New Jam Next Month
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
> Demo Days
> Free audio
First for Vulkan.
Would you be able to make an option to turn off "wall hitting" messages? It could get annoying to people who are new to rougelikes and don't know how to control the character fluently.
I think I've got some rounding errors.
I've changed my control scheme for making A and D strafe around my mouse (at the center of the screen in this webm).
Things go out of control.
How do people generally handle scope in C++ projects and let all of your manager objects see the others they need to? I currently just set up reference pointers on startup, but I'm thinking it might be easier to just make them singletons if the "singletons are evil" thing isn't really that serious
Don't forget to post your tumblr so other devs can follow your progress!
Fuck it, there's going to be lewd in this roguelike
I'll implement a "filter ambient/normal messages" hotkey. ....What should that key be?
reposting 4 new thread:
i am fucking stuck
i'm trying to figure out how to limit the camera so that if the screen hits an "out of bounds" area (determined by numbers i've punched in) it'll stop panning in that direction.
the problem is that i can't figure out how to tell where the camera's rotated because EulerAngles don't mean anything and quaternions are darkmagic
i need an adult i am dying
i need some real advice here people. i've been having trouble with this problem since i installed the program, and it just won't go away no matter what i do.
anyone who uses unity please tell me a good and easy way to hack the ui to the dark color so that i don't have to stare at this god forsaken light grey any longer.
What, is it bad to use stuff like that?
I'm talking things like a class that handles the list of bullets and has functions to spawn them in various ways, things like that.
Here you go guys.
Lewd version was at like 6k downloads.
That's kind of the point. It forces you to despaghettify.
Why do you need an entire class just to wrap a list? Spawning patterns could be static methods in the bullet class itself.
Do you guys think this is a rounding error? How do I solve this?
It shouldn't be a key, that would be a waste of keyboard space. Just make an editable text file where you put all your game options. The game should call this text file and populate variables/bools, you know what I mean? The user can change the default values if they really want, with instructions in a manual.
I don't know what I'm doing. I'm just making shit up. Got any suggestions?
There is no "behind" the player because the FOV is circular with the player at the center.
I usually don't feel depressed when other devs succeed. I usually feel determined to succeed too.
But you're just making such a painfully simple pixel game that just has gay furries. And you get thousands of downloads.
Is that really all I need to do? Add gay furries to my game?
Just some art,
Still looking for feedback and or something else to work on, I need more practice. Any devs want to get in touch? I know java and c++ too...
There is little difference between using static methods and having static references to objects that have those methods. I've even seen worse pieces of shit static classes and methods than I've seen singletons.
>Make initial game in entirety aside from all the individual writing and questing
>Timeframe: 1 year, 2-3 months for all the writing and quests
>Make expansion to go into the demon realm, almost a copy of CoC but with better gameplay and worse porn writing
>Roll in the dough since the expansion's free but the base game isn't
I mean, Anna Anthropy proved with Mighty Jill Off and Lesbian Spider Queens from Mars that all you have to do to succeed is take an old game, like Mighty Bombjack, Wizard of Wor, or Maze of Galious and add a fetish like BDSM, Monster Girls, or Gay Furries.
Fuck it then, scrapping AI stuff until I have a decent customizability / save file selector system.
It's not visual progress so I won't make any posts for a while I guess :^)
guys if you really want to succeed, make a vr furry porn game. with people getting their hands on the rift and the vive this year and next, you have plenty of time to get started. i'm serious here. also, have gay and straight so no one is left out.
only follow this advice if you want to be a millionaire.
The Waymaker now works. It can only be used if you move towards the enemy within one turn, and it pushes them back two squares while checking for hazards on each movement.
The hookshot seems to fire the enemy off the edge of the battle area forever, though.
I was mostly joking. STRIPS is a fairly advanced AI which is overkill for most games unless you want your AI to be "radiant". Behaviour trees are the hot stuff nowadays yet they are not really that much more complicated than FSM. I think the most important thing is not to have a fuckhuge enum with all of your AI behaviors so you can keep all code relevant to a single behavior in one place.
Please read this post, and put things in perspective. Combined the creators of the Anubis game have, almost 17,000 followers on a certain art site where they posted the link to their game. There have been various posts on /v/ and other boards about this game because of the controversial nature. It is also one of the few porn games among a bunch of games with no porn, no lewd, and barely even any sex appeal of any kind. Scenes from the game were posted on certain furry image boards, resulting in hundreds of views and links to the game download (also the NSFW one as well, which likely caused confusion).
Now, if you can't figure out why it has so many views after reading that, and you still think your game is terrible because it has less views, I have nothing more to say.
The scary part is since I don't have any assets, etc, all the display and menu stuff is going to need to be redone eventually, so I'm hesitant to spend time perfecting it just to have to go back and rip everything up again.
Which means I really should start thinking about assets and an animation system and stuff before I work on the menus and game settings and save files, too.
Shit. I suck at art though!
My plan was to make a few AI states and personalities, then have those personalities weighted to factor into how each entity behaves in each state (player stats and entity stats would also be used to weight). But I'll probably hit up roguebasin before I continue
People always lump all pixel platformers together as though they're all the same. Maybe that's why I can never find any that I like.
I'm well aware of that. Still kinda surprising that so many people have gone on to play the demo thing.
Amusingly enough most of the people getting to the itch.io page came from googling it.
>Amusingly enough most of the people getting to the itch.io page came from googling it.
Don't think too much about that. They got the name from somewhere it was advertised and googled the link. Even if they have the link right in front of them, it's often the case that people will use google.
I just want people to know where all this traffic is coming from, since you're hurting their feelings.
All the colors.
I'd recommend starting with Dawnbringer's colors. It's a set of 32 colors that look real good.
You can tweak them from there. Colors are one of the harder things to get right. There's also plenty of tutorials on color theory and shading to help out.
So I found out how to animate the UI through cheating methods like this:
Basically the mechanic is if you run out of HP you're not actually dead, you have a second chance of winning the level if you can continue to dodge this floating thing before it eats you. I'm thinking of making it go faster as time progresses to make it more difficult to cheese the game. Eating each individual cookie frames is just juice for now and on the backburner.
hello everynyan I am back from the brink of death and I bring basic obstacle avoidance
it's actually better than I thought it was going to be, but I'm still not sure how to go about pathing more complex things like space stations.
Yes to both questions. It's a good way to get in contact with other devs here privately without having to sacrifice your anonymity too much. That being said, I wouldn't mind doing some art for you when you need it.
>Game Over Rape
Fuck you, we don't need anymore fucking games where you're rewarded for losing. I don't want to have to lost the game just to get some porn, let us rape something, or give us some mandatory rape or whatever.
>all I've done today is writing a few paragraphs stating project goals in a cherry tree file
g-gonna make it bros
I wasn't on for whoever asked this, but yes the ridiculous fall speed is fixed.
The demo version even has the fix if you would like to try.
I post my progress here. If I ever make something of note I'll probably post it in
the frontier dad forumsbecause I intend it as a kind of critique
but man, it's actually pretty fun just making the flying stuff work
Think of it this way. The indie scene is oversaturated as fuck. For some places to even register you as a blip on the radar your game has to have some sort of unique little thing to it. How many (english) platformers are there with high quality furry porn in it?
tl;dr, if there is nothing unique or intriguing about your game yeah scrap it cause your wasting your time
You're moving at an outward spiral which means you're increasing the distance from you to the mouse. What you need to be looking into is the initial distance from the mouse and anything you could be doing to increase that distance in general like x++ or y++
I like it! I do a little bit of web development so I think I'll fuck around heavily with different themes or something, but for now I made one here: http://roguelikedev.tumblr.com/
I'm in desperate need of at least placeholders Now that I have to do game options / save files and UI stuff.
What does your game offer that the millions of Japanese games with only Game Over Rape don't? I'm telling you man, if you want success you need some sort of ero content to reward the player.
Don't worry too much about the theme, and make sure you implement an ask box and turn anonymous questions on. I look forward to your progress, and hopefully I can help you out in some way soon.
I'm using sin() and cos() to modify my horizontal and vertical speed so I can circle around the mouse. The radius of the circle changes from a fraction of a pixel to 2-3 pixels each frame depending on the speed of the character. I don't think there's anything wrong with the math itself or else I'd get a bigger error.
Thanks. I'm just making it a single player game. The idea being you upgrade your robot as it goes on and face increasingly bullshit enemies that can move/fly/throw drones at you, etc. It's a long way from being showable, but it's slowly getting there.
Just came back from playing it, at first I hated the controls but then after 5 minutes I mastered it, and loved it. This demo has one of the best feeling platforming I've played in a while, excellent work. I will be depressed if I found out this project didn't succeed, keep making progress.
What do you think about selling out your game for attention/sales?
It's not what I want to do truthfully but if I can nail some sales with gimmicks then I could focus on creating games I'd like to make.
You have no obligation to pander to us. Our opinions and praises come way before your quality of life. If you need to make money, and you can use what you love to do it, by all means go ahead and make as many sales as you can.
You have to be successful before you can sell out.
Despite the extreme looking down on even selling your game, the Anons who made the most money here still get the most respect...
how is it complicated? x is the output of cos and y is the output of sin, or maybe the other way around but that is how you make a fucking circle
if you want to set the speed along the circle you need to increase the angle parameter over time
Daily Reminder that most successful Indie games are multiplayer with high replayability and some sort of twist on their genre. if you make a cookie cutter platformer you are doomed to fail
s-stop, you'd only make me feel bad if I put it on hold
>learned about ambient occlusion
Oh.. It does make things easier.
Time to restart and keep on training.
No. This hurts your odds, because you need a strong base of constantly playing people.
Air Buccaneers died because it never had enough people online 24/7, despite being a fantastic game.
Stop giving terrible advice.
Starting to feel overwhelmed trying to 1MA a 3D game, lads.
Yes pandering, like I said it's not something I want to do, don't forget okay. I'll start posting progress within a few weeks, you'll known it when you see it.
It's hyperbole really, I'd say the majority is reading because that's how everything's gonna be told to you, but combat and dungeons will be isometric grids and visual
It's mostly an analog, and India in the ancient times was actually pretty based. China and India were linked through sea trade for the most part, and in my map I'm removing some of the mountain barrier between China and India to make the game more convinent.
Oh and it's Silk Road era, and the only other culture around that area that's not nomadic are the Mohammeds, and they weren't even extant at that point in history
>make turn based RPG
>get feedback of people saying it's too slow/boring
>remove turns so everything happens in real time
>keep removing things that make it an RPG
>don't even know what it is anymore just timers and meters everywhere
>impossible to balance
Thank you so much, the controls take some time getting used to for sure. I usually do all my testing on a game-pad and every time I play on the keyboard I even have trouble getting used to that.
I can for sure tell you that the controls on the latest version feels even tighter compared to the demo version I have now. Thanks so much for playing!
I know how to do the steps for it, I began thinking about it earlier and I don't think it's worth it. Unless I thought about it the wrong way, I'd probably get the same rounding errors and the same results but through more convoluted code.
I am trying to create a way for the player to keep track of the amount of jumps and dashes they have left to use.
The heart drains every time you dash.
The body drains every time you jump.
Does it look stupid?
Haha he fell for the "It's shit" trap.
You have to make sure you're getting feedback from people who like that kind of game to begin with.
Then again, there really are turn-based games that are way too slow. Doesn't mean you have to throw away turns...
What was making it slow? Animations? Maps too big? Too many units?
It's been so long yet I can still recognize the thumb.
Okay I started the process and remembered why I put it off before... I'm absolutely terrible at making up names/aliases
One day, maybe
Yes, because despite all the languages/tools being absolute dog shit, having your game being browser based makes it so goddamn easy to gain new players.
Protip: make it easy for new players to make an account / not even immediately require an account, for even better player acquisition. At least when you're starting, something like requiring email verification can bury you.
I agree with the transparency, I will change it with another color now.
As for the heart, I am trying to keep the design as close as I can to the original one from the first game, so it is not something that I am willing to do away with completely. The heart is an indication for how many dashes you have.
If you have a suggestion to better represent the amount of jumps/dashes I would like to hear it!
I'm trying to make 3d pong in unity, and my ball just sort of loses momentum whenever it collides with anything.
I've maxed out the bounciness of the physics material, and set the ball's rigidbody velocity to a vector3 value on start, but it keeps habbedig
I don't like it myself, the transparency would fuck up the player's sense of position.
Why not have a UI indicator. Make a circle similar to health circles in Diablo for the dashes, and a ring around the circle for jumps. That way when the player finds an upgrade that increases dashes or jumps, all you need to do is modify the UI (if of course, you'd implement such an upgrade). Here, I drew an example of what I mean.
Or you could have two rings for both dashes and jumps, and the inner circle will actually be health
He asked for a better way to represent it, this is my suggestion
Going to take the world by storm with my amazing writing and well written characters.
It'd be hard to look at the indicator while trying to make sure the character doesn't fall down a pit. Why not have both? Or perhaps a different colored number can appear out of the character every time he does a jump/dash to indicate how many the player has left.
I like the idea, but I want to keep UI pretty much down to the complete minimum.
Also keep in mind that there is no hp or health in the game. If you get hit, you die.
You triggered me so I gave her a proper one piece set before moving on.
That was my second idea.
Used those before, nobody else seemed to need them when I watched other people make pong to see where I went wrong.
I might just be retarded.
Make sure it takes the min friction and max bounciness instead of the average which is the default I think.
Also you really shouldn't be using physics for pong, just move the ball yourself, you'll get more control over the weird movement quirks that pong really needs to work.
Thanks, I'm mostly just happy to have the quest and dialog system sorted, with an item/area trigger to boot. I'll even be able to have a proper tutorial now.
Feeling retarded is normal, that means you're learning things instead of staying in your comfort zone.
Somebody once told me "your game is really shitty"
"you sit there and shitpost about googem "
I was looking kind of dumb with my finger up my ass
While i'm jacking it to Anubis' game
Well, whodevs start posting and they don't stop posting
Fed to the furries and I reply "i'm so sorry"
Didn't make sense not to dev for fun
Your game gets done but your life gets shit
I made a thing but got no money
So what's wrong with making furry games?
You'll never know if you don't go
You'll never cash in if you don't cash out
That's good then. I'd rather have her file die as a dancer than a porn shovelware garbage slut.
Anyway I need to think of the type of girl I should try for real next. Think I've learned most of the bases to train.
I don't currently have any spells for setting things on fire, but I could pretty easily make an ItemSetOnFire trigger that sets setCatOnFire = true in the quest which would get you different dialog. It's a pretty flexible system, I hope.
As long as we can get reactions from NPCs for doing unexpected things, I'll be happy. I'll patiently await the release of your game
and pour one out for you when you drop it or disappear.
>tfw he's in a panic because it went from 20,000 to like 500
I've been here since 2011, I don't think I know how to leave
I've actually been using camelCase for the flags but haven't really decided on anything yet, they're not actual code though.
>watch unity intro and ui tutorial
i'm a badass, i got this
>now lets start coding!
>brackets everywhere, call this script, global, bananas, callup.gui.gods, headbang 22222 else fuckurmom, oh, don't ask why i'm writing this in the code, you'll get the hang of it
>that one guy that boasts about his java engine running at 2000+fps with 1 rectangle
>draws a few more things and it drops to the hundreds
>his damage control when
Oh wait no hang on that's wrong.
ItemSetOnFire because it'd be monobehaviour and classes are PascalCase.
Probably ItemSetOnFireTrigger because I'm terrible. Or just ItemMagickedTrigger with an option for selecting what kind of magicking has to be done? I'll figure it out when I need it.
>If you have a suggestion to better represent the amount of jumps/dashes I would like to hear it!
I think a different shape than a heart is necessary simply because that symbol has been ingrained into us as the symbol of health in video games. You could do lungs or a flame or something but just not a heart.
If you get hit more than once after having 0 hp more of them spawn, bug or feature? It's basically a 1 button fix I just want to know if I should leave it in or not.
You are more valuable than you believe
Shoot too high, the worst case is more than
Do your best
I honestly love you
Keep on keeping on and you'll do more than you may believe is possible
Someone has to make the thing, might as well be you
>as long as you haven't dropped 50 other projects,
It's funny you mention that I was thinking of having some levels start you at 0 hp so it's like a race to the finish, maybe in hardmode there's
3. Of course they'd need to not overlap on each other but the idea in itself is still pretty neat.
I made a snowy owl. It follows a path of waypoints around the map and I can set the rotation speed so it takes turns in a smoother way. I didn't texture it and I think I made the skeleton/mesh too poorly to have it sit like a bird and fold its wings like birds do, but it flies ok. You'll have to catch it mid-air to find either a hint towards a candy cane or a straight up candy cane (permanent speed boost).
At least release the source if you're gonna do that
Hopefully this is the one that makes it. It's certainly the most interesting thing I've worked on and I'm better and making videogames than I was before.
There are parts of C#/.NET that you might not need (I haven't done anything with regex or a lot of linq stuff) but you're not just going to be using some subset of the language.
The heart thing makes sense.
Do you need to differentiate between the charges of dashes and jumps?
Is there going to be a scenario where there's enough down time where the player actually forgets how many of each he has?
You could do 2 meters on his chest
Have the animations be smaller or otherwise different the more you do
treat it as fluff or just a general feeling rather than hard information a player has to read
Have the heart or hands or feet drain in color to white like it's losing energy or gain a red color like it's overheating
But everything in the game looks very quick and I don't think the player will have to or even be able to quickly reference exactly how many charges he has left unless you somehow set that up
>Make progress every day
>MFW it's in design, not programming or art
>MFW nobody here gives a shit about my progress cause it's not a flashy webm
Did you push changes today anon?
Only 1 month 23 days to DD7, it'd be bad if you lost things. You are going to make it in time, aren't you?
Cellular phones are a bad influence on my little sister
I'm using degrees. Do you think switching to radians would help?
You can't set data types in GML as far as I know. In this case they're probably all floats anyway. I don't see what I could use instead.
I'll probably try to fix it manually by moving forward the character by the difference in radius between each frame. Or maybe drop the feature entirely because it'll look awful because of rixels. I could have instead only 8 directions and therefor being able to do so crisp animations.
>he posted fakeprogress.gif
Video tutorials for programming are for chumps, if it's working for that's fine though.
There's no clear point at which you're ready to jump in though, maybe the best indicator is that the only confusing thing in unity code is the API, not the actual program.
I've got a sloppy little wood paneling thing. I shrunk it down here but it'd normally be taller than the hand
Do I even fucking need to use delta time in Game Maker? I thought that I would need to at first, but after implementing it everything is all sorts of fucked. This is the tutorial I followed, http://gmc.yoyogames.com/index.php?showtopic=556480
>Setting room speed to 9999
>Everything zooms the fuck around the room
>why would you do that, set the room speed to 9999
It's harder to skip back and forth in videos to reference previously covered material and you need to pause/unpause/skip back to figure things out if it's too fast for you, or wait while losing focus if it's too slow for you. Text lets you learn at your pace and easily reference things afterwards.
Annoying to reference anything
Pain in the ass to type code from (you should be typing shit yourself, and messing around with stuff, to actually practice shit in a way where you'll learn)
Having to listen to awful accents is draining
insetad of hspeed and vspeed, do speed and direction
speed = myspeed
direction = angle +-90 depending on left or right
but from what I've heard, that contorl scheme is very difficult to use when you're on top of the screen
What about something a lot shorter... Something about the details on that really rubs me the wrong way, anyhow.
I was thinking something short like pic related. But it looks like ass, so, yeah.
Also the gap between the wall and floor makes it super awkard (as I'm sure you're aware of?).
I feel like a browser online game would be better than a executable online game simply because of convenience.
Can anyone think of any examples of modern online games that are in the browser?
Obviously there's games like habbo hotel and runescape, but those are much older.
The only real client-based game dev engines I have a great understanding of is Unity and that feels weird to me for something like an online rpg style game, the type you'd see on mobile (not going to go mobile since mobile sucks)
Me and a buddy wanted to make a simple rpg with a lot of multiplayer functionality. When I said modern, I meant something that's going to be using more modern engines and not older unsupported things.
What kind of webgame is it?
Do you have any images/progress
I'd love to hear about it
The game itself would probably be similar to a single player turn based rpg that also has multiplayer functionality slapped in. We want to do it as a learning experience for different things and just for fun. Not looking to be the next anything.
I just plopped it in to show that I technically have something that serves that purpose. What I've been showing is still essentially a test level
I might try making a fancier trim for it once I get around to designing building interiors. Right now I'm just working on a train
>TFW my only evidence of progress is my Freemind planning document
>rpg with a lot of multiplayer functionality
stop stealing my ideas
Do you fellows write your shaders inline, our load them in from files?
>The only thing I'll be remembered for in AGDG is hijacking the momodora tumblr.
I just wanted to be nice and make games that people appreciate, but fate played me a cruel hand.
That's pretty good.
A good portfolio and understanding of it, as well as being able to answer design questions well can land you pretty much any dev job you'd want
Good on you, depending on where you live that's decent pay, especially if you don't have a degree
I used the mic on pic related to record my evil laugh, then I passed the sound file through some filters to make it sound even more evil. I noticed at the end there was a very slight buzzing noise. Is that 'cause the mic is poor quality, or did I mess up the filters?
>tfw programmer trying to learn art
does this look like a dinosaur? it's for my
spritesheets in gamemaker are lined up horizontally directly next to each other. If it's that big of a problem save them as .png and either import them in individually or make the ridiculously long line of frames.
>That shit is pretty much pedophilia senpais. And you don't have the excuse of lolifags since she clearly looks like a real child.
except she has tits, and is 18. you probably think any girl who doesn't look like your mom is a child.
So, here's a (mini)boss. Looks very bland to me, how to add bells and whistles?
>Doing nothing but Idea guy work
Wow that is some impressive design
>Homebrew is ideaguy
Yeah, and posting on /agdg/ is dev
>you will never come up with anything as simple as flappy bird or agar.io
I honestly feel sorry for your necessity to quantify others with respect to yourself in order to feel you have value
I know you are better than that, but it hurts to know you will never move forward
>Homebrew RPG's aren't how most RPG's were made
KotOR, Fallout, Baldur's Gate were all homebrews before they were full games
Homebrew is basically making your own rules or content for /tg/ stuff, usually an RPG
You'll always be a legend to me friend.
Just played, looks like he went pay2win
Log in with facebook to earn XP -> coins, spend coins on double or triple starting mass
Good for him though, he deserves it, agar.io is a good game
I would make my game, but I can't because
>Literally nowhere to start without fucking mechanics
>Dialog system isn't even significant
>Inventory is tricky but yet again isn't significant
>Main menu isn't significant
The only possible worthwhile things I could work on at this stage:
>Networking to connect multiple people at the same time to one singular save file
>GUI design for combat and non-combat
>Isometric map view in ASP.NET
First one is gonna take some deep research, second one will take forever because fucking HTML, and the last one will either take no time at all or literally weeks
Currently making a shmup, how should I deal with level flow and the spawning of enemies? Do I just make a switch statement with the amount of the time the level's been running for (or the player's distance travelled) and spawn enemies when it hits specific numbers?
I'm compressing a giant string with zlib. Everything goes well, but when I try to UNCOMPRESS it, I get the entire original contents of the string, as well as a bunch of garbage. Anyone know why that is?
The uncompress() function returns 0, meaning there weren't any errors.
>NAAAAAAANI YATTERU KONO YAROOOOOU
I don't understand
I am now making a meme game.
He's talking about the phone game where you have to buy imps for money and every time you buy imps they cost more money, up to 20 bucks.
On top of that you could only have 1 imp assigned to a job at a time, so something like digging 5 blocks at the same time, would cost you like 80 dollars for the imps, and you would still have to wait 24 hours for the imps to dig the block.
>go out 2 da bar because the guy I was making shitty gmod shit for beckoned
>get all my stuff shit on as usual
>I still have a full beer
>end up staying
>see people from way back when
>describe what I do, what I'm doing, what I'd like to do
>don't get shit on for the first time in months if not years
>even mentioning "source" is met with positivity rather than "OMG ITS OBSOLETE UR SUCH A SHITTER JUS USE UNITY REEEEEEEEEEE"
what the fug
im not used to positivity, send help
1 other, that paid 22 an hour.
What's your area of expertise? And try going thru an agency, that's what I did for mine.
Thanks! There was a mixup, and the interview was supposed to be for a senior-level position, but they were so impressed with my knowledge of how the language worked that 10 minutes after the interview, they offered me a position. Pretty tits
>going to a bar
>going to a bar with someone who you make gmod stuff for
>socialize with people at the bar
>other people who know what gmod are go to bars
I don't understand in the slightest trainanon.
I actually met a good friend I have today by talking about garymoad with a buddy, and someone else being like "Whoa, garry's mod! I played elevator: source once!" and then shit happened
though I live in a very techy city so maybe that sorta enables it
>player is at low health
>AI just spams a single move it knows the player hasn't successfully blocked yet
>only stops when the player successfully blocks it or dies
I eagerly await the casual tears
it feels like it lacks the oomph you would expect from such a huge weapon.
how can i make this small girl pack a bigger punch?
But you aren't one, you are just a guy jerking off about having ideas on a piece of paper.
Man, I was gonna troll by saying "just add screnshake lol" but I see some people have already unironically advised adding unnecessary screen shaking to a routine action.
Thanks, aggy daggy!
make some lag between beginning the swing and it happening, the swing itself faster, and the landing take a moment. it takes a second to work up the strength to swing a heavy object, but then it goes fairly quickly through the air. Most people will not instantly recover from the recoil of swinging a heavy object, let alone a small girl.
Post music to dev to.
On top of putting cute girls in my games, should I start playing the race + nationality guilt trip card and saying that by buying my games people will be increasing diversity in the games industry? https://www.youtube.com/watch?v=HFNRmtJRkCc This video tells me yes. I feel like if I do that it will be impossible for people to not buy my games.
Well tricky in the sense that going through 2 AJAX calls every time you pick somethin up is tricky
I'm also tired as hell right now so maybe that's it
Confirmed for never making anything
This is what I get for posting my design sheet though, guess I deserve a shitposter
It honestly does sound like you're just scribbling on paper though. "where is your game" is a meme and all, but do you have any actual design or implementation documentation down, or is it just ideas guy shit? Because in >>128622548 all I see is idea guy shit, and it's all I ever saw whenever "Project Incubus" came up.
ps fancy project names are a huge Ideas Guy red flag. Real devs have piles of descriptively-named files full of actual content, not trees ending in "Goqui (Evoking)" without a definition of what "Goqui" or "evoking" refer to.
Jumping into the deep end. Game's going to have a skill tree.
>saying HTML is used for for vidya gaems
>"m-muh past work"
>has literally nothing but names of shit that aren't defined as anything
>calls it "design"
Pretty much all the things he cited as problems caused by "predominantly white male developers" were in fact problems caused by "game companies wanting to make money"
Can the game analysis youtube video meme end please?
Level design is not game dev, etc etc.
You're not even on the "level design" step, you literally are just scribbling "ideas" that don't refer to anything game-related. Your tree there doesn't have ANYTHING about gameplay. At all. It wouldn't even pass for a tabletop game, there's no concrete interaction with anything.
More enemies. More bullets. The player should feel challenged if they're getting points they're getting too good and if they're doing good they should get rewarded with more points until the entire screen is full of enemies bullets and points.
there is an actual benefit to having less lines. having more code on screen makes it so the reader doesnt have to spend more energy remembering/scrolling things just barely a few lines out of view
>tfw you couldn't save slipstream
i can't bear to see another devs dream crushed
>having such a shit computer it can't handle an extra line of characters
>having such a shit computer it can't keep the whole document in memory
What's up tinyfam? Got sick of making shitty source "games" at 800x600? fucking lol
Tried fixing it too.
>Slipstream is only $1000 away
I'm legitimately surprised, he might make it after all.
is there a way to mark something in blender so when you do shift edge select it will stop at that mark? im asking because on my model i need to do a ton of edge sliding and its really time consuming to go and deselect all the parts i dont want all the time
i dont understand how you can misunderstand me so much. saving one line isnt that big of a deal yes but when theres hundreds of newlines just for braces i have to scroll up and down to go look at some functions at the top of the source and then halfway way through
hahaha whatever you say tinyfam! whatever it takes for you to sleep at night thinking you're actually allowed to post with big boys like us! whatever it takes for you to think we don't just keep you around for the laughs!