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> Demo Days
> Free audio
>t w i n e I S N O T A C R I M E
>make a game
>mmmm something with WIZARDS
>game is almost done
>make a second alternate version of it, same game but now it's furry for furfags
Don't lose hope, anon
Reposting from last thread.
Is it hard for codebros to implement a layering system on a tile-based RPG for the sprites?
What I mean is, Should I make a base ground tile and all the possible edge combinations in separate transparent sprites, or should I keep it simpler for the programmer by literally making all possible terrain combinations?
RIP slipstream dev...drift stage will live on to carry your dreams. You did not fail but help nourish a stronger version of yourself.
added some pixels to her legs
fixed the shading on the hood
made her more bouncy
gave her a shadow
I've been getting so much progress done on my game but I'm about to be trapped in a van with 6 Stinky dudes for the next few weeks for work.
I'm scared I'll lose all motivation when I get back.
What do you guys do to stay motivated when you're not working on your game for weeks at a time?
created a base idle animation to test the maya to unity animation workflow
Don't lose hope on life anon. I told myself that I would kill myself if I didn't make it with 2D art, and I'm still here even after giving up making it a job. Now I have found my actual passion, when I thought it was something else. Live on anon, you just might find some light in the dark where you least expect it.
in older games, it was done with discrete tiles for all possible combinations. in newer games, it's done that way since you can afford the memory/space for the extra tiles.
There's also interactions between different terrain types and stuff, and it may get to a point where it's easier to have a sprite sheet than to actually map out all the different combinations. Or better yet, instead of using tiles, just use a large sheet for the whole level, or large chunks thereof. Tiles are an artifact of low disk space for level imagery; games these days only need tiles for visual design and production ease reasons. If you know what your level layout is gonna be like from the start, you can just draw it straight.
setting library dependencies in VS for C++ is a pain in the fucking ass
Nah, you just gotta do it, becoming good takes time but money can overcome that problem.
if you can do art assets all you need to do find a programmer, If I could find an amazing artist I'd drop my project and start fresh. Artists got it good.
or music but music is hardest to make yourself know.
What if I've been successful already in another field, and now I want to enjoy making games since I saved up enough money to support myself? Also have more life experiences and good habits than pretty much anyone just out of highschool or in their 20s? What if I'm in better shape at 30 than most younger people? Especially those on 4chan? Is it ok then?
That is very interesting. Assuming I go the partially transparent sprites way, Am I locked into defining each sprite as either colliding with player or not? or can one make collisions pixel perfect (or at least a mathematically defined shape) without it being too taxing for the computer?
I don't have a programmer at the moment, that's why I ask these things so vaguely, and I think my project would be cumbersome to make in RPG maker, since the combat system I have in mind is not your traditional turn-based thing. But I don't want to be just the "idea" guy so I'm gonna do ALL of the art assets before approaching someone.
all that stuff depends on what engine you are using and how you are implementing things
the only real consideration between the types of tiles is disk space and workload; if you have a very limited tileset like in Zelda 1 or the GB(C) games, you'd probably assemble the tiles out of edges pasted atop bases anyway so if you can do it with a base tile and an alpha-enabled edge tile, why the fuck not, if it makes your level construction easier. if you have a complex tileset with lots of bits, though, more like Link to the Past, it might become too much of a workload to do it like that in favor of more custom-tailored tiles for the environment.
My save files were HUEG and inefficient; they saved things that never changed and used up a lot of space. I rewrote it so that they only save things that change, and now saving is faster and save files take up less space.
>tfw fixing bad code
its tough to add drastic movement with just 3 frames per leg cycle, but i definitely agree. i'll add a few more frames.
alternatively, moving the middle eye pixel up one turns her happy. cool stuff.
The staticy texture is too much like static/tearing paper
The melody is repetitive and doesn't develop
0:30 was the only interesting part
The background stuff is good
this constructive criticism provided by anon
mte be too similar to Penny Arcade's Eyrewood tabletop board game they're coming out with. Which could be good or bad for you. Just saying I see similarities.
Also the comic Lookouts.
does this look better? i cant into lighting, i always keep changing and tweaking the light im never satisfied
Don't think you saw me post this on the other thread. I think something like this would be nice. Hope it helps.
would you guys play this shit? A semi pretentious "puzzle" game about finding shit in snowy mountains and hills and reading a story through objects and effigies?
It'd be pretty short and 1$
It's actually impossible to design something completely original these days, so no big deal. Like Japanese animu artists have already done, we just have to accept that there's going to be a lot of overlap from now on with characters and ideas.
Looks pretty great, maybe consider what >>128346246 said and make it even bouncier with the hair/hood.
Change the outlines so they aren't pure black. Don't ever use #000000 for anything.
no, too confusing. That looks like it would play like a wacky physics game, which would be fun, but then it's a dark pretentious puzzle game? No, go to hell.
But if you wanted to make it fun and about sledding UP hills, and kind of have a story on the side, and you put cool and interesting waypoint statues, it could work. That webm makes me expect Tim Burtony stuff, like Beetlejuice's underworld or the holiday segment of Nightmare Before Christmas.
I understand what you mean but with the sound of skiing and the windy atmosphere it feels pretty good to just ski around.
I found some godtier piano songs to fit the mood i'm aiming for. I'll try to post a webm with sound to show it.
there's a different between "some overlap" and "Japanese artist likes Apocalypse from the 90's X-Men"
If that's the way you're going you have to change the gameplay, at least a little.
Maybe make it a snowmobile with a more realistic properties, and you can get off and walk around when needed.
ok, question for everyone. i want to make a game, but it will rely somewhat heavily on storytelling and dialogue between characters, but also have fun gameplay. what would make you able to stomach reading my dialogue and not get frustrated immediately and want to skip everything with text?
oh damn, you're hard to please.
thanks, i know most of these already, but i want to get some of your opinions. i'll be writing these down.
Added parallax background.
Now I'm not sure if I really want it.
>he hasn't embraced ulillillia as his personal saviour
Making a story "scripting" system is harder than expected.
It's so different from gameplay to make dialogues and cede control for some short cutscenes and juggle quest markers and shit.
I don't even know what components I need to write to make it smoothly working.
Apart from an interesting story, if it's player character interaction have dialog options with different lines even if it's a simple system where it doesn't do anything/effect anything, the illusion of choice is what get's me.
Try and limit taking away player control.
i like what you did with the hood, i will definitely use this. thanks!
will do. theres still a fair amount of shading and poor attempts at anti aliasing that needs to be done as well.
Meh. At this point I'm even wondering if I shouldn't just do like that other anon, finish the mechanisms, put free domain placeholders and put it on the asset store or something.
I know for a fact that I'm not going to make assets, I just don't feel like it.
why struggle with dialog systems when you can procrastinate playing around with spells and still have it look like you're working?
that's really good information, thanks.
you guys also feel free to tell me what you enjoy or dislike from a technical standpoint. like too much clicking to get through dialogue, text appearing too slowly, annoying chiptunes sound effects as text appears (hello undertale), etc.
> spend so much time developing I dont have time to play video games anymore
its like poetry
ohh what you guys think of my GUI animations, cartoony enough?
Yeah I need to make landings and step-like things smoother. This was pretty okay before I added friction.
I was planning just sort of an endless ocean although I'm not really decided either way. Something inhospitable.
I'm sorry anon, I'll try and make sure the tutorial island has a big expanse of grass with nice easy things to get a frame of reference with.
This is what I'm seeing in that image, and it creeps me out a bit
>I'm sorry anon, I'll try and make sure the tutorial island has a big expanse of grass with nice easy things to get a frame of reference with.
that would probably be for the best. also, you don't have to apologize, i got some good ideas from playing your game.
>tfw need audio interface for gamedev
>Don't know what to buy
3D modeling time, since i'm fuckin nodevving too hard right now.
Post a model you need, preferably with reference if you have any. Sadly i won't model humanoids or other creatures at this point, it's too much work.
WHY THE FUCK DOESN'T UNITY SUPPORT THE WEB PLAYER
WHAT THE FUCK THIS WAS A USEFUL FUNCTION!?!??!
i absolutely hate when i made something and its now depreciated what the fuck
>BUT SHOULDNT IT HAPPEN LESS WITH PROPRIETARY SHIT?
No? You're literally at the whims of the company. Look at all the losers that got fucked over by paying for the old Pro features when the next version became totally free.
Not only is Unity proprietary but it's closed source, at least UE4 gives you source access.
Slow dialog is bad, I hate waiting to read the next word, it then becomes a game guessing the next word in sentence and forget what the hell the conversation was about.
Now that I think of it, if you have NPCs don't wall text the player, try splitting up dialog/story across different NPCs. I can put the story together myself. I don't need one NPC telling the life story of the universe I'm in. I'll put it together myself.
Sound effects for text can work but it can become annoying if there's to much, there's little tricks like raising and lowing pitch of sound. I think Mario did this with jumping.
One last thing, if you can add character name in a conversations do it, even better if you can add player custom names, helps draw the player into the story.
>those shit color choices
He was never a designer, but he never needed to be. He had his vision
>Not only is Unity proprietary but it's closed source
Not to mention those mother fuckers won't give free users the dark UI, and their default UI is a shit. After using the amazing UI from blender with it's multitude of awesome themes, and even the 2 dark themes from GMS, fuck the Unity UI, looks like shit. I hate light themes. Every creation program I use has a dark theme except Unity. Tons of people ask for it on their forums and their official mods act like a bunch of retards in response. Shit like this makes me want to use Unreal. Also think about how far ahead Unreal will be in the future since it's open source.
Less static, more melody
I've delivered. I could probably go on like this for hours, but I think I'm going to stop here and enjoy the tranquility of the sound.
How could one program a character to move more slowly when moving sideways or backwards?
The controls are top-down, WASD to move up/left/down/right, relative to the screen, and the character pivots to face the cursor.
I am not he programmer, but the programmer has hit a snag and I'm looking for help on his behalf: how could someone make it so when the character was moving away from the cursor they only moved at about 60% of their normal speed, that is backwards, or strafing+backwards, and 80% when strafing/strafing+forward (forward being towards the cursor, which the character always faces, not an particular screen facing), only moving at 100% speed when moving directly towards the cursor.
I suggested having WASD be forward, left, right, backwards; and have it control the character relative to it's self, rather than the monitor, but they're set on doing it so that WASD are up/left/down/right; relative to the monitor. My way you could just make A and D impose a value over W, and S a value over all others; being 100/80/60% respectively. They believe the controls to be awkward and counter intuitive; I think they're fine but they'd rather have it their way and I'm okay with that, so long as the character isn't permitted to skate around in any direction and spin in place at the speed of the cursor.
Finalized this version of our AK animation with our new hands.
Feel free to go to my portfolio if you want to and let me know what you think of the design and layout.
The reel obviously isn't finished and my "other work" page isn't done yet.
This is awesome.
made a video to show the feel of the game. Music kicks in after 25 seconds
return it and buy from monoprice
they got one for 60 bucks and the cable is 9 bucks
>NOT OUT JEWING THE JEW
also monoprice has like a life time supply of cables
im not a shill or anything its just that i keep ordering an item from monoprice and i say they are broken and they give me free ones no questions asked
i love that
>and i say they are broken and they give me free ones no questions asked
haha that's fucked up
Anyway, I'm gonna go ahead and get one of the Audio Technica mics for 99$ and the suspension stand I'm buying comes with one so whatever
No, google it yourself.
This isn't a new problem that doesn't have any publicly available resources and tutorials online.
If I'm at the point of someone wanting to pirate my game, it probably means I'm on the right track. People are pretty good at supporting devs, I never really thought about it when I didn't dev. bought a copy shovel knight after I stole it.
the cube is a placeholder, it's going to be something less retarded (but knowing myself it might be silly a bit)
for the graphics I just did what I know, which is slapping realistic textures with a normal map on everything without much care for proper uv mapping. I'll look at what kind of artstyles I could rippoff to make it look better. Maybe going with am ore flat shaded style would be better.
why don't more people around here use unreal? i was on a popular game dev forum and they have 92 pages in the unreal section and 14 pages in the unity section, so i know plenty of people use unreal. why is it that i never see anyone from here that uses it and is currently making something in it?
I've asked this question before but no one really replied. How do you guys structure your project development? Are there certain features I should be making first? Currently I just bounce around and do whatever I feel like doing but this ends up with me putting the things I hate doing off until the end of the game's development (proper art, audio etc).
That's a nice atmosphere. Is the cube just a placeholder?
>They believe the controls to be awkward and counter intuitive
They're right though, I had those for my LD game and it's completely fucked up when you rotate 180 degrees and try to strafe and find out that you move opposite to the key direction.
try it if you want to, buy a stack of flywheels and engines and see how intuitive it is to fly downwards and strafe.
http://pk.itch.io/hexagunweb (webgl, may crash)
WASD for movement, Q/E for turning, mouse does nothing except shoot(which space also does)
I've kept working on it so I changed to WASD to be to cardinal directions and mouse to aim turreted guns instead which works a damn lot better.
this, i realize that if someone is making a game i enjoyed the shit out of, and they are an indie dev, they need my support from buying their game. if i don't buy their game, i'm paving the way for shitty devs to become the only ones who make games since the dev i love is probably jumping off a building or working a full time soul crushing job and has no time to dev. if they have money to actually make things, i get more awesome shit. no one is as good at supporting their artists and devs as the japanese though. they straight up get pissed when people pirate shit there, and go out of their way to support the devs and artists they like as some kind of societal norm.
general purpose image that can probably help alot of anons
I'm not set on either personally, the prior just didn't bother me much at all; we did a demo and everything. Felt more like controls for a tank or something, but it worked for me personally.
We're going with the cardinal directions, and should what the other said make sense to the programmer then it'll all be cake.
Of course, anon! As long as you don't appropriate it to yourself, I am fine!
If you want to credit someone, credit " A loving and caring anon ". I like the idea it's there and that nobody owns it, that only you guys can listen and use it, that shared this emotional moment with me.
That sounds like nothing for you maybe, but for me this is the most beautiful thing in the world.
I just hope this is inspirational, anon. May your creations come to life~
going to stop fucking with the lighting its too time consuming atm and I need to finish the animations
It became less of a chore for me once I've learned to use property sheet.
Now adding a dependency to a project is just importing a property sheet that adds the right include folders and links the appropriate library files
>mfw completely getting rid of my bug list by making it a feature list
So what are you guys doing with your tax return that's related to gamedev?
I dunno, I just made that. They take awhile to amass the knowledge for making them, and people save/consume them quickly. Other people might have some.
Knowing there's interest helps, I'll try to make more like that
I'm working on a step by step execution, so people can watch what the AI is doing exactly.
>when you need to come up with another username, email
>cus your main one can be traced too all sorts of weird shit like darknest and exhentai with crossdressing yaoi and futa milfs
no, the problem is largely communication; it's a problem in the process and all of C# sounds like gibberish to me. The only accurate part of your counterproductive ramblings was that it is indeed a simple solution with a simple solution, and thanks to these fine folks
I now have a greater understanding of what my programmer is looking for, and how to solve the issue. That's called, "constructive feedback." It's literally the reason these threads exist. Say it with me now:
Unity C# is normal C#, just a few versions old. You might be thinking of Unityscript, which is their own version of JS which isn't really used by anyone any more.
You can use blueprint along with C++, but blueprint isn't adequate for actually programming heavy things and isn't really intended for anything beyond being a (powerful) tool for artists to script small things.
Basically, for the average programmery dev, blueprint is too simple and clunky, C++ is too scary and slow to work with (having to recompile for any sort of significant C++ side change in UE4 is a fucking pain for iteration time).
C# hits a nice middle ground that gives you fast writing and iteration times while being powerful and flexible enough that you can basically do whatever you want with it.
sweet, i love seeing things like this. when i browsed /ic/ you could make an entire folder with all the art infographics, but i have only the one you made for game dev so far. there's a lot of good information, but i haven't seen it compiled into that form before.
Small, encapsulated scenes are good. Fire Emblem's support conversations are a good example of this (FE7 for choice).
Awakening's conversations are a great example of how to not do mad-libs fill in the blank stuff. If you're going to do variant conversations, try to keep obvious lazy re-use to a minimum.
i acutally failed algebra in school but unity comes pretty easy too me
do some reading
play around with examples
its more of a skill i feel
most importantly have fun and dont get too worked up over the details
Every time. Someone follows you then likes/reblogs everything you've ever posted since the dawn of time. I'm not the only one who gets this, right?
>that'll be really helpful
I intend to put speech bubbles as well, like in the video (at 1:20):
>yellow cubes are food? unintuitive
That's just some kind of stars / coins people collect and it helps them to find the right path.
Maybe I should animate them (make them slowly move on the vertical axis).
He's right, though. It's a pretty basic linear algebra/trigonometry problem and you should know that if your programmer can't solve this he's not that good. And maybe that's okay. But you should be aware.
I do different type of stuff, this just came along the way.
I guess I could make a soundcloud page for this kind of stuff. The other pages have nothing to do with this, and I want another page to share that stuff if you really want to. I'd be glad if there is a demand for that!
>did u play that playstaion game called devil dice
Never heard of this one. Thanks for the reference.
Also, people told me about another PS1 game called Intelligent Cube.
IT'S FUCKING HARD TO GET IT RIGHT WITHOUT CRASHING
I've got some good menu design examples lying around.
I can't remember any games with a good D&B soundtrack. There's probably some room there.
I'm mostly impressed by turnaround time on the track, honestly.
>enough monkeys, enough keyboards, enough time, etc.
well there is a difference between
>PLACEHOLDERS AGH STOLEN ASSETS RRREEEEEEEEEEEEEEEEEEEEEEEEEE
which is the gist of these threads, and
>Wow anon, [feature] really fucking sucks and is unfun to have to use, you should just remove it.
Random question about unreal engine 4, been just getting started with it and messing with the text options and HUD and was curious..how can I use the "draw text" function with a string that has multiple lines? So far I can only get text to appear as one long line of words on a single line, rather than a paragraph. So instead of
That way it'll fit more logically on the HUD when the text appears. I assumed I could just call the string from something else directly into the "draw text" but it seems even as a variable I also can't add multiple lines, only one long line of text.
>Make sure your programmer isn't actually a chimp.
you mean literal monkey orr
Just have to be honest with yourself about what isn't working and would take too much effort to get working, or what is simply not part of your core game
We have a musicbro soundcloud which is really nice to find musicbros you like. a bunch of devs found me there but some OP makers were too fucking autistic and hate musicbros so they hid wherever the link is with the general info like with zeemaps and some really old tutorials and shit.
THIS is the soundcloud though
A group of people are given a picture and a time of person there supposed to kill. The person who kills will become the new target and will have 5-10min to survive and if they do they win. Would you play this?
Why are the Japanese so good at menus, what the fuck
I would have done harmony from ~27 to 30 differently.
After the melody 22 seconds (ACBACBE-----ACBACBD-----) i think it would have been better if you skipped that A bass note down to an F (instead of a G like you did) and then had the upper melody change accordingly (something like FCBACBD-----), after that i probably would brought bass down to E which would function as the V of A minor which you were fairly strongly implying with ACBACBE in the first place.
Not a critique though, just my taste-wise opinion.
Those game loops are all entirely wrong and don't even really close properly. Did they ever even play any Call of Duty games?
This is like reading shitfam's first-year full-sail game dev school "Design Advice" again.
nice, can't wait to get to the point where i can browse around and find someone cool to help me make music for my game. i'm picky as hell though.
If you need inspiration I suggest going to pinterest and checking some stuff there. I swear people collect every kind of thing there. It's pretty useful to leech off them. Stuff like menu designs, clothes, character designs, etc. even textures.
I hoarded a lot of boards with jdownloader.
I wish we had something like this for other things too. A lot of people here make things that they don't know what to use for or for practice.
It would be cool if people could dump the stuff they don't need there so that other people can make use of it.
I know we had a shared folder that failed, but still. It's painful to see all these projects die because the guy didn't know what to do with it.
>>Those that can, do. Those who can't, teach.
Very untrue. Some of the best things I've learned throughout my life have been taught to me by very compassionate and talented individuals. Those who do AND teach are the best of the best. Those who DO and say nothing help no one but themselves.
Rendering with vsync on is easy. You just have a loop and it will block automatically for the correct amount of time when you render.
But how are you supposed to render with vsync off? How do you know when to loop? Do people use timers? How do you know what to set the timer interval to?
Made a soundcloud after demand. Will post stuff for games, certainly. We'll see.
I agree, but as a musicbro myself most of the stuff i make and post here id rather not get saved, i mostly just do something for practice and say "he heres something" and feel good if one or two people say "neat"
Its usually not worth saving and in a week ill think its shit
It'd be nice but it's definitely not realistic. In the same way that some political ideologies look good on paper but don't happen to work out.
Code can often be pretty particular to a certain environment, languages, inefficiency etc. I feel like you'd often get people who are like "WHy doesn't this work?! this whole thing is stupid!!"
And with art, I bet you wouldn't get a ton of artists giving finished products ready to be put into a game, it'd probably be more like concept art or a single sprite or very small animation which you can fine on something like open game art.
Music is easy though. Guy makes a song, it fits, drop it in the game.
Your OS has calls to get the time, so use the time difference to know when to do updates and render every frame independently.
Do NOT tie your logic to rendering.
The user can render the game at 20fps or 144fps and it should run the same.
Anubis and the Buried Bone
Christ the lewd version on my personal site got like 4k downloads before I moved it to a cheaper server.
No, that's not it at all. It's just that I like separating things, to be honest.
The other tracks are not made for games, they are made to dance on it, there are vocals. Here, it's atmospheric and I put my heart into it.
Would you guys a plot heavy SHMUP?
I was thinking between levels there would be little 'wind down' segments where you can walk around your carrier and interact with the crew/ wingmen which would give me the opportunity to inject dank memes. y/n?
Every fifth or so frame, display goatse.
People running at acceptably high FPS won't notice it, because it'll be faster than their eyeballs. Contard tier plebs, however, will be disgusted every few moments.
Option 1) Unlocked FPS: Set a thread to render on loop and give no shits
Option 2) FPS cap: Set a thread to render but only if time from previous render is more than 1000/framerate milliseconds or similar.
The best solution is to either use vsync or just render as fast as possible.
High frame rates can't damage your graphics card, outside of having it improperly overlocked or if it was assembled with shoddy components, and even then, that's because of the load and not the frame rate itself.
FUCK SHIT FUCK
FUCK THIS SHIT
Seriously, I can't get a single project finished. Fuck.
I want to show progress, I want to be yesdev, but I can't. I fucking can't come up with something I just don't abandon after a while. Every time I find something I can't do and just give up.
I want to be a yesdev, fuck. I really want to. Why can't I do shit right?
I'm just tired of seeing everyone else make it while everything I've ever tried to do to for any kind of audience has ended in me just getting shit on for it.
And I have work tonight too, and I have to prepare a presentation. This'll be a bad night. Every night is bad, but this one will be more bad than usual, probably.
Modified my collisions a little and added terrain types. Next is tile destruction.
Just trying to make my salamanders not retarded
Coding a game in a functional languageis, uh, interesting.
Just post your shit, if you're as bad as you claim you'll give up and no one will ever know it was you and your game will be anonymous forever.
Or were you socially neglected and sexually abused and don't even dare to make toast without being afraid of criticism anymore?
You need to learn to overcome holes in your knowledge. Learning to learn is a skill in and of itself. Treat your ignorance as a goal. Don't be afraid to pursue things. Make something small if only because your transient knowledge will make you want to start over multiple times, and it'll be easier to resist that if you're working on something small.
But do you actually want to make a gay furry porn game?
I'm not taking anything away from the guy, but I have absolutely no interest in making such a game and consequently feel no resentment that he does well, because of course it would.
If you actually DO want to make that sort of game and still failed, well then it's all over
your game was great, felt pretty authentically retro. jumping controls added to that, although they did get in the way in a couple of the screens such as that one where you have to kill the 2 blobs and 2 chargers while the platform went up and down in the middle (a few screens right of spawn).
even though i'm not a furry, i am gay as fuck so i enjoyed the lewd scenes as well. maybe they could stand to be a little longer, and add a few shorter/single-image ones in other places that are easier to get?
>But do you actually want to make a gay furry porn game?
I wish I was a gay furry so I'd enjoy making loads of dosh of my fetish.
I'd probably get real gay sex too.
I never though I'd say it but my life would probably be better in every was if I was a gay furry.
I tried that once recently, and what happened was they just ran off with their own far worse work and "good ideas", and the community praised it to hell and back despite it just being a pile of downloaded prefabs. They took one look at my thing, said "that hill is too steep", and dismissed it entirely just for that one terrain feature.
>But do you actually want to make a gay furry porn game?
I wasn't planning on it any time soon but 2bh I probably would if I could draw better
Some code criticism:
1. Why are you using guards just to return True or False? Return the guard condition.
2. Why are you switching on a stored value to choose a function instead of just storing the function?
It'd be interesting to see what number of people accidently got the SFW version.
But yeah the demo as it is will probably only appeal to people who liked La-Mulana or Maze of Galious and are seasoned with those games. We didn't really put in anything resembling a difficulty curve.
Love that <3 I wish the dev that made it would post it on his tumblr or something.
Disabled from the start. I don't like donations.
Okay, thanks all. I'll just schedule subsequent iterations from within each iteration based on how much time has passed and whether the FPS setting is unlimited or has a target.
yeah I'm always gone when they happen or the project I'm on doesn't feel good enough to put online.
I'm thinking about starting a series of youtube videos on all my projects. That or streaming my devving, but my bandwidth cap is too low for it I think. I streamed the sims 1 a few weeks ago and it was so much fun. I think I had a good 50 viewers for a couple of hours. It was a great night and I would love to do it again but the it cost me like 7 gb of uploading.
Well, the porn scenes are some of the best animated hand drawn furry porn that exist. I'm not gay, but I think the animations in the game turned me slightly bi. The way his tail wags is fabulous.
For the love of god, whether it was you or the other guy who did the animations, please don't stop making animations.
>guy specifically makes gay furry game because he knows he will get $$$ for it
>"the only reason people are playing your game is for the porn"
yeah i mean i watch zone flashes for the story
give me something better anon if you have it. I was on sublime before and the syntax highlighting was more exhaustive... but wrong sometimes which I couldn't bear.
is Geany any better than np++ when it comes to haskell ?
I had other units type than actor or player planned (thereBeMonsters checks for that) but now I don't anymore, so I can just do that, thanks.
i thought the controls weren't awful, just needed some getting used to. it definitely felt like a NES game.
depends what your workflow is, i have a fine workflow with no MIDI controller
hey guys, anyone with any clues on how to do this movement without getting the squares stuck in a line?
right now im throwing raycasts from the 4 points of the square towards the destination (set by the mouse)
>The one on itch.io doesn't have any sex in it though.
True, but many people likely didn't know that. I know people in the /v/ thread were confused about where the porn scenes were when they downloaded the wrong version.
I made a thread to talk about the sims 1 on /v/ and someone told me to stream it and after half an hour of it viewers started rolling in and the chat got really great. I gotta admit a lot of shit happened in the game.
>Two weeks passed
>I've made little progress
>The entire system is designed I just need to implement it and it's trivial, would take less than 3 days
>I can't get myself to do it
Is this what being a nodev feels like?
(in my opinion)
Its probably worth getting the cheapest 25 key usb keyboard you can. Otherwise i wouldnt recommend anything. (unless youre an actual pianist)
I never record my keyboard playing, (and i am actually a piano player with a full 88 keyboard), i just use it to check harmony and stuff like that.
can you draw 100% heterosexual human on human sex scenes for my game after you make your millions from furrys AnubisDrawGuy
Grab LMMS and/or sunvox. They're free/inexpensive, and will help you get used to DAWs. All you need for input is a standard mouse/KB, since you can 'draw' the music on a piano roll editor.
If you kinda want to jam along, low latency and a standard QWERY are arright.
LMMS has a virtual piano keyboard everywhere that's playing notes, so you'll learn the steps.
Also if you make a soundcloud add me https://soundcloud.com/yarnfox
and if you ever want to learn basic theory or have a nerdy technical (musical) question as me
I suck at music but am really good at math so
If a square detects that it's colliding with another square, it moves away from that square for a set amount of time, combined with whatever movement toward the point it can make.
Jigger the time values until it's good.
Alright, I wont dive into anything expensive. I can always upgrade later anyway.
Yeah I know it's not strictly required but I feel like I'd do better with something with a direct input and something I can sort of noodle/jam around on.
Just don't give up. Even if you don't want to, keep trying, force yourself to continue. I was once stuck on mesh cutting for two weeks. Often switching to some other task helps too. Gives your brain time to process the problem in the background.
I want to see his knot eventually
Don't forget sexy facial expressions
Please for the love of god keep the teasing going, teasing takes the sex scene and amplifies the hotness by a thousand. I know it's a lot of extra work, but by the gods it's worth it.
if you want to see all the sprites I made for the game.
Since they are only 23*23, I can't really change the player sprites to be open ended though.
Even though I know that's like asking a straight guy who is making a porn game for his straight audience to have gay sex scenes, and when you think about it like that it does sound a bit selfish to ask for such a thing.
I really dig all that. Keep the good work.
By open-work I meant adding black inside the sprite in some way like the salamanders have that single line. There's no other solid sprite on that picture other than the floor dot. It just looks kinda weird that the player is full.
Most straight guys making porn games need to cater to fetishes they don't like if they want to make money. Pretty much every flash porn game these days has "toggle penis" on the thing getting fucked.
The big money is not in vanilla, people pay for scarcity.
All gay unless you get the itch.io one, then there's no lewd content at all.
Might have some bonus straight stuff in the end depending on how burnt out I get on animating things. Going for around 9 dungeons, each with a boss + animation.
This is the first agdg jam that interests me. I think I will participate, at least I'll have a demo instead of lame webms.
>This means that your submission should draw inspiration from The Legend of Zelda series directly or indirectly.
If I plan to make something like FFMysticquest on gameboy is it fine?
>Going for around 9 dungeons, each with a boss + animation.
God speed, friend. I expect great things from you, and hope that your burnout meter is higher than most. Animations like that are no easy feat, I know this.
Thanks anon. Since I'm too poor to buy the Oryx pack I tried to emulate the style (which I really like ) for skill icons and sprites.
>By open-work I meant adding black inside the sprite in some way
I'll try to make the sprites less full of white then.
Because fuck you I do what I want. That's beside the point.
The point is, that image and its argument are retarded.
>Basing your game design on a genre is bad
Well I guess I just won't make anything then, huh?
make sure he cums on himself at least once
were all being serious, these are real selling points you may not know about if youa rent into this stuff, we want anubis to be the mona lisa of gay furry porn
If you can accomplish what you just said, and make it affordable and people will buy it. Also, this might be good advice to take if you aren't already doing this.
Make a scene gallery that adds sex scenes as they are unlocked for easy access. This is important.
your game will belong to a genre, that's how games work. but setting out to make a [genre] game is going to result in something less inspired than setting out to make a game that emulates some specific feeling that you think could be made into a good game. Everyone is free to design however they want, but making something directly based on another game just isn't as interesting as a new idea
There's a gallery mode that is literally the last thing that was put into the lewd demo.
Basically have to save after beating a boss, then die or restart the game to get to the main menu, and there's a gallery there.
>spent all day trying to fix bugs
>bugs haven't been fixed
I just realised my game idea was dumb. What kind of game should I make instead?
Except people want to play the same thing over and over again with a new coat of paint.
They say they want innovation but they buy the annual brown shooter while new ideas are ignored,
Piss off. Good game design isn't solely about how 'Original Special Snowflake' your game's concept is. Its about how well put-together your game is, and how much you push the game's mechanics.
>we're discussing actual games
>make sure he cums on himself at least once
>Don't neglect his ass. As long as I can see it in it's full glory, multiple times, I will be happy.
>Some straight furry shota action
>I want to see his knot eventually
>Don't forget sexy facial expressions
>Please for the love of god keep the teasing going, teasing takes the sex scene and amplifies the hotness by a thousand.