New Jam Next Month
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
> Demo Days
> Free audio
I can do line 23+26 or I can do line 35. Other than >>128722490 I'm wondering what the distinction is between the two.
again, I'm new!
After I'm done with this Boku no Pico-8 project I'm going back to android dev I swear.
> Card Game-themed Dungeon crawler where loot is in the form of booster packs and all items/spells/traits are cards, the player must make tactical decisions to choose cards that will benefit them the most on both a long and short term basis
> Space station roguelike, where you have to navigate the abandoned station and survive against aliens using what you can find
> City themed (open-world) roguelike that tries to be an as accurate a simulation of real life as possible
Which one sounds the most /fun/? Also feel free (and encouraged) to share your roguelike ideas that haven't been done before.
rough work on trying to make Gilbert smaller compared to Leto,
extra random work on his weretiger form which I may or may not use
>TFW still not considered to be deving
Wait until I get to the Abilities and Feats!
stop right now.
ask yourself, am i being productive in this moment?
playing with my foreskin rn
I'd say it's 100x more productive than any circumcised dev
> implying cut people can be devs anyway
you're being rude to males who have been mutilated as infants, and you feel good about yourself? it's time to look inside, and get rid of the filth that's making you a terrible human being.
hrm, really the particle system, for the smoke and stuff, and sound too. I've got a good handle on the materials/modeling pipeline, and the lighting settings. the big question is is do I want to try and make it "playable" with a character, but that would be a lot of work.
Here's a WIP of my first world in my Yume Nikki/Zelda hybrid, hopefully it looks okay so far. I'll probably make the scrolling background a bit more subtle
I'm not sure where to go from here though. Should I focus on juicing up the overworld by adding NPCs and events or start making the first dungeon so I get a feel for things?
yeah, ill second this recommendation. He's got a couple of stupid coding practices, so don't feel awkward if you find yourself realizing better solutions to some of his suggestions.
GameMaker can certainly do 3D. It is just a matter of buckling down and learning it and cutting through all of it's bullshit.
Yes its GML and yes they have a thread on the official engine forums. If you want it bad enough (and want it to be in GM for whatever reason) you can do it. Just gitgud
Semi related: I'd love to see a competitive FPS with procedural levels, although it would be difficult to make it catch on and to make it not be awful for a variety of reasons
i thought the same as you once
now where is my right arm
I'm just about finished properly implementing the new ship. It has two weapon slots that you can fire individually or simultaneously, and the unique behavior it applies to weapon projectiles is the explosive effect shown in the webm. I still have some things to finish with the shield effect, like a hit animation, deactivating animation, and some sort of effect to apply to enemies that collide with it. I'll try to finish that and possibly a new weapon and enemy over the weekend
can confirm, it's a very fun game
pic related, me
Someone told me endless expansion dev was in here sometimes.
If so, what algorithm do you use for terrain generation? I'm making a program to generate an optimal building layout for a given map.
Pic related, current iteration of my solver that tries to purely maximize buildings producing at 100%
Which font(s) do you like the most, if you like any of them?
never thought i'd see the day when /v/ was praised as being a non-shitposting place for discussions to take place. i see as much shit posting there as here, so i don't know what you're seeing that i'm not. grass is always greener i guess.
Slipstreamdev, you really need to answer the people in the kickstarter comments section. A lot of them are voicing concern over your dramatic turn in planned content. I think it would be a good thing just to assure everyone who helped you get to your goal that you aren't going to fuck the project they THINK they backed in the ass by going nutso with stupid shit additions no one actually wants (like weapons wtf srsly?)
8ch's /v/ > this thread > /v/ > 8ch's /agdg/ board
You're probably right. I'll probably limit the scrolling background thing to maybe like one or two areas since that really is an iconic Yume Nikki thing. I'm not sure what to replace the current one with though. Maybe I'll just make it stars so the area looks like it's in outer space.
Well I mean, you can even still do it but just do it better. YN was (mostly) really goddamn lazy with the floors, just upscaled stupid images.
If you did something that actually reacted to the player, or made it more intricate in a couple ways, it'd already be better.
But still probably better to just avoid, and try to find ways to make the game creepy in your own way.
>got my 8bit Metroidvania game to start working with basic features like moving, jumping, and stuff
>realize I only got this far because I stole coding from a tutorial
>mfw I won't make it
Being a 1MA is exhausting
It's coding. I hate coding. Look at this shit. It's indecipherable to me.
Why can't it be shit like
Left = A
Jump = Space
Right = D
or something simple? Why the cryptic wording? For collisions, why not just be "if collision : stop" or something?
I can make great pixel art. I can compose music. I can design levels. I can add assets and have no problem placing pieces around a room, but the coding is a roadblock every time.
forgot about 8ch's AGDG, I posted on their /cyber/ board asking for ideas, actually offering to turn their ideas into playable missions but no one seemed interested in contributing. Then the board owner decided to shill his rival site, what a shame
Ermm.. mate, things in your code can be achieved easier, and there's literally drag-and-drop scripting functionality in GM. Just go to docs.yoyogames.com and read from the beginning to the end, while implementing everything you read. Small steps will cary you a great distance or something.
Thanks anons, that means a lot.
Thanks, and there will be customization, though I haven't decided on what exact direction to take that in yet. Currently any ship can equip any weapon, and there are slots for ship-modifying items, but no items have been implemented yet.
>mfw this shit has taken me over a month
> learning a meme language
>Why's it gotta be 「いただきます」? Why can't they say "eat up y'all" or something simple? Why the cryptic wording? For gesundheit, why not just be "bless you" or something?
That's literally you right now.
I ran into a programming wall so I'm working on a different game atm
Just tried all kind of different techniques and it's a mess.
Still I think I sort of understood the whole pipeline, you really need to be careful when modeling if you want texturing to be easier.
Thanks for the anon who suggested to still try, guess it was worth a shot to learn about it.
Still.. spent literally 2 hours putting seams and texturing, I'm really starting to think that I shouldn't be wasting my time. I wanted to code, not to learn art.
Getting pathfinding working! A few bugs still here and there, but hopefully I can have some moving enemies soon.
Honestly you faggots are overdoing it. /v/ gamedev threads used to happen every few days for a reason, you have to have tact about it, lately it's been happening everyday. Agdg was started specifically because people in /v/ were tired of seeing the same gamedev thread everyday like every other general that's the reason generals exist.
You got greedy for your "better" threads and now they're back on the blacklist. It has nothing to do with shitposters.
just remember this. what you did there is more than 90% of game devs can do. sure, it's simple, but it looks good for someone new to modeling. a few tweaks and it would be perfect in a game. anyway, you're now one step closer to your goal if you want to end up doing the art assets yourself. even simple art has charm.
I have a question for you agdg,
what makes a roguelike fun for you?
I want to do a half story driven linear game, and half roguelike. So you visit towns and certain levels are handmade, while dungeons and other certain levels are procgen. Before I get started I want to know what makes procgen fun for players.
First map conversion from one coordinate system to another, then making it playable
your model actually looked alright, but the texturing is awful
your mesh is very low detail, it would look alright if the character was 30-60 pixels tall on screen, but the detail on the texture kind of implies that you want it to display bigger than that, in which case your mesh needs alot more definition. as for the texture, the color selection being awful is the most glaring mistake, but its easy to learn what colors match. and I dont know what you're going for with the outlines on the mesh edges but it doesnt work
honestly, from what i was reading, it seemed like normal /v/ posters were pissed off that the thread was becoming more like a general thread for some reason. i don't go there much, so i don't know what the whole general vs non-general thread debate is, but that looked like the case to me.
for the record, i enjoy those threads normally.
Was about to post my webm in the /v/ thread replying to
Here's my game in motion, I spend the first few moments flipping through my different framebuffers
If you have things like levels/upgrade-able stats of any kind let the handmade dungeons be possible to outlevel/overpower but keep the procgen stuff scaling to the player. It would make for a nice mix of gameplay tight off the bat if everything couldn't become retardo easy from grinding but also let you breeze through the more scenic and thought out areas if you wanted to (you ARE going to put some love and care into the handmade stuff right, anon?)
>Working title screen / state management
>Game saves and loads configuration settings to an external json file instead of being hardcoded
Next step is to make an options screen you can get to from in-game pause or from the title screen and oooh man I'm excited.
>your model actually looked alright, but the texturing is awful
Yeah I just tried to hand-paint things on the fly, didn't even bother to read at some color theory I admit, will do that.
I didn't want to use the ambient this time just to see how it turns out but I guess as a beginner I should just use that for the time being.
The thing is, I have literally no idea how to shadow properly the parts of the texture. I'm just using the default photoshop brush to color + my mouse too so it doesn't help that much.
Amusingly enough I always thought that modeling was the hardest part. I was wrong, texturing is.
You absolute faggot, do you even ever go to /v/?
There's are permanent drawfag, Undertale and Smash threads. Often also Dark Souls.
During AGDQ there were AGDQ general threads, and now there's some gay ass fighting games tournament and there's a general for that.
Similarly there's an emulation general on /vr/ despite there being an emugen here.
Generals on /v/ are perfectly normal because people want to distance themselves from the clique mentality of /vg/.
oh it's just a player start icon
although I have a few types of actors
Not just a "main menu", but menu systems in general. Now I can easily add whatever menus I need. I also added a lot of nonvisual things -- Saving and loading game data and settings being the most important.
>from the clique mentality of /vg/.
can you go into further detail? i'm not seeing it. please point it out for me. we're here, right now, in the hellhole you call /vg/. i'll be waiting.
i've never been outside this thread, so i have no idea about the other threads, but i absolutely wouldn't base my opinion of a group of people like the people who post in this thread on the people who post in other threads on this board. many of us here don't even play games. we just want a place to discuss things with other game dev minded people on 4chan, and this happens to be the board where that happens.
Try out the flame idea
Something about the glow of the ship + its stillness gives me the visual impression bad lighting (maybe more directed bubbles, like a flame, would make me not feel this feeling) while the rest of the presentation looks great.
But it might just be me
or maybe the game is still being worked on ;)
thing is, I wont have any weapons. Combat will be hop 'n bop like mario/yoshi mixed together. enemy variety I will do though.
ah, i don't go on irc. haven't been on irc in a couple of decades or so, don't remember. the thread seems pretty cool, minus the occasional shit poster, but everyone has those days now and then.
Every online community has a clique mentality, it's not a /vg/ thing. The /v/ game dev has a clique mentality, the generals on /mu/ have a clique mentality, the trannies on /lgbt/ have a clique mentality.
You can't have a community on the internet without a clique mentality.
well, if it's a combat oriented game you might want to consider adding more ways to conduct combat so people don't get bored. if you're going for more puzzles and platformer then it might be ok.
Games generally have gameplay with assets on top, aside from some RPG's and VN's. Your best bet would be to either make assets for someone else's game, or to go into a genre that doesn't demand much from your assets.
Back from dinner. Uploaded a new build that's all my progress for today. Enjoy sounds, a bigger map and a title screen. Enemies didn't get finished so you won't see them yet.
Used to go from yellow to red in a previous build, but I've changed a lot of stuff since then and forgot about it, thanks for reminding me.
The way I did it previously was
the some of the shittiest code I've ever written, butby the time the 2nd half of this webm is converted, I should have it done.
Yeah, I noticed that with flat colors and the ambient things seems to blend much better.
In the end low poly is all about details, and I think that's a skill you need at least a good year to get.
Anyway thanks for the tips, don't think I'm going to dwell too much on drawing. I'll just try to see what kind of low-poly blends well with flat colors.
That image is kind of cute so I wanted to mix it with some mecha or something and see how it goes.
I'm at my wits end. I don't think it's calculating string height properly, and I can't figure out for the life of me why. It's seemingly random, too.
I've had this stupid problem for a while. Maybe the font I'm using is fucking with it in some way?
Anyone have any experience with this sort of thing?
Hey anon, could you fill me in on how to do wavy text like that in text boxes? I can never figure out how to break words off from the main text string and have them move in a sine wave.
I actually just wrote a tutorial today on dialog boxes. I dont explain how to do the sinewave but I do explain how to separate charcters
Thanks! The biggest issue I've been having is making it not as jarring when the player slows down/stops
worst case scenario I've been thinking is only having it in one level and make it an auto-scroller level
Here's the coloured flames, along with some random post-processing effects on the side
Also just realizing I didn't turn on my DoF, but I doubt the webm would be able to show it well anyways, same with my FXAA (Deferred Shading limits my AA choices).
You really don't start to appreciate game engines until you do all this shit from scratch in C++ & OpenGL.
What, you mean modeling? I just started a week ago so obviously I've got nothing.
Some anons have already started to work on their zelda game.
and I'm going to start too I think
Not everyone is ready to jump into making their dream game, and sometimes it helps to have a random thing chosen for you / it's neat to see how your shit compares to stuff made by other people in the same time frame.
>do you even ever go to /v/?
Of course I do.
>There's are permanent drawfag, Undertale and Smash threads. Often also Dark Souls.
No there aren't. And if at the point there are multiple threads on dark souls or undertale in a row that end with someone saying
>make a new thread
that's when the generals get linked and threads start getting deleted. Don't talk down to me like I'm new you fucking nobody.
>I think I'll try godot
>godotengine.org is down
>can't even read the documentation
>Maybe the font I'm using is fucking with it in some way?
Maybe.. I used to think I was having a problem with escape characters or something because my capital "A" would never print, but it turned out the font file just didn't have a glyph for it
You're ignoring the namefag problem that /v/ simply doesn't have. Here devs become known by their games or by wearing names or by their chatroom handles in IRC or steam and that's where the real cliques occur. It's not that big a deal though. The biggest retard we've had as far as wanting to be a famous namefag was rotatedev and he self immolated a while ago serving a good lesson to everyone else. Unfortunately googem will probably always be around and he's a major clique namefag faggot. But nobody respects him so he's harmless as well.
pretty much. it's notoriously difficult to actually complete a game, so instead of mustering up the will and motivation to actually complete one, you make a piece of shit in a weekend that nobody will play and pat yourself on the back instead
This is the big show. http://ludumdare.com/compo/
Next event is in a few months. There are always smaller jams going on around the net if you keep your eyes open though.
Agdg will have another next month it's in the OP
And yet you're made so insecure everytime gamejams happen that you have to sit back with your hands in your pockets mumbling shit out the side of your mouth about how pointless gamejams are.
Nobody wants to hear from you, limpdick. None of the games you've ever finished meant anymore than those "piece of shit made over a weekend" gamejam games you wish you could make. You just like lying to yourself.
thats an awful lot of projecting and assumption for one small post
perhaps you're the one thats lying to yourself
perhaps you're the one who should stop game jamming and finish something that actually matters
>Oh, if it's you then I agree
Nope I'm not rotatedev. I never bombed out of agdg multiple times crying to people to join me on my own private website or slinking around between chatrooms trying to fit back in with cliques.
>There's a massive clique problem
No there's not.
You're speaking in circles. We already know you think gamejam games don't matter and that nobody plays them. That's because you're not capable of entering a gamejam. You're slow and boring, like your games.
You're an idiot.
Game-specific threads don't have continuity, but they're still always there.
Anyway, I don't want to shit this thread anymore so I'm unwatching it
that means I won't see your reply, since you're obviously new
you guys don't have anything against strategy games, right? all I ever see here are platformers or adventure games.
that's because in reality no one gives a shit about gamejams, the entirety of downloads we get is from people here so whatever downloads you get pass off as a feeling of fake accomplishment.
You're insecure. Mumbling passive aggressive insults at gamedevs who can dev in the fast lane and saying you were finishing games before we were old enough to use a computer, then claiming we're the ones projecting at you.
You're old and slow, boring, dull. Like your games. You can't even do a simple gamejam, you're not sharp enough. Live with it. No need to make dainty little insults at everyone else who has actually entered a gamejam before.
>frog man now squashes properly when landing
>tfw this guy listens to feedback and continues to grow and improve his game
keep it up nigga
gamejams are literally the easiest type of game developing you can do
they're a waste of time because they set the bar of achievement way too low and make people feel like they're achieveing something when they aren't
if you take that as an insult i think you're the one with the insecurity
Posting progress after almost a week away.
Redrew everything at a smaller scale to make animations easier. Will add a player next.
i don't i actually liked gamejams until retarded themes like zelda came along.
ill be honest here, i think zelda is just an avarage game, just because someone is a gamedev don't mean zelda had an impact in his life OR should reconize that zelda deserved the success.
was it a good series? yes absolutely but might as well make halo jam
>gamejams are literally the easiest type of game developing you can do
It's a shame you can't do it then. That doesn't speak well of your abilities.
>they're a waste of time because they set the bar of achievement way too low and make people feel like they're achieveing something when they aren't
Who are you trying to convince here, gamejam devs or yourself?
If you can't do a popular and fun activity that is "easy" that so many other skilled gamedevs can do, so be it. No need to make sorry excuses that diminish the accomplishments of other gamedevs. Unless you're that kind of person. Petty. Sad. Slow.
Nah he was pretty big a few months ago, everyone hated him. I actually think it got so bad that the trip got autobanned, or it seemed that way. He just disappeared one day after attacking the mods.
not doing something doesn't mean you can't do it
someone asked for opinions on gamejams and I provided one
you're the one who took it personally and had an autism attack
no gamejam result can ever be considered an accomplishment
> I actually think it got so bad that the trip got autobanned, or it seemed that way.
Like I said, rethink your life. You're literally coming up with grandiose tales about someone else that you know are bullshit. You're never going to outgrow this place.
>You're literally coming up with grandiose tales about someone else that you know are bullshit.
Whats the difference between that, and the wide-accepted funposting about Pugdev?
Sign it. You've been so thoroughly mentally dominated that your shitposting about a single person has made you a meme. 6 months of nonstop obsession about a single person. This is your real accomplishment in a gamedev general. Nothing else will ever compare. :^) You've peaked.
Too bad the name Ghost Trick is already taken huh?
your "check"ing whats going on with the "Right" key on the "keyboard"
whats confusing about this?
actually to be fair, I always thought the method name "place_meeting" was fucking retarded
Why isnt it just "check_collision" or something?
/vg/ truly is the worst board on this entire website just because it is a fucking magnet for arrogant people who want to create a cult of personality around themselves as well as absolutely insane attention seekers
:^) This is literally all you will ever amount to. Let me know when someone cares enough about you to spam a message board for half a year with your name everyday. I won't hold my breath.
Well, yeah. I mean there doesn't even seem to be enough functionality to make it worth importing another library.
Perhaps I'm looking at it wrong though?
In any case I can just copy/paste similar stuff from my own code by this point.
Everyone here's got twitters even if they've got no solid game.
Definitely get rid of placeholders before you make a dedicated game blog though. You'll probably also want your direction sorted out too.
It's not that I don't enjoy it - I enjoy programming, and have for a long time - I just can't seem to form habits around concentrating on the same thing consistently. Don't get me wrong, I program all the time, I just barely finish things. My github is a graveyard with only a few finished projects.
That seems like a good idea. When I was interning over the summer we had task management software that worked like that.
>passion runs out super quickly
>爱 isn't even real, just a gross mislabeling of instinctual drives
>loli to get sent to pound-me-in-the-ass prison
You're just full of great advice.
I'm not sure what I think about "writing" for video games. if you can't tell a story with game mechanics then just write a book.
it feels like that's in the same vein as wanting to write a story for a movie but don't know how to convey it with acting and motion.
I first did the 3d pajama shooter with the stuffed bunnies and bears. It's an hour long but it helps locate everything and kind of understand the flow. You won't understand everything at first but keep it close after you've done it and you'll be able to go back and use each bit yourself.
>humans are driven by resources
Not every human has the ability to be honest about their intentions with gamedev though.
Look at Goocum, notorious arrogant self-important twat he is and we all know him.
>there's no money to be made in games so don't do it for money
>charges $12 for a spreadsheet "game" and refuses to listen to everyone's advice to lower the price
and let's not forget
>you have to make games for yourself not for recognition
>namefags a /vg/ general for years on end despite being hated and tries to brand everything he does under his name
You're mistaken. It's not an instinct it's a gift from above. You're feeling wrong.
If you think the hormonal response you feel when you see a potential mate is 愛, you will never ever finish a game.
left is the tiny quest for a candy cane of catching an owl in the air, getting his golden egg and kicking it all the way to the nutcracker.
Right is an attempt at deepest lore. (the tiny nutcracker is on top of a very tall mountain while the big one is half buried at the bottom.
By all means feel free to make boring games that nobody else enjoys but you yourself consider to be valid artistic expression. That's how Goocum does things and look how far it got him. He's coming up on half a dozen "finished" games and not a single success.
>it works when a community is large enough
This community clearly isn't large enough to make that strategy work for them, then. It hasn't motivated potatodev to finish a single project in his multiple years shitposting here and every one of goocum's games has bombed. It's at the point now that googem isn't even trying to get games greenlit because he's used to everyone stopping by and saying
>wow again, pigpen? take this shit back to newgrounds and fuck off
it worked because some douchbags on steam made games and sold alot of copies because of recognition.
laugh all you want but twitter presence is actually a thing
either that or work hard and be quiet about it
>laugh all you want but twitter presence is actually a thing
You're starting to sound like goocum. :^) Look how far his precious twitter presence, youtube shilling and shitposting in agdg got him.
Googem recently got banned in /v/ trying to shill his shit like he was some kind of recognized brand. He's the longest running namefag here and if he can't make a name for himself in /v/ he's never going to. It's just not a valid strategy, trying to become a "memedev".
And rotate is literally retarded.
>Twitter presence as in actually having a good presence. Googum does not have that.
Can't argue with that. He's burned many bridges.
Sorry are you the same anon I was replying to? This post has caps while the other one is all lowercase................
Both of them have extremely poisonous personalities.
I imagine it would go better if they weren't uneducated douches like those two.
Different person. Sorry about the confusion.
How do you guys come up with and screen game ideas?
I want to start with a new game but cant decide on what.
I have a bunch of loose ideas
>idea for crafting system
>idea for 4D rotations on cube lattice
>idea for spell input
>idea for RPG story
>RTS gameplay idea
but I cant get them to congeal into a coherent game I can work on
It's the opposite for me - the only things I CAN get done reliably are associated with grades or a salary.
Last summer I worked 60 hour weeks for over 3 months straight as a "CS intern" (ha) consistently and did a good job, though I was miserable.
And yet despite this, I seem to consistently lose motivation to work on personal projects after a short period of time, usually after I've done the research necessary to start working.
A fun game is a fun game. Anyone who claims they're making games for themselves and not the players they're trying to sell their game to
*cough* googem *cough*
Is a lying faggot.
This is seriously starting to piss me off.
All the fucking time. All you can read when you come to this thread is some fucking drama about whatever or whoever.
Fucking bunch of idiots posting the same damn shit all the fucking time.
You can even just do shit on cards / whiteboard / whatever first, to see if it feels like it'd actually work.
Then you might make a quick thing in game maker and see if it feels fun.
If you're social, you can try it out with other people (but only ones who are actually into video games like the one you're going to make).
God you guys are all bad at reading.
Grades/Salary will force you to get shit done. This is what I was saying.
The difference is that the quality takes a hit. Things will never be truly great unless you're doing it for the sake of doing it / doing it for yourself.
Yes fun, another curse word according to googem. It's almost as if he's here reading these posts :^)
Look how far a gamedev who doesn't believe fun is real, who doesn't play games, who claims to be making games for himself while charging money to players is getting in the gamedev scene.
But if you don't even find your own game fun, who else is supposed to? I have idea who this google chode is, but all I can assume is he doesn't even know what he likes.
That being said, dodging criticism by saying "oh well this isn't for you" is fucking weak. If that's where you're coming from then yeah I agree with that. Don't hide behind "you wouldn't understand" if you produce a middling product and get called on it. Nut up and make a better game.
>But if you don't even find your own game fun
I wouldn't bother making a game I didn't think was fun. But I wouldn't lie to myself that I'm making the game for myself when it's intended to be played by other people. Especially if I were selling it.
Anyone who allows their game to be played by another person besides themself isn't making the game for themself.
How do you explain people making non-profit games then?
What I meant was the quality of my code as an intern was roughly on par with what I write for personal projects, besides when my manager rushed me.
Though I would agree that it was uninspiring work. I never had a real interest in what I was doing, at best only the technical problems I had to solve. If I was writing a game for money's sake I imagine it would be completed but turn out extremely boring and bland.
>How do you explain people making non-profit games then?
If you let anyone besides yourself play your game you didn't make it for yourself. Arguing technicalities is for faggots.
>yume nikki/zelda hybrid
My compatriot. Resuming an old-ass project of mine that's pretty similar. My planned workflow is overworld/dungeon/boss so I feel like it's going somewhere. I should really change my player sprite as well but I like the pokemon pompom hands.
posting this is committing me to make progress oh god
I get an idea i think might be a cool game
First I look at popular genres
Then I see what people like the most about them, or hate the most
then I check steamspy and steamdb to see how large their userbase is + how many sales their games have been in
Then I think about the most fun and innovative way I can combine two aspects of the two games I like the most to appeal to both genres and stand out amongst the rabble. so far its worked
Make it actually interesting.
Failing that, you can to make it addicting.
Hahahah good luck making your game "fun". What a useless nebulous word.
>mfw posters don't have the mental tools to even begin to understand why the word "fun" is useless
I would assume that "fun" would be one of the easiest concepts to grasp.
In what format do sprite-based games usually save animation sequences? I'm currently doing the following:
A struct holds the name of the sprite sheet to read from, the dimensions of a given sprite, an array of integers where each element encodes frame information (see below), and a pointer to the animation struct the program should read after it finishes with this one if it hasn't been assigned another struct to execute next.
An animated entity consists of a set of coordinates, a pointer to an animation struct and an integer animation index. When an animated entity is loaded it is assigned an animation struct and its index is set to 0. Each element of the array in the animation struct is read in the following fashion: an integer equal to or less than 1000 is read as "render the Nth sprite on the sheet then increase the index by 1". An integer above 1000 is read as "render the sprite located at i-1 for N-1000 milliseconds before advancing the index". Each loop the program goes over each entity and renders the frame its index corresponds to in its animation struct. Changing a sequence mid-animation is as simple as assigning the entity's pointer another struct and changing the index to the desired value.
>be a IT student
>immense fear of coding because I know I'm gonna screw up
>literally do nothing and got sidetracked to writing stuff or making shitty attempts at art or music
>literally motivation at all
>fear of coding
Holy dog shit, what?
Anon you have to screw up. That's how you get better. You have to start at stuff you can't do right now, and then suddenly, you're able to do it.
Stackoverflow and google will guide you when you hit walls.
I can't do anything about your depression though. You can break stuff into smaller tasks (try to keep it to 15 minutes) in a notebook, though, and then any given task won't be so daunting.
The problem is that "fun" is subjective. Some people find it fun to slam their heads into things, but I'm guessing that's not what devs mean when they're trying to make something "fun",
For games "fun" refers more to kinesthetics than anything else. How does it feel, is it exciting to move the player around and attack things or jump on things or slam them into spikes? Then it's a fun game.
When not discussing the overall "feel" of the controls, you're dealing more with "experience" than "fun".
Visual Novels are an experience, they're interesting, they can be entertaining, but very few describe them as fun.
What have been dubbed "Walking Simulators" are experiences. Rarely would they be called fun either, but people do enjoy going through them.
It may be a terribly vague word on it's own, but the industry as a whole seems to regard it as a catchall for the "feel" of the controls in a given game. It differs slightly by genre, but it still appears heavily based on the actual controls and how enjoyable they are to use.
I think the problem is that its trajectory is curved. Lightning forks off in sudden angles, it doesn't slowly veer.
So just change your "turns" to have higher angles but be less constant in time and it should be fine
Elongate those trunks fampai, that looks like the leaves are just placed over the trees rather than coming out of them.
Good controls helps get you in the zone / doesn't pull you out, sure.
But then there's games like Dwarf Fortress and Space Station 13 which have absolute god awful shit tier control schemes, and yet are still considered "fun as heck". Those two games are janky in a lot of ways more than just controls, too.
The menu system is looking great, I'm glad you're working on the critical elements first. Don't let the trolls/failed devs get you down, you're making great progress. I look forward to seeing your save/customization system.
By not having "lock and key" items. That means upgrades that have no gameplay purpose other than opening up a new path.
So instead, think stuff like grappling hooks with combat applications. Or even weapons with completely different movesets that also happen to allow passing a certain kind of obstacle. Melee weapons that break terrain. Projectiles with different kinds of trajectories. Super Metroid is one of the best games ever, but "Missiles" and "Super Missiles" isn't terribly inspired, to be honest, because they function exactly the same.
Double jump technically fulfils these requirements, but it's also the most overused game upgrade of all time.
Study Metroid and Castlevania and make and actual Metroidvania not just a side-scrolling dungeon crawler that has a tiny bit of back-tracking in it.
That was my point on genres. It differs based on genre. Dwarf Fortress is not the same sort of game as say Super Meat Boy. For most people Super Meat Boy is a much funner game. For Dwarf Fortress and Space Station 13, you're dealing with an entirely different set of people. The people who find those two games fun may not like platformers at all, let alone ones where you're expected to die/fail a lot.
It depends on the genre, but it still relates to the controls.
So figure out your genre, your target playerbase, and then learn what those players find fun.
I was thinking about things like that, where the combat implement can also be used to traverse the terrain, aren't most of the weapons on Metroid games like that too?
yeah I have yet to try those yet, but I'm playing Shadow Complex atm
Actually.. I still wanted to see how it'd turn if I rig her and she's kind of cute when animated. I like the simplicity of the flat colors like the other anon suggested.
Maybe I should use her for a mini game or the zelda jam, feels like it'd be a waste otherwise.
I was being a wee bit of an ass with the suggestion. You don't actually have to study them. More look into them and try to see why there is a genre now that combines them.
It's not just backtracking but meaning backtracking, it's also how the powerups are distributed, how the puzzles relate to the rest of the game/levels. Both also had hidden things and pathways you could unlock early if you knew which combination of moves to make/where to look.
Soft locks and Hard locks in relation to level design are a thing to look into.
Now it's "Cave Story", is it Cave Story? It's a Metroidvania! When...no, that one is not. Cave Story is a dungeon crawler.
Shadow Complex is totally a Metroidvania, so you have that for comparing things.
Ori and the Blind Forest is very close but I don't know, something feels off about calling it one.
Exploration is the most important aspect of a Metroidvania, as far as I'm concerned.
I've been lately looking into ECS based game development to avoid inheritance hell. I think I get the general idea about having bunch of entites object with unique ID and some systems responsible for drawing, collisions etc. What would be the best way to implement this? A basic class for entity with a method to create a new one with a new ID sounds good, but then how would I connect a system responsible for drawing, collisions etc. and data to a newly created entity?
How does that make me proud?
As for "using" coffee. I drink it for the taste too, it's the only thing beside water I drink, which might be why I consider 2 cups kind of low.
You want to go and be an ass about it, go right ahead.
Huge progress, it's a delicious feeling.
Oh hey you fixed your text. Grats.
Your art looks neat and all but... your characters feel way too static. I know it's supposed to feel depressing (?) but you could probably stand to include a lot more movement to make your world feel alive.
after a fuckton of hours, I managed to get some astar to get around walls while also having free movement in the map, rts-like
in the gif im spamming right click to move the little guy
next step is to smooth the astar because it looks too robotic and its kinda obvious how it starts calculating the astar before reaching the wall, making bigger paths
what do you think /agdg/
Weak was just the first word that came to mind as a lead in for the second bit. I meant no offense in it. I am a coffee-addled degenerate that honestly doesn't know what normal consumption of coffee is.
So I'm set up with taskwarrior now, I think I'm going to try to keep up a daily burndown of small tasks rather than trying to make a commit a day (which "worked", but tended to result in slow progress).
You guys should fuck
/agdg/, what's so bad about memes in games?
Like what's wrong if I put a reference to that frog face or guy fox. I get if it's overdone and spammed everywhere or too obvious then it would be annoying, but that's like with anything. Quicktime events and chest high walls can get annoying too, or bad dialogue when characters won't shut up or hurry up and open the door the npc is supposed to be hacking open.
I get that people hate memes when games have them but no one actually explains why they hate them. It's almost like hating on memes is a meme itself. And this is 4chan we're talking about, the world's most infamous meme factory.
Would you guys hate my game if I included a hidden chest in the game where you open it and instead of treasure or gold or a new item, instead it's a trollface that pops out.
That's the thing. You need to be good at something in order to come up with ideas in the field.
If you are shit at your trade then you can't just come up with good/viable ideas, which is why "ideaguys" are frowned upon.
An idea isn't good when it sounds good, the implementation is the test of an idea.
1) learn to draw first
2)get this book and study it for a few years
>it's overdone and spammed everywhere or too obvious then it would be annoying
>I get that people hate memes when games have them but no one actually explains why they hate them
Am I being memed right now?
Memes are just a really dumb form of humour. It's okay on 4chan because being anonymous cuts out a lot of the cringeworthiness of going 'look at me being dumb' but otherwise you're only making yourself look stupid.
>Would you guys hate my game if I included a hidden chest in the game where you open it and instead of treasure or gold or a new item, instead it's a trollface that pops out.
I would find that pretty cringeworthy.
You have to use tactical meming. Casual memers don't put any thought or strategy into the way they meme, and it results in a poor product, better suited for somewhere like reddit. More experienced memers know that in order for their players to top kek (the ultimate goal of any memer) a more subtle touch is involved. Pepes have been out the window ever since the Great Crash of 2015, so I'll leave it as an exercise to the reader to figure out the optimal strategy which results in the highest level of keks per second (KPS).
wew i actually did it and it wasn't so hard from that point
im kinda happy
Keep the questions direct and simple. You are asking "how do I do everything".
It is sprite animation so it doesn't have to be super fast. I'd abstract away all the details. The whole assigning special rendering to numbers seems pointless. Use something else like a mode or what ever.
I'd aim for something like: myEntity.playAnimation("jump", Style::LOOPING);
Daily reminder to be proud of your deving
Have a nice day AGDG
How does it decide when to change direction?
People hate on stereotypical memes and such but just do what you enjoy. It's actually not as big a deal as people make it out to be.
first it makes a simple astar between the squares, then I smooth it by checking which is the farest away square that doesn't have a wall between it and the current location of the mob.
and also each time it moves a certain distance, it does the farest away square check again. The distance is basically a square.
I don't think I did exactly the same than here but I used it as some kind of example
Including memes in your game is a bad idea for a couple reason.
For one, it dates your game. Imagine playing a game where a major meme prank is the rickroll.
The main reason to avoid putting memes in your game is because they're simply that: a meme. It's referential humour. At best, you'll get a gag out of people who are amused by that, but you'll also get the people who are "anti-meme" but you're not really contributing to your game's content in anyway.
If you really want to include them, it's best to leave them as an easter egg and not let them anywhere near anything that is integral to gameplay.
Also, I wouldn't liken putting memes in your game as placing chest high walls or quicktime events everywhere. It's a bit different.
please help i baked it with smooth on the low poly and its facked up
1) I only asked what format sprite-based games typically save animations in. The rest was just what I'm doing right now. I didn't ask how to actually do anything.
2) This is the part of the program that actually takes the simple call and executes it. You can't abstract away all of the details. You certainly don't interface with it directly.
rebake it. its not that time consuming. also : baking cylindrical objects can lead to waviness sometimes. try this to know how to properly do it : http://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-mapalso > please tell me you are not doing a huge game with 3 textures/asset by yourself.
ive had this problem for a long time and now that im seriously starting to make assets for my game its a problem. trust i would love just to rebake it and it be fixed but it still looks fucked up close. far away is fine
thanks for that link but even parts of my mesh that are un altered from the high poly still have that wavy crap in the low poly
and yea for now its just me but soon there will be other guys