level 1's manager looks at titlescreens's manager and says "B.png is already loaded, etc etc"
The idea is that they would just communicate to each other to share data.
Apply, living on gamedev should never be a plan A unless you're hopoo.
Even if you're hyped as fuck now your sould can be crushed by spontaneous depression whenever you least expect it.
A great portfolio can get you a job if you have luck or contacts.
A degree will get your foot in the door.
Don't screw up your life anon, just get a degree and do gamedev in your spare time.
currently redesigning the humans to be robe wearin' cultists rather than generic bald white dudes.
pixeling aint easy after a 6 month break.
This is a disturbing confirmation of many of the things we suspected.
>fucking steamchat I hate them so much
>god I love memes memes are all that matter to me in life
>hey my picture was posted that's pretty cool but it's deleted because mods hate me
>copying the ones that already exist on memory from the previous screen
Why copy them? The renderer is omnipresent, and that doesn't contradict not having a generic "asset manager".
The idea of an asset cache is easy. You can ask it for an asset (if it isn't resident it will load it), and eventually it will eject the least-needed assets when it needs more space. The logic for determining which assets are least needed, as well as how it knows when it needs to eject something, are specific to the systems themselves. It works better with types, too, if you have separate caches for textures and meshes, say. And you can parameterize them with extra details like LOD levels.
The point is still that you gain nothing and you lose a lot by making a centralized "asset manager" like most people (surprisingly) suggest. Sure, it's quick and dirty, but it's not scalable.
Well at least it makes me feel less shit, because i'm doing something productive with my time... maybe people will like my game and i will make 100k and retire.. and my coding skills are getting better too.. none that would happened if all i did was just watch movies and animu all the time. So it feels good knowing i'm not hitting the complete rock bottom yet
Not really, if you're decently good at gamedev/programming you can freelance and or take a soul crushing regular job if you realize shit it not working out.
esports? You're 100% fucked with no way out and all time wasted.
The man, the legend.
I actually kinda preferred the regular dudes since they seemed like just ordinary people who were in the wrong place at the wrong time. Still, do what you think you've gotta do.
There are still a lot of roleplaying-related stats that don't make sense outside of a roleplaying game. If they were actually implemented it'd take an entire team with some advanced AIs in the game.
I don't think you realize it so I'll put it bluntly: You are bad at art. It's not a matter of being a little out of the loop or not using enough assisting material, it's that you're generally unskilled. If you want to make material that people would enjoy seeing, you should definitely practice for at the very least a few months. You should probably start with the practice material in the /ic/ sticky.
can you guys recommend some literature to learn how to write shaders? i don't need to write super complex shaders but it'd help if i knew how to apply a gradient to a texture and other simple stuff like that.
First thing is that you shouldn't use a for loop. The alpha will go all the way to 0 before leaving the loop, so you will always draw an invisible text box. Not to mention the obvious syntax error in your code.
Rewrote the backend graphics code to use OpenGL instead of SDL2_Render* and SDL_gfx stuff to get rid of shitty code needed to work around SDL limitations. Lost some motivation to work on the game.
Do you guys have dedicated input classes/structures? How do you guys handle input?
they already burst out of their clothes and then hilariously re-gain them, i cant see this being any different.
thanks, it feels good to be back.
that was my original thinking but this does also fit the theme and gives them a little more character (and deals with the 'why are they all white men you misogynistic monster' types)
Okay, I need to vent. Feel free to ignore me.
FUCK FUCK FUCK FUCK AND FUCK
yeah i meant -=, I didnt do -- since an alpha of 1 is opaque and I assumed it would instantly vanish, will try to decrease by frame instead, thanks guys
What can you even do then?
Do you at least understand the concepts of logic, i.e if a is true, then do x, otherwise do y?
for real. Its not lasers tho its really poorly implemented swarm of insects, hence why it got dropped.
I still like the concept i'll probably revisit it when i can make it look right. probably with crawling insects coming out of the holes rather than flying bugs zapping through.
i opened flashdevelop, it's time to produce some spaghetti code with actionscript3™
>How do you guys handle input?
events and an input manager
inb4 singletons memethat maintains input state for things that require "continuous" input unlike discrete clicks or the like(so they don't have to update state themselves through events)
yeah, I suppose
it's not plan A, I'm not that retarded, it just might become the only 'plan' left
The only 2 that fit that description were Forgery and Con, and I just took out both of them, but replaced Con with Disguise cause I forgot that
What specificially do you mean by that
I can't make a gun shoot
I can't make a car steer
I can't make shit
I can understand logic, but I just can't get my head around all the maths, and making stuff do shit.
It's not a porn game, anon. It's a gay furry shota porn game.
Yes. This is like my third attempt at doing a gunbound clone.
- Talk to people who know their shit.
- Find alternative sources for the shit you are trying to learn, sometimes wording makes all the difference.
- Take breaks
- Drink lots of water during the day
- Sleep properly
- Eat as healthy as you can afford
- Go out and have fun regularly if you can (e.g. once or twice a week)
- Get a therapist and/or antidepressants
Doesn't seem practical to me. How'd you handle the user going forward and aiming in the same frame (e.g. using both analogs)?
Not sure if I understood what you said.
You can use the "locator" pattern or a static class. desu I'm more friendly towards a global variable than a singleton.
>i have logs from before rotatedev was born.
MORE MORE MORE
Being able to look into the sickness that is AGDG IRC without having to step into it and smell the men's bathroom smell is great fun. Like visiting India in a glass bubble.
They're fucking dice rolls you mongoloid
>Roll Barter to try to get a better price
>Roll Impersonate to see if the guards believe that you're Mr. Dragonblood
The only AI that this game will need is during combat, otherwise, you obviously have no idea what you're talking about
Oh and it's based on text by the way
>Doesn't seem practical to me. How'd you handle the user going forward and aiming in the same frame
Well you don't copy his implementation 1:1, patterns are literally just ways of handling inheritance and aggregation. The idea is just to abstract away inputs so they aren't tied to a single key/button and have a "input handler" that has multiple inputs, one for each of the buttons/keys you use in your game.
because your game will sell thanks to it's art
nobody will pay for your programmer assets
you are also forgetting how much money it actually costs to get a sprite done by a skilled artist, how much work it is and how much work was needed to get the required art skills
also, you are asking someone else to work on your hobby project: fucking pay them, they will get no exposure for it
Enough progress for today. Goodnight agdg.
I need some advice aggy.
I'm making an action game and the character can jump and do a standard 3 hit combo in the air.
What should happen after the third attack animation finishes?
A: The player can repeat the combo if he wants
B: The player can't repeat it and just falls but he can finish the combo with a finisher attack and then falls
Basically should I prevent spamming the move or just let the player be able to do it?
>books: opengl, c++ standard, maths and physics college books(optional), game rendering and physics books(optional), reference art books + art books(optional)
I love helping enginedevs.
10 days into the new year and nothing change
Fuck me, there's literally no person I hate more than this despicable piece of shit typing this shit right now
I can't change
How to make platformer level ideas with this in mind?
You have two ways of playing: the " standard way " in which you have to press switches to unlock bridges or disarm traps, which is easier, and the " skip " way where you try to finish the levels without pressing any switches, making the game a bit harder and " skill based ".
how bout you put your money where your mouth is.
literally unplug internet now, come back in a month with what progress you've made
not even a troll to get you to fuck off, actually do it
Thanks friendo! I think it's because I'm posting a little too much and I don't have any huge new features to show off. I think I'm going to hold off posting tiny-progress stuff and wait until I get something major working, like animations, graphics, or a combat system.
I tried making a combat system today but then I realized I don't know how combat should even work yet.
What are you trying to do? If you say you understand how the language works, but you can't do "shit", you don't understand how the language works.
Here's a simple one for ya: What's the difference between a class and a struct in C#?
>tfw despite all your progress you never show your games to anyone because you are a massive pussy and don't want be more demotivated than you already are
I only just started like 4 days ago.
Here's my 25-minute clone; miss mandhands the magicizard.
Not attempting a redline, just decided to draw because I haven't in quite a while.
some amateur level advice that could be useful though
>draw single solid lines; no more sketchy chickenscratch. That way you really see where you did good and where you fucked up, you can also floodfill(and flood select enclosed areas) for rapid prototype colouring if you adhere to this.
>You use a tablet with opacity on pressure? disable it, it's a terrible setting for lineart and destroys more than it helps.
I draw with a mouse and hard brush with no smoothing and no antialias, as simple as possible because I'm not at a level where photorealistic fine art makes sense, I aim to make quick fun illustrations, perhaps make some small improvement every now and then, not to get bogged down with some fancy colouring project that requires multiple passes of cleaning and correcting colour gradients and eats up 6 hours of time but still looks like shit because the underlying linework is garbage.
>Go in there and draw those fucking hands even if they end up looking like squids.
that's why I wrote it, though
LSD is not some mood-amplifier or something, he won't be killing himself, but it's entirely possible to use it to deprogram yourself of bad personality traits like procrastination or anxiety.
if he wants it bad enough, of course
all right, this sounds like a good idea
will use internet only for mail because I absolutely need it & facebook chat because I need it strictly for social interaction/real life stuff(I'm not autistic enough to throw a fit when someone decides we should use it as a means of communication), and also gitlab for my own thing
see you in a month, screencap this
>you will never be a cute 3D modeler that is disgruntled with her work
I promise I'll have a demo for next demo day.
Honest question. I've spent like a year learning the ins and outs of gamemaker and really only use GML anyways. Saw someone talking about Love2d and it sounds rather interesting. Would it be worth switching over for? Just don't want to limit myself and get screwed over later on and gamemaker does have some annoying quirks.
I've been wanting to make a game with a similar movement style and camera angle in 3D, I'm guessing you're making the game in Unity? I've been messing around in GMS with GML, but I want to try making a 3D game, so I'll have to switch over to another engine. I have a decent grasp on how programming in general works, and I'm good on the art/modeling side of things. How long would you say is realistic before I can make a similar style of game? If you have any links to useful youtube tutorials or anything for this specific style of game, I'd love to see them. Sorry if this question is basic, first day in this thread.
I love you, Anon.
That's a good point with the solid lines, I tend to scratch away precisely because it hides some blatant flaws. It's a horrible habit.
An artist buddy recommended Sai and I've been trying to get used to it, but it seems more intended for painting than lineart. Should I stick with it or nah?
as per this advice >>128150827 I've bookmarked some of the guides in the /ic/ sticky. It's disheartening to be bluntly told that I'm shit, but I won't improve otherwise.
Reposting some progress from earlier today. I wish I could make a game with this, but for now making a little demo game and a playground will do.
Maybe I should try my luck with the zelda jam?
>How long would you say is realistic before I can make a similar style of game?
You said you have a decent grasp on programming so not that long probably, can't really guess a time here. I wasted a tremendous amount of time on the rigging/animating part since I'm just a coder and not an artist/modeler at all so you will probably be faster than me.
For the tutorial just use the official ones. But honestly your best bet after that is just to test things by yourself in the engine.
finally got this shit, fucking if statement kept it from fading out
Hurting someone (or even yourself) on LSD isn't really an issue either, it's very unlikely and you'd probably need to OD massively in order to actually lose control of your actions.Something like alcohol is a lot more dangerous in this regard.
The real issue with LSD is that with prolonged heavy use you get kind of... detached from reality, which can of course cause some problems in your life, and generally isn't very pleasant. But with reasonable, occasional use this shouldn't happen.
thanks. who knows anythings possible, and yea im working with the guy who posted a little bit in the thread, excited about working with him he's a quality dev, i think we'll make beautiful things together.
thanks man, i'd like to think so
i just hope one day i make hopoobux so that i can give my fortune to whatever is the best charity for families and pugs forced to watch while dad skins each one alive, fills a spray bottle with lemon juice and goes nuts :^)
>I've bookmarked some of the guides in the /ic/ sticky
My one second of infamy in /ic/ is drawing the first portrait of the hubpages "don't draw like this" example.
That said I generally find /ic/ advice to often be rather shit because it assumes that the only goal that counts is photorealistic fine art and full-time concept artistry for AAA games and therefor is structured with that as the ultimate goal without progressing through intermediate steps like simplified illustrations and whatnot. So if you want to churn out moderate-quality anime placeholders for a game then the advice to draw still life and do monochrome light studies is an enormous sidetrack.
im a manager in a call centre for a UK cable company.
Can the next jam be a Romance Game jam? There's not enough non-VN games about love out there.
I'm getting flashbacks now.
That was fucking horrible.
Eh, depends how much you've learned from GML. In theory, all you'll really be doing is changing frameworks. You'll still probably end up using the same tried and true methods in Love that you've been using in GML.
So the real question is what do you hope to do differently that you can't currently do in Game Maker?
you only think that way because you're really fucking shit at drawing
the advice they're giving you at /ic/ ARE the intermediate steps to draw ANYTHING well, realistic / anime / animal bullshit / whatever
anyways good luck learning how to draw with your head stuck up your ass, I know you may not be able to tell the shit from your ass apart from the shit you draw, but hey good luck
Thanks. I noticed that 3D game design is much more overwhelming to get into than 2D was, at least for me. Not only do you have to learn modeling, texturing, shading, but having a good base in 2D for reference and prototype images helps quite a lot. While I said I have a decent grasp on how programming works, I've never really learned a programming language to any decent level, so I'm diving in headfirst here. I'm a bit torn between UE4 and Unity3D for a gaming engine. Unreal looks great because you can use the blueprint system with little coding knowledge. Unity3D has similar support, but you have to purchase it through the store. In GMS I was making a level with proper sprite animation, particle effects, loading my own 2D level assets, and learning the finer details of the program in a couple of days. With 3D, I am constantly changing from topic to topic trying to become at least minimally proficient in each area to get some kind of working prototype.
I'm not sure where I'm going with this, I guess I'm just venting frustrations in a way. Even though I am frustrated, I'm also excited, and my brain is constantly challenged these days. I feel like I'm making zero progress since switching to 3D though, but I know that I'm actually progressing little by little.
Aye, I'm picking my battles, gonna focus on anatomy and pose/composition. Might move onto other areas if I find fine art interesting.
churning out moderate-quality anime art has been a lifelong dream of mine.
fuck, I really wish I'd started drawing 10 years ago
You do know that loli is fine and that was fake right?
W-what happened to you?
Anyways, if you ever go for a kickstarter again I will support you again.
Sadly I wasnt interested in pugs but I can literally feel the effort you put into your things so keep going. The over edge looks funny.
ye I had this crazy insane game idea at first that would be impossible for 1ma so i scaled back to this, once i got the core mechanics down pat I will move on to implementing something to make it a bit more unique and varied other than shoot everything that moves
>the advice they're giving you at /ic/ ARE the intermediate steps to draw ANYTHING well, realistic / anime / animal bullshit / whatever
Oh this shitty argument again, it's the art equivalent of the whole retarded "I want to learn assembly dev now so I can later learn normal dev o I can learn enginedev later so I can use unity better in the future when I finally become a gamedev!" and it's just as fucking stupid.
Most likely you couldn't draw a stick figure to save your life and is just a retarded /ic/ apologist.
Listening to /ic/ give advice about drawing is like listening to a homeless person giving financial advice.
Go back to /ic/ and masturbate over loomis you retarded parrot.
You can't make anything non-trivial in Blueprints without it being more difficult than actually programming it. It's a great tool for level designers, but not for the core programming of a game.
What they tell you over on /ic/ is true though. They set you up with a book or two, then tell you to draw a billion fucking times. Over time, you get better. The more you draw, the faster you improve.
Sai is actually very much intended for lineart (and cartoon drawing in general). It even has brush stabilizers and stuff to help you with nice smooth lines.
But at your level you shouldn't worry about things like programs, brush settings or how you draw your lines. Just use whatever you're comfortable at the moment, and practice the basics first (anatomy, perspective, feeling&understanding of 3d space - yes, it's important even for cartoons).
While /ic/'s advice is generally pointing in the right direction, it's mostly amateur/beginner artists that hang out there. Many of them don't really have the experience to give advice, they just repeat the stuff that they think is right because it's been repeated so often.
Don't get me wrong, some of it is right, but generally you should take all of /ic/'s advice with a grain of salt.
Post dead AGDG projects
The obscurer the better
nope, i went full retard
basically i wanted to make a space game like crusader kings with a larger emphasis on individual characters vs empire building
the kind of stuff you think is feasible until you actually spend some time coding components of a game
Loomis is okay, but it's not going to make you a master artist overnight just by reading it.
Use it as a reference to supplement your own practice, not as a tutorial to follow step by step.
This is literally what every shit artist says before they actually study from life and become better.
>It's muh style
That's what I was afraid of, but I've heard a lot of good things about both blueprint and playmaker. I'll have to look into it, since I don't want to get too dirty with code. I don't mind learning little bits and pieces, the syntax and useful things, but I'm not sure if I'm willing to spend a year or so getting intimate with the raw coding language instead of starting development of my game. I might have to switch back to 2D using GMS, but I think I'll be able to manage somehow.
what could be making my collisions do this? i'm using AABB and checking whether the player will move into a collision with a block on the next frame; if they are then i'm changing the Y velocity to be the difference between the Y pos of the bottom of their sprite and the Y pos of the top of the tile.
but for some reason the player is sinking into the tile and slowly rising? i must admit it works a lot better than my previous tries but i still want to get it fixed properly
>I'm not sure if I'm willing to spend a year or so getting intimate with the raw coding language instead of starting development of my game
It'll probably take a few days for you to be able to use C++ with UE4.
Actually, nobody on 4chan knows shit about everything, but they feel entitled to weight in after skimming Wikipedia for a bit.
It's seemingly better when people start discussing stuff that does not pertain their own board because there's less of a pretense. Some kind of implicit "yeah, I have an idea of this thing, but I'm no expert", whereas when it's on-topic, there's always this race to look like more of an expert than the others, even though you don't know squat.
Writing code is not as difficult as you think. It will take days, not years, to start doing basic stuff like scripting your game logic. Sure you will suck at first, but it's easy to get started and you will get better with time.
Yeah, you're right. If it wasn't such a stupid idea maybe 4chan boards should be exclusionary: /v/ - everything but video games, /mu/ - everything but music, etc.. Just a fun little idea that wouldn't ever work.
How to make a game to completion:
>Know your limits
>Make it for yourself
>Make it so that you can take pride in it
Being too ambitious will guarantee a failure
Doing it just for money will guarantee a failure
Making a game that you can't be proud about will guarantee a failure
but 90% of the people in /ic/ already know the basics so they recommend others that help you stylize and draw in perspective etc
obviously people in this general are too dumb to pirate begginer books about art/drawing and rather listen to /ic/ because they have "underground shit" that is better than mainstream learning
>They set you up with a book or two, then tell you to draw a billion fucking times.
They say "read loomis" and other memes, they never tell you to draw a lot.
>The more you draw, the faster you improve.
This is the truth, you learn to draw x by drawing x and drawing x a lot. /ic/ advice is to read a minor library and watch 3000 hours of tutorials and then to draw the whole alphabet in sequence before even thinking of drawing x.
If /agdg/ was like /ic/ we'd tell everyone to become an enginedev
Absolutely fucking not loomis, it's a meme, it's outdated and it's shit(I've read loomis, it's shit, it's slow and it's boring as fuck). You really think that a book that's so fucking old that it's in public domain is the gold standard of learning to draw in the digital age?
Watch a few ctrl+paint tutorials and then find some more on youtube that fits your liking. Do anything but going to /ic/, it really is the bottom of the barrel of art resources on the internet.
Or do what artists through the ages have always done: learn on your own, there was some internet famous concept artist that did it a few years back and his verdict was that external tutorials was a waste of time and he only got properly started when he purged all external guidance and just sat down, draw a lot and figured it out on his own.
It's more that gamemaker seems have lots of little undocumented quirks that I keep having to discover and program around. Like view movement being integer but instances being able to move to decimal locations playing havoc with sprite flickering as a small example.
Last time it was because apparently my 100% transparency on some test sprites was some sort of colored transparency somehow so Interpolation had white lines on various sprite edges when they would meet. That took me a week to figure out what was causing it and how to fix it.
Dealing with the built in code flow where it's hard to tell what's firing before something else sometimes is also a pain. I mean i like the program just not sure if Love would fix that or have it's own issues.
cheers m80, pug put me off kickstarter in a big way but its nice to know.
pretty accurate i think, body shape is a bit off but other than that yea its pretty damn good.
He's right, though. Ask any accomplished artist in the world, and they'll tell you the same thing.
You need good fundamentals. That goes for anything; especially art. Understanding anatomy, form, perspective, lighting, anatomy and composition are all required skills.
Learn the fundamentals and then stylize them. The difference between stylized artists who have fundamentals and stylized artists who never learned how to actually draw is night and day.
not him, but no one's wanna be a good accomplished artist here just a basement dweller gamedev who wants to draw shitty anime tier stuff for his retarded little game that won't worth jackshit anyway
Better a failure at game development than a failure at life. If the game is for 'yourself' then you could have better-used that time freelancing, making money doing work that is actually useful.
>If /agdg/ was like /ic/ we'd tell everyone to become an enginedev
So you're saying /agdg/ is a mirror image of /ic/?
he is right tho, if you wanna be a writer for example it doesn't mean you have to read roman epic's to get better
loomis is beyond shit for advice, it teaches you how to build characters that is far beyonds any beginner capability, if you don't believe me just read it