New Jam Next Month
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
> Demo Days
> Free audio
You could check for membership in an array. The compiler should be able to unroll the loop into something similar to what you already have.
And to change states, the state closure just returns the new state (which may just be a mutation of itself).
I think I just died a little. I've never cared about opinions badmouthing C++ for having templates, exceptions, rtti and shit like that. I've also ignored a lot of ugly stuff, but this one for some reason touched my heart in a bad way. I don't know why.
I'm sincerely considering using C++ as "C with containers and overloading" from now on.
im making an H action platformer featuring gore and tentacles. if youre late youll get in on an oversaturated market and youll never become rich .you should dev faster
How about this? I personally think this is a good balance in terms of parallex and speed.
depends on the audience. what would work most likely are h-sims that directly get to business, some kind of unique dating-sim, or some type of rpg/harvest moon like game where you somehow are able to gather new grills and level/battle with them. Doing some halfhearted game like a platformer will be a waste of time if you truly want money.
I might be stupid but can someone explain to me what are the waviness and skewed details?
I don't see exactly what's wrong with the examples in the first post, or more like how they -should- look.
yea if you like cute girls and blood
Slipstream is made in java, using libgdx specifically
In 2015, I always encouraged devs in this thread to try libgdx, because I think it's a pretty good lib. I think I convinced a few to really use it.
When my kickstarter reached the last 72 hours, still $1500 away from the goal, I tweeted it to libgdx's creator. I thought 'well, maybe I can get an extra $50 or something'.
he tweeted about it, asked the libgdx community to contribute, said he would pledge more money if we got close to the goal. He helped so much that, after he got involved, I reached the goal in (maybe less than) 24 hours. the guy basically saved my project, single handedly.
so, yeah, positive karma and all. I have to thank java/libgdx for that.
>hate meme hamster
Is this what they call "inner conflict"?
great idea, congrats on funding
-a jealous pugdev
It's not, meme hamster is a shit anime character. If you hated a cool dude like Mechazawa, that'd be inner conflict.
it helped that gdx is a relatively small, mobile-centric lib, so having a "big" PC game on steam is good for their portfolio. I hope I help the community as much as they helped me
It's not fun knowing the fetishes of the gamedevs you like. There's at least 2 cool dudes I follow who are into furry, it's disheartening. But at least they don't bring it up all the time.
What are some good game ideas I can
stealthat I might be able to implement in a 4k ram CHIP-8 emulator? This is more a /g/ project, but I'm sure you guys are creative too
Can you talk a bit about how to properly structure a game in libgdx? Do you use entity systems and all that?
I've been meaning to get into libgdx. Fired it up today and currently at the "have a sprite on screen that moves with input" stage. Not sure how to start building from here.
I'm a really old school OOP guy. I rarely use inheritance or anything fancy, I don't even know exactly what is an entity system.
gdx has an ApplicationListener class which receives the callbacks from the backend. [whatever platform you're running on] calls render() on the ApplicationListener to do a game loop, and that's where you put everything.
I have a Game class that extends ApplicationListener, and Game handles the (fixed-step) game loop, calling update() and render() on the current GameState.
It took almost three hours to draw these four frames. Art is hard.
To be specific, I wrote a virtual machine capable of running CHIP-8 games, and an assembler to translate easier-to-read assembly language into my own CHIP-8 games. It's not a full emulation, down to hardware quirks, such as the memory stored between addresses 0x000 to 0x200, timings and the locations of various registers
it has a rectangle class with collision detection functions.
gdx has a lot of funcionality I never used (scene graph, animation class, sprite class), because I only use it as a thin layer over openGL, Slipstream needs "low level" (for java/opengl standards) optimization to run well.
Did you learn anything? I started working on mine a couple days so I could get a better understanding of emulation and assembly. I've all the operational codes up to 0x6XXX, but I'm having trouble standing the how these opcodes translate into game logic.
I messed with the trigger block objects and made different kinds that are dependent on which switches are hit or not, in this instance the player needs to find out how to press both switches and still be able to get to the bed, though it's probably a no brainer but it's a start to learning basic problem solving for this game.
The new dark grey switches are shadow switches that can only be activated with shadow objects or light, the red switches can only be activated with shadow objects or real objects, the grey switch doesn't care about real objects.
tbf I was only slightly advanced when I was back here
Compared to what /g/ is making, I'm still only slightly advanced. CHIP-8 is babby's first emulator. Next step is Z80 assembly, which is used for the GameBoy, but even that still falls short of autism
Well it's my first project in C, so I learnt a lot about C. It was also my first finished project in SDL, so I learnt a lot about that, and how difficult it is dealing with it since it's low level (I used just that anyway because any other libraries would be overkill).
As for 0x6XXX, it just sounds tricky, but break it into clear nested for loops, 1 for each line of the sprite, and 1 for each bit of each line
>ocd about coding style
>settle for something nice
>implement some shit
>notice a slight change in style would make things nicer
>ocd about coding style again
>settle for something nice
>need to implement feature that requires a third party library
>lib doesn't comform to your style
>ocd about coding style again so that code doesn't look so shit when using library X
i just want to make a game
What's better for state management:
A stack of game states that the game engine pops through, with each state returning the next state of the game.
An enum-based switch statement that the game engine uses to determine which state it's in, and only acts on that state.
That only lets me go back and forth between states. I want this to be possible:
TitleState -> PlayingState -> PauseState
Then I want PauseState to go back to TitleState instead of PlayingState if the player chooses "Quit to Title."
Repostan because fuck you.
I realized that the weapons still work even before you've obtained them, I'll fix that tomorrow
Now help me think of puzzles to put here.
Which then allowed a new PlayingState to be made from that TitleState if the player chooses new game? If that happens enough I could theoretically have dozens of duplicate states in memory then, right?
>I'm having trouble standing the how these opcodes translate into game logic.
To add, for my game loop, it starts with the typical init everything first, close everything last, but for the middle, it's an infinite loop that does the following:
- fetch opcode
- decode opcode
- execute opcode
- check if 1000.0/60 (for 60fps) has passed
- if it has, decrease delay and sound if above 0, and if sound is not 0, make sure sound is playing
- get the status of keys being pressed
I also add a key press event for Escape, as CHIP-8 doesn't seem to come with a way to close your program in its spec (maybe in the actual hardware it's when you encounter 0x0000)
And that's pretty much it, nothing complicated
Hmmm...I'll try it out if the enum-based style doesn't work out. I want to iron out the kinks in my state management before I start moving forward with more complicated stuff.
Vision blocking trees and walls and stuff. I also got some stuff in place to hopefully speed up progress now. Maybe.
give me ur enemy ideas. You have a tongue and jumping on them as tools
Congrats anon! I'm really enjoying your progress posts.
in what way is it limited? I only have a few game states: Title, Paused, Menu, Playing, Exiting. Is this a naive approach?
>ideaguying for a few hours a dictator thing game
>realize now it's literally tropico
why must the good settings already exist
6 months is nothing
It's limited because it's difficult to have states with different data, and any state relationships have to be expressed with an explicit, external data structure (like a stack). Plus, putting all the logic for different states in the same switch statement is just messy.
Just thing of how you can use those mechanics in relation to enemies, for jumping Mario has already perfected the formula a long time ago: flying enemies, enemies with spikes on their backs, etc. With the tongue you can get a lot more creative, perhaps some tall enemy carrying a shield or something that requires you to use the tongue on those hooking points to get behind them.
One last question to the anon helping me with state management:
When I inevitably have to create a new titlestate (the player has exited the playingstate through a menu, etc) is it better to give that new titlestate a null previous state or to supply it with whatever the actual previous state was?
It's quite simple once you've just given a glance at assembly language, know it's general flow, or worked in BASIC before, but look at pic related, you have all the functions you need for a game. You execute them as fast as you want (even drawing, but you only draw after clearing the screen or drawing a sprite), but delay and sound timers go down at 60Hz
If you're still confused, let me know what ideas or assumptions you can make about how the game loop will work, and I will try to piece together the rest
>It has been eras since op's image was agdg related for the last time
Denuvo is a service to delay piracy, it probably costs a lot and not worth it.
I recommend the "make a good game" anti-piracy system, it's the best you will ever find.
enemy that can be tongued or jumped
enemy that can be tongued but not jumped
enemy that can be jumped but not tongued
enemy that guards but when it lets its guard down it can be tongued, then quickly jumped on
enemy that shoots projectiles that need to be tongued and shot back at it
a recolor of the previous enemy that sometimes shoots things that hurt if tongued
enemy that has to be tongue pulled into environmental hazards to be defeated
no i'm actually looking for another dev to team up with
more like one person in this thread likes garbage like umaru and hails from /a/, then comes here and almost has a heart attack trying to make the new thread so he can put the character he loves as the op image, and uses bad excuses for doing so.
>Is it easier to learn to draw and animate your own shit?
No, art is not easy but this is better in the long run.
>no need to pay someone
>no need to find a free artist that will flake on you after a week
>implying a finished project comes out of relationships like these
who cares? if you only had old people this thread would literally be dead. no new games, no questions, nothing. my point stands, thread op should be related to thread in some way. 1 person liking an animu character does not make it related.
When I poll for input in SDL, the timestamps on the events are just the time that I polled them. This makes them kind of useless.
Wouldn't it make more sense for the events to have a timestamp that reflects when they actually occurred rather than when they are polled? I would think that the OS or windowing system would provide the former over the latter.
The only solution I can think of is taking each event and linearly assigning it a new timestamp based on the difference in time between the current event polling loop and the previous one.
time1 seems to represent the *end* of the interval that events0-3 occured in. Then I can use the previous loop time (say time0), and linearly assign each event over the interval (time1-time0)
I really don't like this but dunno what else to do. Does this look weird to anyone else?
also you realize that's a 2-way street right. perhaps you should post some examples of your work
you're only making me want to post more pepes
i'm good at drawing and can make sprite art and i understand art concepts
if you're not looking for anyone to work with then why are you even replying. also, i'm not desperate but if it makes it easier to accomplish a task by working with someone else then i'm fine with that
>if you're not looking for anyone to work with then why are you even replying. also, i'm not desperate but if it makes it easier to accomplish a task by working with someone else then i'm fine with that
because its fucking annoying and pointless to expect people to work with you when you provide no proof or examples of your work. people do it all the time and 99% they are shit when they finally post their portfolios
>tfw i just tried automatic weights and it actually worked pretty good
gud, reminds of skyrim
I fucking love new pepes
Yeah they're not exactly high poly
why do you care if you're not the guy who's going to work with them since you're not looking to work with anyone
Anyone got entertaining bugs that happen to them lately? This just happened when I was testing carrying blocks above your head and I felt like sharing.
Don't forget to like and subscribe
im giving you advice on how to actually find people to work with. isnt that what you want?
you are not going to find anyone posting gay frog images instead of your work. clearly you are too dense to even figure that out
It's in unity already.
I want to prototype a hands-on inventory system for my FPS game.
I have 2 ideas so far, and all of them seem to have some drawbacks:
Usage: The quick use items in the game are all readily available, but you can store items on your bag for.. well, longer-term storage
I was thinking i could drop a tarp, ie the unfolded canvas bag on the ground, and you'd have to place the items you want to store on it, then it'd get warped back onto your back as a bag with the items "hidden" inside it until you decided to use it again.
Idea2: open bag
Usage: The camera rotates to look down in a fixed position. The bag is opened wide in your hand. The contained items are spawned within it scaled down to cheat the world-space size of the bag a bit. You just select an item by looking at it in order to take it out. Moving around with WASD and jumpnig will shake things around in the bag, allowing you to wiggle around the items until you can see the one you like.
you're giving advice about finding other game devs to work with by complaining about finding other game devs to work with in a thread about game dev?
have a pepe i drew, it's extremely rare because it's mine
>offer to partner with someone out of good will
>EY YO HOL UP, FIRST YOU HAVE TO GO THROUGH ME
Why does it take me so long to make progress?
Other games seem to go 5x-10x faster
serious question time
does someone posting a couple stupid images from /b/ for around 10 minutes of an entire day really sway your opinion of /agdg/ so much as a whole?
>auughhh frogposter posts 20 pepes
>fuck this thread, i hate 4chan
>goes on next /v/ game dev thread
>spams about how terrible /agdg/ is
>ignores all the homer spam and redundant questions
>leg direction matches swing momentum
proud of u
sorry that it bothers you so much. maybe you should try,
growing some thicker skin. i know, i know, a reaction image or two can totally be traumatic. you probably have some kind of ptsd, but it's going to be ok. all you have to do is breath.
What anime are you watching?
I'm watching Mao-chan. Cute shit after a day spent devving.
Thanks to the anon that suggested that state management article. Everything is so much simpler now and I'm not constantly worried about spaghetti-like state relationships based on the game's state stack and worrying where the game is going to go next.
This makes things SO much easier.
sterted my own text editor with strictly ME in mind - my needs, my habits, me, me, me, me
I can already feel the power and yesdev that's to come
>nearly half the texture space wasted
>not even blacked out to compress better
rotate was right, if there is 1 thread i agree on is that you need a place that is more monitored but retains the same style of agdg threads
too bad agdg2 was another circlejerk and not a true effort to clean up the mess
Cont from >>128765897
After a little break, also added buttons for Help, Settings, Redo and Undo.
Mocked up quickly where I'm going to put the buttons that bring up tile, object and misc stuff pickers. Going to implement that functionality next so that I can start making prettier maps already.
I like agdg just the way is it
except the rotate/dannyposting
unitydevs, do use the editor for content creation?
finally got AI to not take bullets to the face
now just need to figure out why they're having seizures
i agree but if there is 1 thing i hate is when someone posts progress and everyone ramping up on him because its not pixels/girls
if you don't think its a serious problem you are clearly not aware of what i mean
>unitydevs, do use the editor for content creation?
you can use it for terrain. wouldn't use it for anything else. if that's what you mean. technically all of unity3d is an editor.
>growing some thicker skin.
And fuck you again. Having a thick skin or not is fucking irrelevant when you're just shitting up the thread with your epic reaction images and hilarious meme comments.
307 posts and we've got only 6 progress posts, ignoring the one posting multiple times, with 2 of them who barely got one or two replies.
How would I go about creating textures like these?
This a texture from a game called LSD Dream Emulator. I want to be able to create textures similar to this. I'm guessing they used some software or compressed images to get this effect. Or maybe someone just handpainted 50 of these.
Does that mean you're the same guy that was helping me with ECS too?
Wouldn't be making any of this progress without you then. I really appreciate it man.
Do you think I should be using ECS for menus, too? Currently I'm just making an array in my pause and title state's "state space' (formerly: level) and acting based on the index selected in the update method.
Perhaps somewhere in your code there's an if-else statement, that goes about like:
>if obj.y < 1 then
>obj.y = obj.y + 1
>obj.y - 1
This would cause it to spazz out every frame, since in this example it'd keep jumping between 1 and 0.
>now just need to figure out why they're having seizures
it looks like they're trying to go back to their original point but the 'im being shot at' code kicks in so they move up slightly then back down to evade
think of it this way. you were either going to get useful responses, shit responses, no response, or any mix of those. if you got a shit response, well that sucks, but the alternative would have been no response. not everyone browses these threads all day, so you can't expect good responses at all times. it's either hit or miss, since the thread continues on. unlike a forum, where your post might get sufficient views. if you don't get any responses, or get shit responses, just post it again. i for one don't mind the shit responses in place of getting no responses, because i can laugh it off. i have thick skin. i recommend working on that, if it's an issue. thick skin helps in all walks of life.
I really like how you did the movement good job
Yes, I am. No problem, I like helping because it's guilt-free procrastination.
I see no reason to use ECS for menus. GUIs are one of the places where naive OOP actually shines.
again, if you hate it so much you're perfectly free to leave and not come back, aren't you? close the window, it's a single click and whoosh, your sorrows are over. or like i said, grow some thicker skin.
also, i wasn't the one shitposting, stop raging.
that's not the problem, if everything we post here is just pixels/girls and platformers it automatically cancels out 99% of everyone who can potentially post here and that's including progress
denying that fact will make this general even shitter and less diverse since there is no new cycle of devs coming here to participate
i would laugh at this, but vore is surprisingly popular for a fetish, so seconded. you can basically cater for voraphiles without looking like a fetish game at all. it's win win.
>Adventure (ATARI 2600)
Oh man, that brings back memories, sounds fun enough, but also being worthy for zelda-style exploration. Looks like I've got a ton of time too. Thanks m8!
people post non-pixel platformers all the time, and i barely see any posts with girls or sexual stuff, so i'm not sure what the problem here is exactly. i've commented and seen many comments on multiple games that aren't girls or platformers.
>spend days getting zlib compression to work
>holy shit it fucking works oh my god i am so happy
>go to bed
>turn computer on
>doesn't work anymore
>grow a thick skin
You should stop projecting. I replied to your stupid post and you just keep on avoiding the initial point.
And I find it extremely ironic that you, out of all people, are trying to damage control the whole situation when you're the one who started heating up things to begin with.
You're only right about one thing, I should stop replying to stupid posts like yours but this time it was just too rich for me to ignore.
>You should stop projecting. I replied to your stupid post
i don't think you know what projecting means. you're basically the textbook definition.
>are trying to damage control the whole situation when you're the one who started heating up things to begin with.
like i said, stop raging and use your brain to think about what you type before you type it. you're making big assumptions here saying i started everything. why are you so mad exactly?
>but this time it was just too rich for me to ignore.
so you're basically a troll, good to know.
okay boys I have a problem with pathfinding. I'm trying to implement breadth first search via our boi Amit, but the problem is that i dont get zig zag paths like his. Instead I get "L-shapes". The problem seems to be that the movement frontier is built in a way that makes the path always be constructed by looking at north first, whereas amit's looks east AFTER the first move. Attaching a picture for feedback. The numbers indicate when the tile was visiting by the algorithm.
>doom sprite stealing game
and you look like a person with no more than a single brain cell, or someone who is blind. like i said, you people should use your brain before you post. it would really help your cases.
From a pure business perspective.
Do furry games sell more or less?
Furry games (Dust, 5NAF, undertale) Seem to sell a shit load.
Even utter garbage like Major\Minor sell decently.
Is it worth including some furshit as fan service for sales or does that actually drive people away instead?
You really want to do this?
You >>128790307 started talking about how some guy posting /b/ reaction image was irrelevant, I pointed out the fact that those images are being posted each fucking thread.
Then you proceed to damage control it >>128791062 by telling people to grow a thick skin, which means you admit that there's this shitpost and just tell people to deal with it.
And then when I pointed out your bullshit you >>128792441 proceed to directly attack me by stating that I have some anger issues.
And now, you >>128793437 are grasping at definitions and try to discard my most recent post, shadowing your whole initial bullshit.
So, again, fuck you. And I'm done here since your kind will never learn.
Problemfag here, so I got this sprite walking, grid movement is working fine, the only problem is that when I turn let's say RIGHT and press LEFT my sprite moves and moonwalk.
I'm thinking hard on how to fix this, but no avail. What do you guys suggest?
>tfw spending two hours learning how to properly draw hips
Slowly but surely, I'm getting there
until my personal brick wall which is coding.
>Do furry games sell more or less?
Go look at Breeding Season's patreon
undertale wasn't really a furry game. more like a monster game with a human protag and a couple furry type characters. 5NAF i wouldn't count as a furry game either, since they're freaky robot skeletons. furries kind of made it their own by changing how the characters look completely. dust was very well made for an indie title, good luck making a game like that. if your game sucks, even if it's furry related, it won't sell.
If I can interject as a dev that posts here fairly regularly, I'd rather get no responses than angry/shit responses because the way I see it if no one is shitting on me then I'm not doing good enough or posting impressive enough progress to warrant positive responses. I take (You)'s as a sign of achievement of a job well done.
Nothing is more depressing than a pitty (You) because that means that your progress was just not bad enough to avoid shit response but not so bad to ignore it.
the anubis guy and his team mate have over 17,000 viewers on furry sites. 17 thousand. also advertised on many places. just something to keep in mind.
basically they can post
>hey, i made this game
and 17 thousand people see a notice about their game.
>Do furry games sell more or less?
breeding season make 360k a year if they still have 30k per month coming in. this is the most popular one I can think of, next is CoC at 16k.
To compare the most popular non-sfw game from here, assuming it was selling at its cheapest at 2.49 for its entire lifetime, has grossed over 3m
in short you are guaranteed to make money with furry shit, but your potential audience and payout is far higher with a sfw game. It's kind of a risk/reward thing
Here was a bug
A function was being called twice. At first it was being called because it was an event handler for a button click event, as expected. However, the NAME of the handler was OnClick, which I forgot is the signal that gets sent out when a button is clicked, so it was also being invoked due the feature of all functions named OnClick on an object being called when a button is clicked
$55,588.31 per month
Mother of god....
Stop the shake after she raises the hammer it looks silly. The vibrating is almost a reaction to having swung it in the first place and continuing the shake after lift makes the initial shake less impactful.
It's not that there's too much juice, it's that it takes too long. Consider having the time between each little explosion be much shorter. It will be much more satisfying to see them all in rapid succession and you won't waste the player's time or risk them getting bored if this is a thing that happens often in your game.
It's not just furshit that's earning a lot of money.
She earns ~600$k a year and the bitch still goes around DMCA-ing websites to take down her art and heavily watermarking everything.
build an audience of 10-30k people with a nsfw H/porn game.
Then with this group eager for more content, release another nsfw game, gain more audience and cash and go the rest of your life like that
release a sfw game, use this audience of 10-30k to help push and talk about it. Not all will because they are interested in a nsfw title, but you are left with a better chance with your sfw game than if you tried to market/release it without this audience of perverts.
as a furry, i'd like to inform everyone that breeding season is not exactly a furry game. it's basically a monster girl game. monster girls have been popular for many years in japan, but recently there has been an explosion in popularity of monster girls in the west. people seeking games with monster girl sex don't have many options, so they turn to games like breeding season. it isn't a furry following that's getting them money, it's some of the furries and the monster girl fans. just something to keep in mind.
>this is 4chan, just expect it.
Maybe I should elaborate. If people are shitting on me then it's a surefire signal that something is wrong and I need to fix it immediately. I wasn't trying to come off as a sensitive snowflake just trying to set the record straight for shit/no comments. As far as I can tell if the shitting isn't excessive then it's a good thing the dev needs to know that they're doing something wrong. Getting no replies is the quality equivalent of Indiana Jones grabbing his hat before the door closes. Just barely good enough.
oh the speed, not the position, I see now what you mean, I got it.
Thanks a billion. Here's a card in return.
>it's a surefire signal that something is wrong and I need to fix it immediately
Or it could mean that the guy shitting on you is just an asshole and you should ignore him, which happens 99% of the time.
i understand where you're coming from, but you need to keep in mind that this is 4chan. random people will post shit comments because they
>aren't interested in your game genre
>are having a bad day
etc. like i said, not everyone can see your progress posts at all times of the day. most people don't spend their entire days here. you seem to have a black and white view of how replies here work.
>if i get good replies, that's good
>no replies, i broke even
>shit replies, my game is terrible
you can't think like that. maybe the people who would give good replies simply weren't around to see your post. maybe they were going to post about it and got distracted. just wait and post it again if you need to.
i thought the hammer would leave a longer lasting shake effect. here it is with reduced shake time.
i do think it looks better.
also, keep in mind my gifs animate slightly slower than game speed.
argument is over already, right? so stop the asshurt posting already. i swear, some of you need a break from the computer. go sit in the corner or something. in case you didn't notice, i stopped replying to you because my post went so far over your head it wasn't even worth explaining how you missed the point.
>DMCAing art of copywritten characters
She still owns the copyright to the actual works of art she makes. You might argue the company the owns the characters supercedes her rights to her art, and I'd agree, but this would be at the level of "i made that pic, you're not allowed to copy it"
>tfw plebs still try to compete by making videogames
>tfw trying to compete in a medium where people expect to play entire medieval replicas of Paris by free
>tfw agdg is so pleb they haven't invented a new interactive medium
>tfw I have one idea to mix stuff from other artistic mediums into something new
>tfw this new medium won't take years to make
>tfw no competition from nobody
I need opinions, I'm adding in auras to my game for towers, the way they work is they are their own object and they apply a buff object to the towers in their range.
What I'm trying to decide on is whether to keep auras as a self-contained system so I don't have to worry about them or keep track of all auras currently in play.
Right now if the auras are self-contained I have to have them constantly do radius checks to see if any new towers have been placed in their radius.
If I don't do it self contained I have to iterate over every aura every time I spawn a tower to have them all check if the newly placed tower is within their range.
Which is the smarter decision? Or is there a better method entirely?
>Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call.
Take note of what happens as the blue gets closer to shadow
You can't move right and left at the same time, so why isn't this a simple if-elseif statement setup?
I take it you may be using buffered keypresses or want neither left or right to have priority so simply make the first if case be if both are being held down and then have the left/right elseif statements.
What do you think AGDG? Not really sure what direction to take a rhythm beat game. Runs smooth in game.
Tbh if you can do all that solo I think I don't begrudge him doing well.
From what people are saying here it sounds like including furs (even if its minor roles) are a given as they seem to drive sales, and a fan base.
I wouldn't be surprised if more low effort stuff keeps showing up on steam greenlight if that is the case though, as the amount of asset flip show some devs just don't give a fuck if it earns a buck.
Still its useful to know ty for the replys.
programming is surprisingly fun. why didn't anyone ever tell me about this? i always wanted to skip learning to program because i thought it was over complicated bullshit, but now i'm getting addicted to it.
Keep it just using 4 keys for control and figure out a control scheme for the other hand.
Go full Henry Hatsworth, people have to play the rhythm game while also platforming, their performance in each one effects the other.
>Trying to serialize my dungeon levels as json
>xna texture2Ds aren't serializable, nor are Spritefonts
>Struggling to understand how to save my components to be able to reload them then
There's nothing comprehensive, but then again there doesn't need to be. Shader programming is just programming. It's descriptions of particular effects that you are looking for, right? You should be able to find stuff that will help you pretty easily just with Google.
What do you guys do on those days you literally can't bring yourself to work on anything?
Take a day off?
Force yourself to dev?
When I force myself I just get annoyed about gamedev
Play games, watch tv, kill time until I feel like dev again
>Essential combat system finally shaping up after a lot of trial and error
>Finally fixed the big annoying bug
>Basic abilities are working as intended
>Placeholder art is barf-inducing
>Can't put of making sprites any longer
I didn't even plan out my general aesthetic for the battling robots.
No I meant that I can't make out what this is supposed to be.
/v/ can't program for shit, whenever I get into a more technical vidya discussion on /v/ I get upset at how little they know about the media they consume. It's like if a /mu/tant didn't know basic music theory.
That's one case. Even worse is doing something like this:
>int f; // frequency of the thing
instead of just:
It's the guy sticking out his arse from the top part.
I was mostly thinking of just buying assets to finish my game.
But it'd piss me off if I still have to credit the artist and give him free advertisement even though I already gave him free money.
/mu/ doesnt know anything about theory except for (sometimes some of) /classical/
/mu/ is a bunch of retarded stoners who dont know a whole tone from the whole load of shit (which is what they are usually listening to)
>even though I already gave him free money.
if he didn't do anything for your money, shouldn't you be able to do nothing and get the same result? seems like you just don't respect the amount of effort that goes into making good art. if you're talking only assets off a store or something, read the terms that come with it.
Hey, could someone direct me to a font that is
A) in bitmap format
B) fairly bold and condensed/narrow
C) made for ~8-12 pt size
I've looked all over Dafont and I haven't found one that works yet.
Is it more appealing now? Do you want to know play it?
Thinking of adding a mechanic, so every time you get a streak i.e x2 x4 x6 x8 etc. They lose some clothing.
There's a couple of smart guys in there, but they are mostly tied to their own individual concepts of theory, but it's not like anyone has any seriously valid questions or concerns about theory there anyway. In any of the basic cases, you could read it in a book, watch a tutorial, etc. it's mostly technical
>seems like you just don't respect the amount of effort that goes into making good art.
He's making good art and I'm buying the product at his full price. Sounds like a legal trade to me.
What I don't understand is why I still should credit him in a game I made this time just because he happened to be the artist I stumbled upon.
>just put his name at the end
That's the point I disagree with.
Ya, oh well i ain't worried
I mean whatever its your game, but he did contribute, its not like you wouldnt make money off it too. You're just saying "art-this guy" you're not giving him credit for anything you did
Unless you literally want to pretend you did the art, in which case you kinda needed to tell him that at the start
in general, you credit those who helped you make the game. regardless of whether you paid him up front, or gave him money you made when the game launched, he helped you make your game. his work is what people see when they play your game. not giving them credit makes you look very selfish and stingy to me. do you want people to think you made the art yourself or what?
Totally. I'm progressing way slower than I did in my previous love2D attempt but I'm having way more fun.