New Jam Next Month
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
> Demo Days
> Free audio
>hyperbolic response about making an engine in assembly
>hyperbolic response about making an engine in binary
>hyperbolic response about making an engine in punch cards
there, I saved us all time.
Why do you keep making threads early?
Here's a better agdg related image.
>making a platformer like most shitters in here
>finally end slope hell by making working slopes
>find out "moving platform" hell is even worse
After that I finally can move into asset creation hell and then level design hell.
I'm bad at art but I tried making a tree for my game. Does it look okay?
You play a healer/druid character in a platformer.
Enemies are skeletons you heal back to life and then they just leave.
You give life to special places to make platform flowers grow from it.
Your health and mana could be the same thing, since it's all about life and magic.
I can do sprites if anyone wants to jump in.
Or maybe they sprout flowers and die
game: Hogpens Playground: グーガム
dev: The Gogem
tools: Adobe Flash CS
progress: Created body architecture of main game
progress: Subscribed to Game fly to learn about Videogames
progress: Browsed teh Chons for a little
progress: Developed story for Main Protagonist
progress: Got game to successfully run at 12 FPS
+ Working on a tutorial on how to get the guy to move
+ Game Demo will be available in 2 weeks
well fuck me
what do you think of my concept
What is the difference between these two functions
It's purely so it can be rendered for promo posters etc
I'll probably throw on another subdivision surface on it when i get up to rendering the real thing anyway
It's not that interesting and the art is average.
climbing with the broom was slow so I made an anti-gravity spell to make it go faster
Can I suggest that you add some on-screen instructions when you mount the broom so that you know how to steer. I know you want to have a bunch of commands, but it really seems a little complicated having so much. Maybe simplify it somehow by combining commands, and perhaps make the spell system simpler and take it from the text console to the GUI somehow.
I'll have a proper tutorial eventually, the help for the demo was pretty last minute, I only put it together the night before demoday.
Hopefully next time I'll have a proper thing that teaches you how to move around and then fly and stuff and cast spells.
Making the spellcasting simpler isn't really an option on account of the volume of spells I want to have, and I think there's some value in remembering different things and being able to quickly input them. They won't all be introduced at once though so it isn't quite so overwhelming, and I'll try to group things so that it's category -> subcategory -> spell instead of arbitrary number -> arbitrary number -> arbitrary number.
I definitely want a different interface, not entirely sure how to solve interface for spells though. I can do a bit with having the wand do different colors and effects depending on what's equipped, I guess, but I'm not sure if that'll be enough.
* Suck his dick
* Find someone willing to do it for free in hopes they get their name out there
* Find someone who's desperate for money, even shit money
* Buy tracks off those royalty free music sites for like $2-$10 a pop
Ah shit. I appreciate the feedback!
/v/ really hates superbrothers for some reason
I'm not entirely sure why
I don't think it's an artstyle you should copy though, it's really tied to the tone of that studio by this point
It ain't much, but now I have a system for moving around on the map, and I've restricted jabbing to only be useable at close range.
Understandable. Just needed basic sprites anyway.
Guess I'll learn real art
remember that helthyprogress happens with tea, the healthy source of caffeine for helthydev!
Devs / industry / deep pocketed investors who were going to fund it anyway dump cash in at the end to make sure all the crowdfunding dosh is captured.
That way they get to keep all the funding, even though it didn't meet its goal.
I'm not implying that's going to happen here, but that's why so many kickstarters suddenly succeed at the end.
>tfw tried to make tea for the first time
>burnt part of my hand pouring the water
>burnt my tongue taking a sip (after I thought I let it cool enough)
I guess that's what I get for being Amerifat. But it is pretty good, I'll have some more tomorrow.
I've fallen through Unity to XNA, to Monogame, to OpenTK/OpenGL, because I felt I was learning the framework instead of actually programming.
Where does it stop?
>one person likes lolis
>WOW WHY DOES THE ENTIRE THREAD WANT TO FUCK CHILDREN?
Do you think everyone with the name Anonymous is the same person? Try going back to Reddit, it might be easier for you to understand that website.
What is with this mindset? Honestly.
I like dogs. They are cute as hell sometimes. That doesn't mean I'm totally into bestiality and want to fuck all of them. I like cats. You can't even fuck cats.
I think he might really be projecting.
If he can get 4k in Kickstarter, what would that translate to in sales? I recall the dev saying he'd be able to live comfortably on 8k which seems believeable if he can get 4k worth of sales already
it bothers me too, fact that people shitpost about the same things every day
no vulkan won't make things easier
no making an engine is not benefiticial to anyone
chances that 1ma will make it is very very small
can you guys fuck off with the memes already,stop selling this shit
If I remember correctly, for bigger companies, releasing a demo actually brought down sales. I dunno if the same applies to indies though. Nuclear Throne didn't have a demo and it did pretty well. But then again, Minecraft basically did,
Is $9.99 a fair price for an RPG maker game with about 7-8 hours of play time if it has a custom battle system and no default tilesets?
I'd probably lower it quickly and try to be on sale constantly
>nothing pedo about loli characters
Because it's a recurring theme that I constantly see.
This is 4chan. The two are linked. I'm not the one with a sick mind.
Connotation. It's like saying that you're a furry when you just really like cats - sure, for some that might be true, but most of the people that hear "furry" think "he wants wants to fuck animals". If the poster had said "cute girl drivers" it'd be fine, but no, it was specifically "loli".
Wasteland Kings was the jam game that turned into Nuclear Throne after people showed interest in it, and it's still available for free.
A demo works best when you have a really solid gameplay concept to show off. Minecraft did really well with it because its core gameplay was solid and different. AAA setpiece run & shoots don't do so well with demos, since their core gameplay isn't very distinctive.
What's the best way to implement dialogue?
I feel like putting it off to tomorrow, but I was thinking that an efficient way would be to set a variable for each bit of dialogue, have the game listen for input, then delete the previous dialogue box and display the new one?
Alright, then I like kittens. Does that make me a kitten pedophile in your eyes? I also think puppies are adorable. I guess I am a child-dog rapist to you? Loli is a pretty widely used term these days. Back in the 90s and early 2000s we would use the term chibi to represent them. Like Sailor Chibi Moon was the pink haired loli from sailor moon. Now loli basically represents all animu little girls, and even more these days.
I don't know about that. Breeding season makes something like 30 grand a month from a bunch of dummies, and they never update. Not to mention their animations are terrible and unfappable.
I'll show you gameplay when my shitty renders look as good as this.
So in 2017 sometime most likely tbhfam
>started working on a combat system for my roguelike today
>Realized I don't know what the FUCK a combat system should look like or what I should do to set one up
Oh god. Does anyone have any advice?
No, because you said you like kittens, not you want to yiff them. You apparently read what I said and took the exact opposite meaning.
Loli threads on /b/ (and elsewhere) are not about looking at animu little girls. They are about sexualizing them.
Make a lewd game because you want to, not for the money. I'm fucking sick of low quality garbage that people fund because it caters to their niche fetish. I need more good quality porn games.
Roguelike combat can be very simple. Often you just press the direction towards an enemy and it registers that as an attack action. That will go through some spooky math formulas and ends up damaging the enemy. Some steps are consumed and if the enemy's next turn is queued up before the player's next turn their AI might decide to attack the player, or maybe not.
You should probably take this advice. It's good advice.
Don't apply anything you see on /b/ to anywhere else. Even other boards on 4chan.
Also the poster didn't say they wanted to f the lolis, just that they wanted to see loli drivers.
Lets make a niche fetish porn game like breeding season. If we even get half of what they make, we'll both be millionaires in a couple of years. Stupid people literally throw their money at that shit. If all these stupid mobile devs from other countries were smart, they'd be making fetish smut games and earning the big bucks for much less effort.
let me help you (i hate rougelikes by the way)
slow,poisoned,paralyzed,asleep,stunned,blessed,bloodlust etc etc
and the rest i forgot
You just choose absolutely fucking anything. And then it sucks, and then you tweek it to suck less.
Whatever you do at first is going to be bad, because shit is too arbitrary until you start refining.
If your game is going to be simple, you can keep the numbers low and human friendly.
Damage - Defense
Damage * Modifier - Defense * Modifier
Damage + Modifiers - Defense + Modifiers
(Damage + Modifiers) * Modifiers - (Defense + Modifiers) * Modifiers
Something like that, where modifiers are determined by elemental/magic/damage type weaknesses, item bonuses, armor values, whatever.
Read up on how games you like do damage.
And probably check out Rogue Basin.
Because I don't have to deal with a fucking reputation / post count bullshit system like I would on any other site.
And replying straight to individual comments it weird tangled chains makes me happy.
I'm right at home here, with my love for snakes. Have you seen a MonMusume thread?
How do I get back into gamedev? I've finally got enough spare time to dev but I have no motivation to do it
But you see, monster girl snakes, are mostly girls, or at least have girl parts. A snake is just a snake. How can attraction for a snake girl lead to attraction to an actual snake?
>Not having pink hair
Ugh it's almost like you're not a real indie developer
>GUYS THIS THREAD IS ANIME ITS MINE LALALLA
>HOW CAN I MAKE WAIFUS IN BLENDER?
>THIS BOARD WAS MADE IN C H I N A I CAN POST ALL THE ANIME I WANT
>WHERE IS ANUBIS DEV? ITS BEEN 2 HOURS SINCE HIS LAST FEED
>IM A GOOD PROGRAMMER DESPITE NEVER PUT MY PROGRAMMING SKILLS TO TEST
the list goes on
I had bright red hair, does that count?
You see anon, sexual desire for a snake is actually just a result of someone's repression of their love of dick, which results in their mind finding another large phallic creature attractive.
Hey! I'm just starting out in game design with a friend of mine. She's the programmer, and I'm the artist. She's self-taught in C++ and C Sharp, and we wanted to start off with pure 2D games. But right now she is completely losing her shit trying to use Game Maker. Her main problems are (in her own words) that it's SO oversimplified, disorganized, frustratingly dumbed down, and a lot of the skills aren't transferable to other engines. We were going to start off with something simple just for starters, then move on to Unity and Unreal after we were more comfortable with the design process. But since she isn't liking Game Maker, we're not sure where else would be a good place to start. One option she's considering is just starting with Unity (although it seems weird doing 2D in a 3D engine). Another idea she's kind of conflicted about is the possibility of using a framework (like MonoGame, for example). That would probably be a lot more intimidating for a beginner, but it also might be a good learning experience. What are your suggestions? What did you personally start with?
TL;DR - What's a better alternative to Game Maker for beginner programmers?
Unity can be used for 2D. Godot's also alright from what I've heard. Also, let's just get this out of the way
Weird, it didn't let me post the pic. Testing.
What is the limit to complexity on how much a 2D game branches? You have examples like Super Metroid where everything is kind of one layer. Then maybe the next more complex is Cave Story with kind of a foreground and a background areas and then warps to get to completely new places.
But it gets worse in some games, where it is basically random and a maze. Just kind of looking for thoughts/opinions.
I've been having a lot of fun with Monogame, anon. I went into it as a complete beginner not only to the XNA Framework but to game programming in general, but it's a lot of fun! I highly suggest it.
Holy shit, a game where you play as a sword wielding skeleton?
It's a tool used to create stuff I need, not actually part of the game and it stands alone and is ran outside of the compiled code, so no real pollution of the main codebase. It's also a few classes, but most of the work is in a rather large class
I love your game too. I need to play it more and actually beat it, but I've been struggling with getting rune coins, so I've been playing the easier difficulty for now.
Is there an easy way to get rune coins?
>TFW working with an egotistical sociopath but he's good
Should I stick with him. /agdg/? Or will someone like that fuck me over in the end?
Maybe something along these lines?
tfw im an egotistical sociopath and this is my fetish
Heh yeah, the brewery is kinda tough. There's a good handful of ways to tackle it but I won't spoil it!
Yes I know, I've got that in the works (though still won't be flagship MC).
I tried making a shader for leaves, wish I had Jon blow's trees
Dude your question is like asking why a deaf person can't hear.
Document every progress and make sure he can't claim it for himself at ANY moment. That's the kind of person who tries to steal the project and tell the world he made the game by himself only.
One of the problems with twitter is that (other than direct messages, which usually require a follow) you have to blast your tweets to fucking everyone who's following you, you can't just "privately" post in a thread.
In order to reply to you he has to unduly give it even more attention, which may seem like more of an endorsement than he was comfortable with.
Perhaps just ask again separately after awhile?
That's the kind of thing you can't answer, because psychological matter needs a full understanding of someone's past.
I know that because I try to understand why my life is based on guilt and why I constantly feel bad about myself. It's only been recently I discovered that my past experiences made my life more complicated than it should be and why I felt bad doing anything. Making games was ( and is still? ) among those things.
So in UE4 I'm trying to "debug" where a projectile spawns; since it's a (large) bullet it has a velocity, and stopping the game right after it spawns is too late (it's moved away from the point of origin).
Is there some way I can spawn a particle or a "debug" pixel, or something, to indicate a specific position?
>work on game for 7 hours
"ok that s enough, I should take a break
>wake up in the middle of the night
"I need to work on my game"
I really want to dev damn it.
But i will have to spend the entire day today by drilling literature and tomorrow by doing the same for law, so i can pass my exams the day after that.
God this is so stressful. I can't even imagine i will able to dev at all when i have a real job when i'm done with school. I mean if you get an hour/day of dev done as a working man then you are lucky.. so yeah i have1.5 years left to finish a game good enough to pay the bills, or i will have to get a job which will kill all of my game dev hopes a dreams..
Shit.. i wonder which one will it be in the end.
I wish i could just collect my autism bucks like most of the people here and not have to worry about any of this ;_;
redoing movement since the old system didn't feel very responsive, but i also added some bounce to your step
How difficult would it be to add a bust-a-move like effect to the arc line, where it changes colors or adds an effect if it's in the correct position for the desired effect, in this case fire. Because it's difficult to tell depth perception from the isometric view on games so an easy and quick way to confirm that it's in the line of fire would both be juicy and convenient to the player.
The thread is slowly dying because everyone is making progress.
R-right ... ?
I hope it's not because everyone is procrastinating on progress and looking at the thread waiting for someone else to progress and comment on it, like a chaotic cycle of nodev
I don't think that would be too tough, it turns red when it intersects with another person and turns green when you're throwing it onto the grill, I can have it turn orange when it's going through a fire trigger
I'm making a game that created with the fans in mind.
I want them to make rule 34 shit and I want them to write messed up fanfics.
But I won't make anything lewd. Maybe as lewd as animes that air on primetime
>Having problems is being a fag
>Understanding your inner self is being a fag
>Trying to be a better person is being a fag
You got me anon
Doing all those things is fine, but the conclusions you reached makes you sound like a fag, sorry anon, but you're a fag. For instance
>I try to understand why my life is based on guilt and why I constantly feel bad about myself
This is something only a loser fagtard would say. Someone who analyses their life and does that because they want to improve would quickly realize that feeling bad about him/herself leads to absolutely nothing and you should just man up, take control over your emotions and STOP. Be a man, not a fag.
I don't think you realize than trying to control myself and hiding emotions have lead me in this position in the first place, anon.
You don't know anything about my experience that can make you say that I should just say " whatever lol " because it's actually what I've done until recently.
As I said earlier, don't try to analyze other people lives based on your single experience, because what works for you don't systematically work for others.
>I don't think you realize than trying to control myself and hiding emotions have lead me in this position in the first place, anon.
If your goal is to make a game you keep your emotions in control until you make a game. If you can't do that then just go away from this thread and go cry about it on /adv/ or wherever the fuck.
feels are part of gamedev
make room anime, there is enough for us both
Well making that kind of "2.5D" could work, but in general it's not recommended to use GM:S for 3D stuff. I don't know much about how 3D works in GM:S, so can't help too much with it. I once did DOOM like 3D game with GM7, but that's pretty much all experience I've got. No idea how GM:S handles importing 3D models or animations.
yeah, this is feels a lot better
I only had experience with java and a little bit of UDK when I switched to unity, i dunno if im qualified to say how easy it is to switch :[
But unity has a lot of tutorials and and a lot of unity questions can be answered with google which makes it easy to stay engaged if that helps
Feels are fine, feels that frame yourself as a victim are not. There's enough losers in the world. Productive and successful people aren't productive because they feel sorry for themselves. If they have no power instead of crying about it they work hard to become more powerful. Working hard to become more powerful doesn't happen if all you can feel is bad about yourself.
How do IndieDB's popularity system work? I only posted one piece of news and there is no way it is this popular.
For some reason velY is equal to gravity even though it's set to 0 in the handleCollision event. I can't figure it out and I'm gonna cry. Maybe I should abandon it
They start you high so you can get a bit of guaranteed attention and then you fall down rapidly as you fall to a more appropriate position relative to the amount of continued attention you receive.
this is alright for a simple plane no?
its just a part of aircraft carrier so i want to keep it simple
lighter more faded wood color, not that dark shit
make the sand have a bit of build up near fences
fences, tent stretched between 3 trees to provide shade
those canoe boats
add some small color accents here and there
if it's only different shades of brown and green it's boring
Are you working on a for-profit project? Music people are not hard to come by as long as every person is volunteering their time, but asking someone to contribute to a commercial product for little or no pay is not going to make you any partners.
depends on what you're trying to do, you could literally google what you want to do plus "unity tutorial" and probably find something useful and beginner friendly
I'm not sure how beginner friendly these are, but looking back these are the most useful tutorials I ever followed
I don't do any voxel stuff anymore but knowing how to build meshes through code has been invaluable, even on this project with generating grass and changing my characters' UVs through script to make them modular
Is it possible you are setting the value on a variable on the stack instead of velY? Also it seems strange that you are still dealing with velocities after running the collision checks. Normally you would calculate the delta position for the frame first then feed it into the collision handler which would modify the deltas to not penetrate anything.
I don't even know. I'm still pretty inexperienced.
What I'm trying to do is check collisions after the sprite has moved, and move the sprite into the right place if there is a collision (next to the tile, etc). But it seems like the game is rendering weird as the velocity is always >0 and the sprite clips through the floor if it goes too fast before being moved into its right spot.
It's very possible I've been doing movement and collision completely wrong and I might have to revise a lot and maybe look at some different methods.
nice, thanks for the link. what i'm looking for is mostly something that pertains to jumping right into making a simple 3d game from the ground up. i know unity has official tutorials, i might start with those.
pugdev's codecuck speaks up
give me enemy ideas. what kinds of enemies do you think would be cool here?
>Unity doesn't recognize Dictionary<K,V> in inspector
Write a custom serialized class that stores keys and data then create dictionary run time or a custom inspector or stop using inspector all together, write a file reader and do everything codewise.
Yeah, what happened to that vampire game? What a lazy bastard. Might as well make the enemies invisible at this rate, less wasted effort when the game is added to the dropped list.
>making a joke visual novel style game for friends
>used so much copyrighted content that I won't be able to release it to anyone else ever
>the final boss is literally the undertale battle system recreated in the visual novel framework
well at least I'll have finished a game
well, we make something fucking quick
and we become friends
and pursue something more ambitious once we got something fuckass simple
and feel good about our bond
so what the fuck
Anything you want,
just to quickly release as a mobile app
it can be some fucking flappy bird shit
I'm sorry if I sound like an ass right now, but it seems everyone's so anal about teaming up with people
and no one tries to work together or if they do it lasts a couple of minutes
/agdg/ is fucking depressing
nah, ive wanted to make a shitty nothing game with an artist for a while
I can program, im not really tied to any engine or language (although ive never done a mobile thing)
add my steam its
literally who(from ontario)
its 5:56 am here though so im doin it tommorow family
unless you find someone else by then
Cool, i put most of my time into trying to music but im a compsci major so programming is kind of implicit, and i have some game dev experience and was looking for more so ya
sounds about sick
yeah im an artist and fucking shit one at that(digital only, pen and paper im pretty well off)
i can do pixel shit
and i try to git gud everyday
i want a 3 piece at least or a 2 piece
just cause toby radiofuckingactive fuck did it doesnt mean we can all do that
besides start small
Wheres yours faggot?
I thought so.
i added two literally who
both from canada
i set up the tile spritesheet generator to optionally take larger sprites and the impression with this test sprite is promising. it looks so fuzzy
reminder to dress as a grill if you want to be a better dev
well idk, gimme your name and ill add you if you want, thats the only way i could do it earlier today
idk what the fucks wrong with steam, not really the first time steams shit the bed though
Quick, opinions on romance in a story!
Nostalgia-stroking, family-friendly subtlety or outright smooching and behind-the-scenes bangin'?
wait i thought skype...
ill add you there
also what you think of my shit
im experimenting with colors, bright and dark, and outlines, etc
I can't decide how this guy should fight, what do you think /agdg/?
Trying to make an engine for about year. Give it up when I realize it is shitty.
Now working on improving art and learning unity.
Anyway, I feel like a retard, could have used that year to get better at art.
>based handmade hero teaching me order notation and sorting algorithm
Imagine this: a paper's please clone but with germany's borders instead of arstotzka's
Does anyone have any good tutorials for the blender game engine?
W-would you be interested in some artwork for game assets?
The MC is born with a rare genetic disorder which causes blood build up in his body that can be released only by jumping, but then he has to stop to not damage his body and the game is about his plight with this delicate balance between jumping and not jumping. THe map is flat ground, with platforms only being metaphorically implied. No matter how you play you will always lose.
KS overfunded by 650%.
How do I make a wimpy hero endearing but not annoying?
So you switched one stereotype for another?
I'm making my lead a morally ambiguous terrorist.
Mostly because it's easier to capture player interest for a story where you're not the shiny white knight fighting against the blackhearted bloodlord of ultimate evil that kill his underlings in sequence according to military rank.
>So you switched one stereotype for another?
I'm just generalizing, they're not going to be cookie-cutter.
If they were I wouldn't worry about asking people here for tips on avoiding an annoying character, instead I'd just copy other characters verbatim and shit it on out.
>I'm making my lead a morally ambiguous terrorist.
Trying to go out of your way to break stereotypes and ending up with a generic grey morality character isn't really much better than using stereotypes.
Make what you'll find interesting to write, anon. Don't try to be a snowflake.
I might be wrong in assuming as much of you, but you come off as bragging about what an original non-stereotype your lead is.
>Mostly because it's easier to capture player interest for a story where you're not the shiny white knight fighting against the blackhearted bloodlord of ultimate evil that kill his underlings in sequence according to military rank.
Who or what are you even talking about now?
Spectrum of characters
o: you, x: him
Morally gray protags are usually more relatable than beacons of pure whatever, since humans are morally gray anyway
You're making an awful lot of assumptions, anon. I've barely mentioned anything about my characters. What you're doing is strawmanning.
>Morally gray protags are usually more relatable than beacons of pure whatever
It's a story, anon. People don't need to relate to it, it's entertainment. If you really want to make people "relate" to a protagonist, make them silent and give your game choices for the player to make.
If you create your character, give them a personality and a story, that's that. It's not relatable to any given people, some will relate and some will not, and that goes for any character.
It's kind of pretentious from the outset to assume your character is "relatable" in an umbrella sense if you're the one writing it.
>my character is sooo deep because he's not sure if killing enemies is the right thing to do
>he's like totally interesting and compelling because he's not good or ebil, he's just... HOOMON
>people will really relate to my character because deep compelling people will play my game and also question the path I set my character on!
Come on, you guys are better than this.
>you come off as bragging about what an original non-stereotype your lead is.
Wasn't the intention, it's a protagonist after all so it'll still follow some protagonist stereotypes to not be hated by the players.
Or whatever, it's all plans and nothing set in stone and integrated with gameplay or even written down. I'm just trying to make sure I don't get stuck in rehashing some predictable and boring cliche.
>I'm just trying to make sure I don't get stuck in rehashing some predictable and boring cliche.
Aren't we all.
Though there can be great things to come of embracing cliches, too. There's a reason reconstructions like GaoGaiGar can be so awesome.
You just have to know the right ways to write it all.
do you have 600% zoom applied constantly or have 600x200 as resolution?