New Jam Next Month
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
> Demo Days
> Free audio
I implied it had to be good ideas.
Depending on the size of the billboard I'll add either this or just agdg.
I'd just add my own honestly. But it's not the idea, everyone else is gonna be shilling in the billboards so I want to add something nice.
If Ansdor can't draw her and he is okay with it, then sure, why not.
Well, the other side of the argument is that the backgrounds should show more detail, because the foregrounds/platform should be very basic because all the player cares about them is that they are bright and solid so they know where they can stand.
Congrats slipstream on successfully hustling your trash
Potatos HATE this paste. Click here to see the secret life the dannyposter doesn't want you to know about!
Anyone know what in this code could be causing the octopus in my next post to walk through walls?
[13:33] <yukizini> teamed up with a artist who hates kawaii things
[13:33] <yukizini> the main character is p kawaii though
[13:33] <yukizini> i had to convince him really hard
[13:33] <yukizini> like begged him
>begging someone to work with you
>fuck the dog for 6 months shitposting about danny instead
>other artist leaves
>try not to cry
>cry a lot
The ship is starting to take shape.
I plan for the greenhouse to be divided into a left and right segment with cargo in the middle(which you'll be able to interact with to detect contraband and check that cryopod passengers aren't still corpsicles). Your cargo will be part 3rd party shipped goods and part trade goods you pick up according to your own whims.
You need to take another look at your horizontal collision code.
All its doing is checking for a meeting at its own coordinates with the a wall twice, when it should be checking x+3 and y+3 or whatever its movespeed is.
Here's a secret. Don't use Game Maker's built in physics for pixel platformers.
Also your collision code is all whack and will never ever work. Watch Shaun Spalding's tutorial.
Use it if it's working for you, but like why? Why waste your time with gravity when you could just have a vertical speed when there's no platform underneath you? Can you even translate your gravity into how many pixels you're moving per frame?
>how finished is the area?
10% perhaps. The walking planes are just flattened unity cubes, I still work on the ship hull, I still need to refine the engine bay, add glass panes and put together a full interior ship environment.
It's at the wrong angle from her, but people won't know that so they'll see an axe.
You're meant to be doing something like this and have it come down in front of her.
Have any of you guys ever tried finding freelance gigs on upwork? I'm thinking about doing that to pay the bills and help build a portfolio and experience for a Real Job™.
I do mobile dev
Fuck off rotard. Your e-celeb card has been revoked.
>omg agdg isn't talking about me enough
>omg nodevs are talking about me too much
>omg this is danny's fault danny danny danny
>omg everyone is posting with tripcodes even when i forbid them on agdg which is my general
>omg i need to wear a tripcode now too i guess
>omg everyone is bullying me i guess i can't even wear a tripcode now??
went full dark souls with the stamina. dont even care
3 bars now. vertical, horizontal... you name it. we got all the bars u need
I think you need way more frames in your animations.
Also the whole movement and stuff feels a bit too fast.
Dark souls works because it's slower and more deliberate, not some DDR-on-HARD-APM game
got some basic trail effects done, going to re do the attack animation because it looks autistic
THAT MIDDLE ONE ISN'T A STREET NAME STREET NAMES DON'T CONSIST OF MORE NUMBERS THAN LETTERS. HIGH WAYS AREN'T EVEN CONSIDERED STREETS, JUST ROADS WHAT IS THIS, SOME AMERICAN BULLSHIT LIKE INCHES AND FEET?
>basic trail effects done
Make them fade out, don't destroy the trail right away when you're done because the existing trails instantly disappear too then.
Deparent them and destroy with a timer or deparent them and then reparent and deactivate with a timer.
The one that bugs me is that for some reason the mile marker to the library is counted as a "street name sign"
Also it thinking that hamburgers are sandwiches.
And that a mountain in the distance doesn't have grass.
Just found a good key to more productivity.
It worked for me. Made a complete new website for my business in just a few days, which I've never got done before.
>Make a shapeshifter Fae creature that ensnares people through their sexual desires and then eats them
>Justifiable Loli art in my game
yw. Also you might want to consider accelerating the beginning of the swing. It's better to put force in the initial swing and then increase the duration of recovery period instead.
Everybody having a good time? leaning lots? meeting deadlines?
>I think you need way more frames in your animations.
i've already done more than 350 frames. 4 frames for each facing direction, 2 frames for each attack direction = 18 frames per humanoid monster (east and west is mirrored). 4 directions is much tougher than any mirrored platformer 1 framer. also this really is the first thing i've ever animated.
And I don't like my wall perspective either but it's too late. this is my first game (other than LD) please let me finish it in this century.
>the whole movement and stuff feels a bit too fast.
the base movement speed is slower than it's ever been, you default to walking and hold the dodge button to run. is IS a bit confusing to attack-into and not collide with enemies, when I fix this I think combat will become clearer.
yes that's me.
my shadows are awful but they're a bit low priority at the moment
i wanna make the starting area way easier with new weaker monsters.
i would mock you saying "nice minecraft clone", but progress is always good, so good job.
what's happening with the water blocks though?
>Everybody having a good time? leaning lots? meeting deadlines?
No, no and no
This isn't a Minecraft clone, the blocks are soon going to be single shafts. Going for more of a Stranded feel.
I am toying with how the water responds with each other to make basic waves.
Where were you when this was at the top of the frontpage on reddit?
Hey thanks I wanted to try an original character from scratch for learning.
But I failed as usual so I need to keep on training.
Let's say I'm making an endless runner-type game in GameMaker (I'll have other actions too). How do I go about making sure the "room" is repeating? I have several stages set up with different elemental themes (fire, ice, earth, wind, metal, and cosmic) that I want the game to cycle through at certain distances.
>FINALLY rigged up a way for the game to only draw things that are in camera's view
The FPS remains a lot more stable instead of dropping to a fraction when the whole map is "found". When you increase the window size I don't zoom in or anything, so more map tiles are drawn and the framerate does decrease, but there's a lower limit compared to before when the whole map was always being rendered.
Here's a picture of the FPS full-screen map tiles everywhere
and here's a picture of the FPS when almost none of the map is being drawn
I made the backgrounds in aseprite, and I'm importing them into GM and setting the obstacles as boundaries in the "rooms" subset. If the player touches them, they die. There will also be enemies and a method of attacking (most likely a combination of knife throws and dagger swipes depending on the enemy distance to the player).
I want to have the backgrounds scroll continuously, while having the platforms generated in random patterns.
So what's with all these game dev threads on /v/?
Do they think they're too good for us
They are mainly us, right? The bad thing about generals is that they're only used by people that actively seek them out. This means a dwindling population, a cliquey subculture, and no onlookers that stop by to give viewpoints that aren't normally heard. A thread on /v/ is much better for getting general opinions and hearing things you wouldn't normally hear.
Attempt at making a title graphic. Trying to do an 8x8 version of gothic script was a challenge.
Also messing around with a defeated state sprite for the player, so I put that on here too.
I think so. The camera is draggable with right-click and I don't think it gives much of an advantage. I used to have it scale with resolution, but I honestly think that's an ugly things and made everything feel too "big". What do you think?
someone asked if agdg was good on the /v/ gamedev thread, many people said it was terrible and not to go there. agdg has a horrible reputation, and people on v try to keep people from coming here for some reason. these threads are pretty decent, i'm not sure what their problem is.
by the way, it doesn't help our case that we post at link at the top of the thread with a link to our thread that was using a picture of garbage like umaru as our title image. just saying.
Game Idea: Heal Me Baby
You play as a submissive and perverted cleric who has to keep her incredibly buff and masculine party members alive as they keep getting into increasingly deadly situations. Gameplay is top-down view and controls like Nuclear Throne.
Dude you're not supposed to have another slow frame after it's fully drawn backwards. I imagine the extra time will piss off players too unless you can switch weapons and the hammer's special thing is that it's extra slow but strong as fuck (in which case I'd just make the hold longer rather than what you got going on there...).
If you really want to do that, you'd want to add more frames anyhow (but only in the part where it's going slow).
>these threads are pretty decent
Why do shitty places for discussion always believes it's everyone else problem that people don't like it?
This is coming from someone who's been on AGDG for years.
>i'm not sure what their problem is.
Their 'problem' is that they actually talk about gamedev. Just see the difference between the time the /v/ thread got mentioned in here an now.
Over here, several posts on track with deving.
Here? We only got people like >>128704263, >>128704724, >>128704867, >>128705252
I think the way you're doing it now is the best way, because no matter what the resolution is, the player will always have that circular FOV so everyone pretty much has the same experience. The only advantage a larger window size will give people is being able to see where they HAVE been before, and even then, players with a smaller window size can just drag the camera around.
I always like seeing progress from you, keep up the great work!
>mfw programming a CHIP-8 virtual machine in C, writing an assembler for it, and then programming in assembly in order to make a tiny, black and white snake clone
Who else /vmprogramming/ here?
i will never understand this. it's literally the same people. there's no wall keeping either side out. i've posted on that thread, and many others are in between threads. this is just us vs them forced bullshit.
>Calls me thin skinned
>Gets upset when I say this general is shit
You can't make this shit up, you just can't.
I like hairy girls.
Don't forget that a lot of the time, the devs they boast as an example of why they're better than agdg are just devs from here reposting progress.
That said, there are some really good devs who I've seen posting progress on /v/, but have never posted any here.
I really don't understand where the hate comes from. If your idea is good the anons here will be sure to let you know because they want a new game that's not cookie cutter, if you present something shitty they'll let you know just as well. When it comes to art I can't really vouch for them if it's not a cute anime girl they flip their shit and the only way to prevent that is if it's actually decent.
>Over here, several posts on track with deving.
Bullshit. There were two progress posts, one old progress from an agdg dev and another new progress from an agdg dev, one useless art post and the rest was people saying "I want to make a game, add me on skype".
And implemented. I can make it prettier later. Right now it works. I did tweak the L graphic a little, though, because it was bugging me.
Some day I'm gonna be famous.
/agdg/ will talk about me.
My game will have its own general.
Let's Players will play my game.
People will request other Let's Players to play my game.
People will waifu my characters.
People will draw lewds of my characters.
People will make fanfiction about my characters.
I'm gonna be rich.
I'm gonna be popular.
Just you wait, /agdg/.
Just you wait.
>THE V THREAD IS ACTUALLY FULL OF DEVS
>how do i maek game
>how do i maek pixel art
>how do i maek game
>is this a cool idea for a game?
It's the default Pico-8 palette. It owns for sure. And unfortunately tile space is at a premium. Even using four tiles for the O might be too much. I tried to make it 8x16 at first, but it came out even worse.
If I do have extra tiles in the end, first I think I'd rather have a portrait graphic for the title screen and something special for the win and lose screens before I mess with the title font.
>/agdg/ will talk about me
"wow of course only meme games here get popular"
"only successful because it stole from [popular only-super-vaguely-similar game]"
"[some shit from your personal life AGDG doxxed up]"
nevermind, i skimmed through the thread. pretty garbage and a lot of questions. it seems like people in this thread are mainly busy coding and learning, and people in that thread are trying to learn how to start or they're making some kind of art for a game they aren't making yet.
what's the best way to render a segment of a giant ass circle without scaling up a sprite and flushing the whole shit every frame? I guess that should be possible to do procedurally?
>how do I maek game
>"just use x or x"
>how do I maek pixel art
>"I use this"
>"I find this software to be useful"
>how do i maek game obvious shitpost probably from agdg
>get 1 serious reply anyway
>is this a cool idea for a game?
>"you should try but avoid X"
>"also try Y"
But you're right. Keep on thinking you are not the problem by posting hilarious anime reaction gifs.
-did some spriting for some characters
-did some concept/character design
-setup an inventory , but its still buggy and its bothering me
I just finished rewriting one of my largest class systems to have no derived classes since they would fuck up the networking on a clientrpc call.
Then I read this in the unity changelog
(697682) - Networking: Fix for ClientRpc call failing when called on a base class.
>It's Jan .1
>Some fatass comes into the gym
>asks you for some good routines
>this doesnt do jack shit for teaching them anything in regards to actually living a better lifestyle
>never see them again
T O T A L L Y USEFUL
Doing well so far.
Though, it's hardly a platformer since there's no jumping mechanic.
There's a better method for updating data on the client only when you specifically want to?
I'm not using SyncVars since the class has around 60 fields it reads from a file with many changing on a frame basis and the client doesn't need to care about them since all the calculation is done on the server.
The only time the client needs the information the server holds is when they click directly on the object and choose inspect, then the server has to spill it.
Cool progress today
If you're fast enough to smash the owl while flying, he drops a golden egg that you have to kick around like a soccer ball. There's a big nutcracker that can crack it open with its mouth so you have to bring the egg to it and it will free the candy cane inside (permanent speed boost).
Messing with the egg is kind of fun. It *almost* feels like Rocket league without crazy jumps and stuff.
Because of shitposting, that's it, that's literally it.
There's a guy right now upset over me saying AGDG is shit and making fun of him for being upset that he's posting in the /v/ thread right now about me.
That's-- actually an interesting idea. Even if not springs, a portable ladder or grappling hook or some way to scale platforms would give the player a little more agency in choosing their path.
/v/ gamedev thread:
>tons of games
>everybody is having fun with gamedev and sharing their work
Average AGDG thread:
>barely any progress
>literally half the thread is an ongoing war between two shitposters
Why do we exist again?
I've been wondering the same thing.
Its been quite ever since too......
It's quiet too quiet
it will work out
Yeah, I just hadn't given a whole lot of thought to expanding the basic key/door/enemy/spikes gameplay until that was all complete.
I still might give the player a weak jump that basically crosses a two tile gap in whichever direction they are facing.
not to brag but when slipstream dev was depressed and thought it was all over, it was me who told him that he could still make it
me, not you
also, this is a free gradient for you
This really gets me depressed. /agdg/ feels more like a community than the /v/ threads. We have jams and demo days and such. But there's a few shitposters trying to ruin it for everyone. And so a lot of devs just post in /v/ threads.
I'm happy you like it.
Here's video I made earlier this week. The world was pretty empty at the time but I feel the essence is there.
I absolutely love a calm snowy winter night with lights shining in the distance. I also fucking love skiing in video games. I loved it in Tribes but wished for a Ski-Only mode that didn't exist so I'm merging everything together. Also, christmas.
i just looked on the thread. i see the same progress, meaning static screenshots, that i've seen in the last 20 /v/ gamedev threads. i'm not sure that's too impressive. a bunch of the posts are people from here. many of the others are basic unity tutorial builds that people are proud of for some reason or concept art for a non-existent game. this is the dev thread for devs, that's the dev thread for asking how to be a dev. people posting progress there aren't devs mostly, just people who browse /v/ and happen to have a side project or hobby of playing with game engines.
Tell me what you guys think of this idea.
>2D action platformer.
> Think of like Shovel Knight, but faster paced, with more complex combat and movement- combos, air attacks, wall jumps/runs, the works.
>Unlike Mega Man or Shovel Knight, every boss has a unique themed world a la Mario Bros 3, or perhaps there's one persistent overworld with bosses every several levels a la Super Mario World.
>You play as the personification of death metal- basically the guy from Hatred, with a guitar axe thing.
>You must kill personifications of other genres in order to regain your fanbase; you've even lost your own piece of the pie to emo neo-metal, and he's the tutorial boss.
>And so a lot of devs just post in /v/ threads.
Most devs just stop posting in agdg at some point anyway. Not going to cite them since it will trigger as usual the good old 'but hopoo still posts here' reply.
When you get far enough in your dev the good thing is just to move elsewhere or start shilling on /v/ if you're selling.
I mean, look at slipstream. People have been making fun of him for the past week but now that he made it they're going to shift the shitposting to someone else.
> spend 2 weeks working on a touhou bullet & pattern library
>don't actually know how to make a good touhou pattern
fuckin lmao. time to spend the next month(s) learning how to actually make game.
at least it works
There was one frog poster making fun of slipstream. Everyone else was just saying "is he gonna make it?". No one was making fun of him.
And Slipstream dev continued to post progress even while the kickstarter was going.
I think more devs quit/take a break from gamedev entirely than just quit AGDG. I'm only going from my experience seeing dev's blogs, since I follow almost every AGDG dev for the last few years (sad, I know). Usually the ones that stop posting here stop updating their game's blog, too.
Here's what I'm using for enemies right now, too. The heads and bodies will be interchangeable on the two humanoids to give me four possibilities of enemies while only using up twelve tiles total.
>>You play as the personification of death metal- basically the guy from Hatred, with a guitar axe thing.
>>You must kill personifications of other genres in order to regain your fanbase; you've even lost your own piece of the pie to emo neo-metal, and he's the tutorial boss.
id play it
i'm going to treat agdg like a break room full of bastards who have the same job as me. i work alone, so i need that sense of fellowship sometimes. so even if people end up getting good and leaving, which means you should be happy for them if anything, you shouldn't view it as a bad thing, just enjoy it for what it is.
>But there's a few shitposters trying to ruin it for everyone
They've been here for years. They're the ones who go on about agdg being dead most often. Don't let them fool you with their manic depressive bs. Whenever they get trolled they cry for days about how horrible agdg is, but whenever they're in their manic phase it's shitposting nonstop and "agdg is great you can't handle the bantz".
>most devs were never a part of agdg anyways.
Everyone point at this faggot and laugh. Look how he thinks he belongs to some special club and everyone else is a whodev newbie. He'll be stuck here for even more years to come.
I'm eating pizza, what are you doing agdg
>thats only been around less than a year.
I haven't been here a full year and even I know that's a lie. Progressman for instance is a horrible forced meme that makes no sense but it started over a year ago. Then before that you had the "vine is a girl" meme and memes about hopoo and gogem, it's all the same.
If you've been here for more than a year you're a fuck up. Plain and simple.
>>don't actually know how to make a good touhou pattern
with a lot of math or if statements
I already have a few designs swimming around in my head, everyone would be a clear reference to some either real-life celebrity or popular character.
>Neo-metal emo shitty tutorial boss is that fucking Davey whatever guy from Blood On The Dance Floor
>Dubstep is Guy-Manuel from Daft Punk, with face a la Deadmau5
>Punk Rock is Scott Pilgrim
>Reggae is Snoop Lion but with fucking giant ass dreds
>Rap is a group a la NWA.
>>FUCK YOU CAPTCHA. THAT IS NOT TEA IT IS COFFEE. IT'S A MUG NEXT TO DONUTS YOU SHITHEADS
>Progressman for instance is a horrible forced meme that makes no sense but it started over a year ago.
It doesn't even qualify as a meme because only one person ever posted it. Let's just say a lot of the worst cancerous behavior on agdg starts and ends with one special child on meth salt medication.
Yeah, it's hilarious. I don't know if you can see but I have Notepad++ open as well so I don't have to use the in-program editor.
You don't need to code physics and game logic in Mario Maker.
>hi danny!" type of shitposting is definitely new
The "people" doing it are not new though, and before this they were obsessing over some other dev who made them feel uncomfortable. Rotate and sourcefam have been here for years and shitposting is literally all they've ever accomplished. They're literally insane. And they've been here for years. That's the first red flag that there's something wrong with someone, spending years on a gamedev board and not actually making any games.
The proof is right here
you can see people have been telling him to stop being a worthless piece of shit for ages. Some people never change. They just find new things to shitpost over.
>not making your own delicious and (relatively) healthy coffee at home
>not being free from distractions, sipping coffee in your own home, so you can dev easily
Fuck man, home is where I'm the most distracted. I'd much rather be here or in an office where I don't have all my crap around, my PC with all it's games, or connected to IRC, Steam or any messaging programs for people to bug me with.
Dannyposting has been a thing for over 6 months straight now. There's a reason we call them literally insane shitposters. They lost their minds. The tragic part is one of them was close to becoming an actual yesdev. Then again he's been close to actually just like making game for 2 years now.
Jewery? Do you mean the silver that literally doesn't affect the game in any way? Like, it's not even a pay to win. Its emotes.
Oh GOD... That is actually motivation to hop off and dev.
They literally should just be unlockable in-game because there's no excuse for nickle and diming me for game content when I paid MORE than full price for the game. See, that's the problem with retards like you that just get into games like this for the MMO grind. You look at everything as "necessary / unnecessary" , "optimal / suboptimal". But if I wanted to play a game that was just bare necessities I'd play something that was just made up of only the core mechanics I need for a game, like Super Meat Boy or Papers, Please. Not a fucking $90 game with 100 DLC Expansions.
If you honestly believe the excuse "it doesn't affect gameplay" is a good enough reason to not include content in a full-priced game, you're a retard and exactly the kind of customer that should keep giving Bungie and Activision money.
I wanted to post a webm but this site keeps pestering me about audio streams not being allowed. So I'll just post a screenshot.
Major progress, turn system has been redone and you can now have multiple characters in your party. Now I have to understand why the mage is taking 2 turns for himself.
Making a game in Haskell is
I punched some numbers into my library and got this bad boy. I'm gonna see what this looks like with gravity bullets next.
The whole point of the game is dick-waving, idiot. Why else would people run the same hardmode raid week after week to try and get better gear or run banner as hard as they do? It's a competitive online game, the whole point is to wave your dick at people.
Nah it's about loot. Sure they could've made emotes part of the loot drop, but I mean come on. Its not like the playstation exclusive guns.. THATS bull shit. And I'm playing on ps4
>looking through old to-do list text files
>come across this:
>"go back to random dungeons because it's easier. my level design already looks exactly like a randomly generated dungeon.... without the benefit of being randomly generated..."
>another shitty mobile game at the top of /r/gaming
How the fuck do they do it? Is it luck or are these people marketers in disguise?
>but I mean come on.
Dude is that the best you got about this shit? I loved the game. I preordered it and got it at midnight. I bought every expansion. I own it on Xbone AND ps4. And they still want more from me for shit that should drop from majors in raids? It's like they're saying "FUCK you, pay me". It's not ok.
You only control characters whose faction is "Player. Later on I plan to add spells that allow you to capture or summon monsters that will aid you but that you won't be able to control directly, and hiring mercenaries that 'll do their own thing too.
>Game settings (resolution, game message log options, keybindings) are only changable at the title screen options menu
>Game settings can be changed in-game in the pause menu
The second one takes a lot more work the way I have everything set up. Is the first option really THAT bad?
That's how it's gonna be in the future, man. It always starts out this way. "Oh, we won't do microtransactions". "Oh, it's just cosmetics." "Well, it's just side-grade items, not full upgrades." ....
Literally every game that goes this route eventually hits it full force. Look for purchasable gear within a year.
Yes, because I can't tell at the main menu how well your shitty meme game is going to run so having to go back there to change graphics options and try to spitball into the butterzone fucking sucks.
fml what's a 2d game with good attacking animations that I can use for reference my attack animation looks like ass and I can find a good reference I like
daily reminder that Pico-8 is the best 3D engine available.
It's almost like it's becoming a real game now senpai.
Because the section is called rooms in GM. Pic related.
Thanks anon, what that is is just a test of making picking up stuff easier because the kid has over a thousand lines of code
and about 300 of those lines are curly bracesIt also works out better anyway because I can see where the picking up is happening visually, so that's a plus.
you have to do everything in GML.
>How do I go about making sure the "room" is repeating?
>having the platforms generated in random patterns.
if it's an endless runner you would create the objects at the edge of the screen then move them towards the player, while keeping the player object still and just scrolling the background to give the sense of movement
You don't need the quotes then, they're actually called rooms.
If it's as simple as a horizontal scrolling background then you can do that in the room setting with horizontal tiling and horizontal speed. If you want the backgrounds to be individual and in a random order then you can't do it with the room settings and will have to handle it in an object.
>exclamation mark means he was memeing
so its come to this
draw assets for my game. pico-8 has a sixteen color palette, and right now the main character has three frames of 16x16 tiles, one for standing, two for walking, and the top 8x16 of all three is actually the same tiles. Oh, plus there's a 16x16 full tile set aside for a defeated state.
Which colors should I use for the over and out frames of my menu buttons?
not really. i just made it as low as i possibly could while giving the character just enough detail to be as functional as i wanted and to look the way i want. i know it's mostly pointless for optimization, since i'm not developing for mobile platforms, but i want to do it for aesthetic reasons. also, like you said, it's fun to see how much you can do within certain constraints.
It's not mine. There's a manual on the site that's okay, someone made a google doc that simplifies it down to the important syntax and api calls.
The demos included with the program are commented fairly well and it's lua based so it's not like it's that complicated.
Yeah, here's the DD6 tier list. These games are the only ones worth playing.
This really is a perfect gif for that feeling.
>be a crying dev that needs someone to tell them they're okay
>come to agdg, get burned
Now if you aren't a crying dev and you aren't thin skinned, you'll do just fine on /agdg/.
Maybe when you're old enough to cook your own food and not reliant on mommy to do everything for you, you'll realize juice can squirt out of fruits and vegetables at high velocity when cut and potentially be anywhere, not even including the 7 peppers (count the cut tops) we didn't see being cut.
>she wipes the knife blade twice with her left hand index finger
>drags it right over the kid's eye area
Damn dude, I think that could look good. Just make it lighting fast with simple shit like that. Even if the individual sprites look bad, the animation could still be good.
Try a 3 hit combo that takes like no longer than 150ms to complete.
>upward slash(like you already have)
I followed the tutorials until I didn't need them anymore, then I just copied and adjusted his code as I learned what it did to accommodate my needs. It's best if you can pry yourself away from them though after a few weeks to a month though and not be completely dependent on it, looking at the documentation helps a bunch when you start familiarizing yourself with it.
You need the sword to disappear or some shit before you can attack again. It looks like it's not moving at all.
Or perhaps have the swing effect not overlap with the final location of the sword, so you can see the gap first.
>if you aren't a crying dev and you aren't thin skinned, you'll do just fine on /agdg/
There is no way to "do just fine" on agdg. That kind of fraternity/sorority thinking is part of the clique mental illness.
how about this? I call it the Eye of Sauron.
>four buttons in four different corners of the screen
That would just look hideous.
It's not in the screenshot I uploaded, but my game's title logo is right above the start button.
learn to code they said
it'll be easy they said
Gamemakerbabby here, I'm having a big problem and google's not helping:
>need to assign a script to a variable and then execute under the variable name with an argument
variable = script;
And then if I try to do variable(0); it says "unknown function or script" and bugs out. Same for script_execute(variable,0);
I know that there are workarounds but I'd lose hours and I designed my entire code with the ability to pass different scripts into my object with a variable because I didn't think this shit would be so fucking stupid. Why can't this shitty platform just let me declare a function in an object?
Can anyone help?
I've never once had a problem on agdg. I post, I get feedback, sometimes I get no feedback on a post, but that's fine.
And most people who post progress also just get normal feedback. The only times anyone starts memeing about a dev is if that dev shitposts themselves, or they start to get popular (and even most popular devs don't have a problem).
It's easy, you just need more time and practice dropped on it.
Though if you're doing something dumb like learning from youtube videos I can see why you might be getting tripped up.
no, you don't understand
the delete save button alone needs to be far away
do you not have the imagination to see what could easily happen?
>let me just adjust my settings
>oops finger slipped went one too far