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Join the AGDG slack, to get a more real-time response to feedback and troubleshooting for your devving, besides having a better way to handle long text and code, because 4chan's line separation is humongous.
We're trying to be a supportive and productive bunch, so.
Learning C is also doubly useful because most modern spaghetti codebases are derived from heavy overreliance on OOP and the design patterns you can abuse using it. If you can do sizeably meaty games in C, you can apply those pure concepts and take advantage of OOP functionality without sacrificing through OOP misuse.
all id software engines up to doom3 I think were programmed in C. But they were written by an experienced programmer who learnt to program in the 80s. Making anything complex in C that isn't an operating system or driver or something these days is a waste of time
performance isn't really a linear function, if your game is running like shit there's a 99% chance it's on the cpu side unless you're making AAA games
but who am I kidding anyone who cares about vulkan probably doesn't even have a game
>if your game is running like shit there's a 99% chance it's on the cpu side unless you're making AAA games
Vulkan's performance gains are made on the CPU side.
You don't need AAA art or even complex rendering techniques to use the GPU heavily, either. Huge view distance. Tons of swaying vegetation. Lots of light sources. The list goes on.
by cpu side I mean shit you're doing in your program that's slowing the process down
I bet you look at things like "90% performance increase!" and think your game is going to run 90% faster
>tfw making backups after a long day of progress
A TRUE SAMURAI DOESN'T FEAR DEATH
Needs more animations, but it's shaping up well for a couple evening's work.
Gonna add a fuel gauge and a couple more obstacle types maaybe. Then call it a night.
We'll see if something comes of this. Doubt it.
>finally finished my endless flight game
>too nervous to upload it to itch.io
brentmdev here is a new meme.
You can post it on twitter like you did with my previous one.
compare yourself to other cheap $5 indie games on steam and if you think every single one of them is better than your game, that's when you know you shouldn't charge anything.
How do you deal with the sheer disinterest towards your game agdg? No one will even bother telling you it's terrible.
if you haven't already, take a look at the official tutorials - they cover the basics up to some pretty complex stuff
and if you have any simple game ideas, try 'em out, see what happens
I really wonder if we should ask moot to add a shortcut for hiding post.
That's one less click for a common operation.
Okay so if I create a particle system in a object (GM) and then destroy the object via instance_destroy will that remove everything to do with the particle system or will I still need to deactivate it.
i bought shader forge some days ago, does anyone know if can i share the shaders i make with friends(You) or is that considered illegal?
the jist of it is that int and floats and shit in pretty much every program and game turn over like a mileage gauge when it hits 99999 miles to 000000, so if your speed is that much it thinks you are still in the same spot, but collision fucks up when you do it.
I'll redo the face, but I think I'm pretty much done with the MC
Thanks for the replies. I'm glad to hear that since I want to be sure that game development will allow me to keep writing code. Guess I'll likely try Godot.
Hold me, /agdg/, and please gimme some advice (and pardon my blogposting)
>do shit in last year's calculus exams (mostly because I fucked around a lot with not studying)
>so shit in fact that I don't get entry into the major at university I wanted to do (Electronics and Computer Systems Engineering) without doing first year shit for two years
>Head of faculty suggests just switching to Software Engineering (which won't take another year to complete)
Is Software Engineering any good? I wanna do something like Telecommunications Engineering and hopefully earn good shekels but noone has told me anything
Privately I just want to make games
The other option is a Bachelor of Science in Computer Science which is only three years (instead of a four year B of Engineering) or something.
I should just kill myself shouldn't I
If I was saving a grid, which way would be better:
Save the entire grid, even the empty cells in an array like this:
1 1 1 0 2 0 5 0 0 4 0 0 .....
Or save each individual thing in the grid along with its position like this:
1_x1y1 1_x1y2 1_x1y3 ...
That's not how I'm formatting it it's just an example
>trying to fix bug for 5-6 hours without success
>ask for help on the forums
>"0 replies, 0 views"
if you want to be an indie game dev and you aren't working on games by the time you're in university you're doing the wrong fucking thing and every day you aren't working on games just puts it off even more
Quick question here guys
I'm an ausfag and we have a thing called TAFE here (kinda like college but a bit more laidback)
anyways, my point is they have game development courses and stuff to get certifications.
I was wondering if anyone has any previous experience with something similar and are they worth it?
That isn't a subject, sadly. I have to pick something generic and useful.
And I honestly don't care about it in particular to any degree, I just wanna do something fun with technology and science
worth it in what respect?
it's probably better than doing nothing, and probably better than going to a private game dev school seeing they're usually just scams to part you from your money
you're definitely not guaranteed to get a job in game development though, if you want to succeed in game dev you actually need to try really hard, on your own, you cant just go through the course and expect to come out a game dev by the end of it
went to a game dev course.
Luckily they are not a scam.
Able to learn C++, which is quite rare, since other schools that provide such course will only teach u java and make you an apps dev.
Even have a course to learn Playstation multi core programming. (fcked me hard in the ass)
Can actually be enginedev if i wanted to.
Graduated, get fucked in the ass by reality.
Can't find a related job. People rather hire some IT graduated students.
found a job, it's not even related.
quit it, found another slightly more related job, it's a very small studio that only 4 person included me are sitting in the office.
Studio don't even work on their own game, they only look for client and do projects for them.
maybe i should go indie, not work...
More work done on tents: Your home away from home
Missing a few transitions still gonna get on to it now
For big corporations and government jobs, sure, it's a prerequisite.
Otherwise, generally employers don't care about degrees, they care about skill and experience.
Most fresh graduates can't even pass the simplest coding test.
I guess it could be different in other cultures, over here it doesn't matter.
Did you have any experience on your resume?
degree helps alot if you don't have anything on your portfolio
companies rather hire someone with relevant experience rather than "programmer", its extra time and money to train them
Anyone here ever did ani animation controlling in unity?
Trying to get an avatar mask to work for my character, so that whenever I press a button an animation overrides only the arms, but keeps the rest of the body animating for the walk or run. Can't seem to get it to work properly, since not sure how to do cross layer transitions. And the unity docs about it didn't go in detail at all.
basically you need to intern in a company while doing you degree and then go full time in that company when you finish it, otherwise you are fucked because at this time the amount of code monkeys vastly outnumbers the demand for them
Jesus christ no. I just wanna work somewhere local (i.e., within the country, New Zealand) where I can get an amount of money that justifies the debt I'm committing to.
I hope that isn't the case here.
how the FUCK do I get my particle system to emit in the direction of the colliding raycast's vector?
it's such a standard thing for blood to spurt back at the shooter, why can't I figure it out?
this is with Unity
You are raycasting from code right?
When you spawn the particle system, set it's forward direction to the hit.normal. Make sure the particle system emits along the Z axis in local space.
I meant are they worth going to or is there somewhere online that'll teach the same exact thing a course would.
Also, I know you're never guaranteed a job at the end of the course but would it help?
the problem is that the transform doesn't dictate the direction the particles move, instead the velocity does.
I think this is the only choice, except I'm working with a tutorial's code and they don't spawn the particles, just move them to the collision point. So I need to figure out how to spawn the particle system and set the velocity then, cheers.
Today was my first time with a 3D engine, so please excuse anything stupid I say.
That's just caching them. When you set the position, set the rotation as well, to face toward what you want. As long the particle system emits on it's local Z axis it will work out.
you must be having some kind of brain problems right now
Yes, GMS is free and you get most of the features to create, minus a few but nothing you can't work around.
If you plan to sell, there's always deals on, where you can pick it for cheap. They had a steam sale and had a pay what you want deal +12(?) games and source code.
It's not really that expensive and if you're going to sell on PS4 you probably means you've had success on PC other wise it's hard to get on PS4.
You can create a fully polished game with the free version and if you think you can sell it, just buy the rest.
Basically this I guess >>129301505 but I wouldn't shy away from making optional levels (or settings) that add master-tier difficulty to the game that you can beat if you're skilled and intelligent.
Pancake or something, feel free to dance on my grave
Yeah, looks like I am. So would I use transform.rotate for that, and if so, where would I derive the Euler angle(s) from? Feel free to ignore this, I'll figure it out eventually.
They require a brief period of fucking up (read: trial and error) to learn the mechanics and see what works, THEN when the game provides real challenges, you should be able to complete them in the first try.
nah it's fucked either way
all it does is reverse the original direction of the particles, which is always forward from the model's chest
this sends the particles off in alternating branching directions with each hit, so one shot sends them away from the body and another one back into the body
I honestly don't know what the fuck is going on any more
question about asset pipeline
seems like asset exchange is mostly done in obj and 3ds.
but i see games using all kind of different formats that i can't even export to.
why is that? .obj is lightweight and have little to no problem
So would it be acceptable to make a strategy game that's hard but that only requires trial and error in the sense that you'll probably die if the strategy you come up with is bad?
yes, if you die to your own lack of skill that's fine
but there should be a way to beat it, and the information to find that way should be available without having to fail first, although hiding those hints away is fine, see: dark souls
A /masterful/ boss would see the boss's attack, dodge it and then recognize the pattern and proceed to defeat the boss.
A typical player should get hit a couple times (without dying), kinda see which way it hits and then start to dodge it well without dying.
How hard are you triggered by collision boxes that don't match the sprite exactly, agdg?
Pretty happy with this, think I need to make the crosshair a little bigger though.
> that shithole
did you enjoy your 10 super mario 64 threads :^) it was hilarious I even reposted it to /r/gaming hahaha!
But seriously 4chan and 8cham both have their advantages, I go on 8cham for the bigger boards but stay on this site for the smaller boards. Anyone who goes on a populated board is a literal cuck, I mean the mods literally don't let you post if mentioning 8cham in any post.
Enjoy your cheating.
Best you can do (without needlessly wasting time) is encrypt it, and obfuscate your code (assuming that's not a built in feature of your language).
I need to colour all these hats, then I'll be giving them to you guys... FOR FREE.
Sex boosts your creativity. How are you going to enginedev, artdev or musicdev when you run out of creativity?
You gotta find solutions to solve the game bottlenecks.
You gotta find inspiration to make that end game boss level background and music.
DOES THIS SHIT LOOK LIKE A FUNCTIONAL A* TO YOU SENPAITACHI
you really dont want to have nodeCosts and nodeParents dictionaries, those are two addition lookups that need to be preformed which is something you don't want at all on an search algoritm. make a node class that contains its parents and its position to calculate the cost with
here's what working a* looks like senpai
>tfw you made better progress in your first 12 months of dev than you do 36 months later
intentionality is key. if the art looks like the person just failed to do what they were trying to do, no one will look deep enough to understand the theme. lets see what you have
>tfw solving a bug after trying to for 13 hours
I.. I won't give up.
>spent years just talking about how i wanna make a game
>Finally start working on one
>This is getting addicting
>Regrets those years wasted
I'm a programmer by the way, can you give some advice on my sprite??
depends on the pricing. if its programming it can be worth it depending on the teachers. if its art DONT DO IT. you have a shitton of material on the internet. and if you want to be an artist go find the best fucking art colege. Art market is far more competitive than programming market, and if you are bad at art you will get no job at all.
How satisying it is to watch how my toaster laptop did not even freeze up while doing this
highlight and shadows mabe. it looks good but it can go next level i think.
Oh right, make sure to not do something dumb when connecting to your leaderboard server.
Like, don't put any (mysql, etc) passwords anywhere in your code itself. Players will find them.
Not trying to be insulting but it's hilarious how many times I've heard of that shit happening.
it will look funky. but if you are a great programmer and a good animator it can be as good as one animation made in maya. Even in maya you have to program or get scripts to make riggin/animating faster. so if you can program inverse knematics solvers, scaleable animation graphics(Unreal probably have them) you are good to go i think for animation. Riggin and paiting weights is probably better to get maya/max/blender to do it.
Oh, I know. I've seen that picture a lot of times / from the original source.
For some reason it bugs me now though that something as important as eyes was left as a final step.
game engines really only come with tools for the specific content used by that game engine like maps and scripts. It doesn't replace things like max or photoshop. If it does, then it's not really a game engine and more of a game maker
A few years ago we had a pretty big discussion about this. We did a few benchmarking sessions, and A* on regular grids was always a few times slower than Dijkstra (which on grids degenerates to a "flood fill" type search algorithm).
A* really only shines when you have complex graphs with wildly varying edge weights. On a regular grid it is at a disadvantage and is much more complex to implement than Dijkstra.
I started it yesterday, i'm still making the sprites. It's just a small project to hone my skills. You'll play as a normal guy living a normal life, and you can do a lot of things in a small city, with many dialogue options
I want atmospheric future garage burial-like tune
>slower animations results in better trails
Fuck. It's hard to get the good amount of animation speed vs dynamic trail, no wonder why AAA uses pre-rendered trails.
Also anyone playing hack and slash games? How much frames do you think there are for, say, the starting animation of an attack and the end? I usually pick standard SF/Kof charts for my other fighting games (3~4 - 2~5 - 6~15) but it just doesn't seem right for that kind of RF/Zelda game.
Forgot to put back the run animation btw so now she kind of moves like Akuma but nvm.
>highlight and shadows
No idea how to do that at all.
Here's an attempt.
don't think it's much better than
i will try one with all black outline...
>tfw watching trump rallies on 2nd monitor while devving
i have a feeling i'm doing this wrong...
Hey guys do you want to test my meme runner generic clone? i need critcism any criticism. i can handle it.
oh it will not run on chrome since unity web player support is disabled by default.
Lesson learned today: always start really small. ALWAYS
what do you do when your deadlines go completely to shit?
the basics of treating yourself like a broken machine that needs to force themselves to do things for a forced period of time because they can't work naturally like a real human being
i'm gonna make a baseball game because i've watched every baseball anime in existence
i will work on a character asap. i will probably will have it ready in 3 or 4 days since i have most of the animations from this character i made a few years back : https://dl.dropboxusercontent.com/u/25031127/babyPreview/28_07_2014%20%281%29/preview.html
Alright, here's the progress for today.
any advice on the sprites??
When you set it, you're not forcing anything, it's just a rough guideline.
Also I guess you haven't actually worked on a project / haven't been on any gamedev community for a decent period of time. Motivation issues are the plague here.
Working on a single thing for years is not something "natural".
>real human being
This is not a useful/meaningful thing to say.
If you're not using outlines, you have to be careful with your foreground/background contrast. Have you worked out what your backgrounds are going to be like where those won't blend into the background annoyingly?
they are looking good. im the dude that talked about the highlight/shadows. mabe you should keep this artstile for now. its preatty concise. keep this pattern and you will do fine i think.
Nodev role playing as a yesdev spotted.
the world economy is going to be fucked this year. something big is happening. i dont know if this is good or bad for me as an indie developer. do people buy games less in times of crisis? the last time (2008) people just bought a lot of indie games. if a crisis happens again will people magically buy games more too? how do world economic crisis affect entertainment?
Entertainment is barely affected. If anything people will just buy cheaper games, and since indies are almost always cheaper it will be those.
Although in 2008 there were far less indie games being made, so just because more people might buy indies doesn't mean you or any of us will have a better chance of making it big.
What the fuck did you just fucking say about me, you little bitch? I’ll have you know I graduated top of my class in Gamedev Science, and I’ve been involved in numerous Gamedev projects, and I have over 300 confirmed video games.
Not sure what this game is going to be about but it will involve building
The animation tools are quite simple.
I use them when an arm is too high, or I need a 1 frame pose that I can blend to/from.
Making an entire running animation would be possible but a pain, mostly because the graph editor isn't up to the standard of a 3D modelling program
They certainly won't blend together. my background were intended to be less vibrant in color.
But the background and people sure don't match at all.
Even though the house were meant to be for a town overview use,
and the villagers were meant to be inside houses, like for a cut scenes.
I will have to redesign/recolor my houses so they won't look far too different when scenes were changed...
>top of my class in Gamedev Science
At full sail university? I started there this year and it's so fucking awsome. I'm fucking acing "AI with neural networks 101" and I can't wait for the MMO course next semester.
Every time something is slightly different than it was last week /biz/ flips shit and says the world is ending. It's no different than those crazy religious people that predict the end times every few years.
well this exact moment for me is a good moment to make games. the exchange rate from brazilian reais and dollars is 4/1. China is buying less minerals from brazil because china is showing economic weakness. right now china is one of the biggest US partners. they sell alot of shit and have alot of US debt bonds. if china stop cosuming and producing less brazil will get in a depression. I dont know the impact of china economy on the US. but i know china has huge economic deals with the US and also buy the US debt bonds, that means they lend money to the US. But what i know is that : On depressions beer companies dont get a huge hit, because sad people tend to turn to drugs and unemployed and poor people are sad. if we agree that games has some reward mechanism in the brain that works like drugs (i cant prove that but i really turn to games when im depressed. i dont know about you guys and i cant prove it since i just dont have the comparison ins companies bonds like valve Vs InBev in crisys) Still, if that is true game selling will not be affected. So im optimistic.
Don't get caught up in the trap of making your placeholder assets good, even 'okay' is borderline too good.
Otherwise you'll be in a position down the road when all your assets are 'eh' but you're are reluctant to replace them all because they're good enough and you spent some time on them
talk to me after trump gets elected and america is in shambles because it all blew up
this time its actually happening though. some areas are seeing -30% drops and already in recession territory. its a matter of time before we get into actual -20% overall
>the exchange rate from brazilian reais and dollars is 4/1
this is one thing im worried about. i think america is in a big big hole that is about to become real once the market realizes this and then the dollar will become really devalued. this means that all currencies that previously became weak, cny, brl, rub, will rise dramatically in the face of the dollar and suddenly its not a super favorable exchange rate for someone like you or me.
Your background is a bit gritty and works like camouflage pattern. Try changing the contrast/brightness of it to see if it works better, if not you can rework it to be nice and geometric instead of the more organic shapes you use now.
Right now the house is pretty bright so if you darken it perhaps it works better.
>Trump literally has no idea what he's doing
And you think any previous president in your lifetime had a clue?
The system of politics and beurocracy ensures that any destructive large scale change can be inhibited until a new president is elected anyway.
Too tired to work anymore today.
But i think i'm gonna redraw the house.
Should i draw the whole environment background?
or should i draw things like grasses, trees, etc separately and put them in together later?
i mean a background that have no interactions with the game at all.
The houses is definitely interact able. So i will draw them separately.
>should i draw things like grasses, trees, etc separately and put them in together later?
any large scale surface is better drawn as a tile-able pattern. Any detail like flowers, houses, signs and so on as separate entities that can be seeded procedurally or just dragdropped into the intended places.
It's shit, but since it's placeholder it's fine that it's shit. You probably shouldn't even waste time shading it...
Is anyone else adding gender-swapping mechanics to their game here? How do you plan on implementing them? Do you think the current global political environment will affect them in some way by the time you release the game?
Progress so far on my map editor. (The weird flicker in the video is some kind of webm bug, the editor itself works fine.)
The only major feature that's not done yet is the ability to place unit spawn points. It will also probably need to support multiple tilesets at some point, but I don't need that yet.
Now time to make the game load the maps.
Hey /agdg/.I'm a female and I'm looking for the best engine to get started with.
I have an experience in coding (C, Java, and a little bit of C++) because I'm a CS student for almost 2 years now and I'm also good at digital drawing and animation specifically pixel art.
What engine is best for 2d pixel art games?
I'm not looking for over-complicated ones, just simple enough to make maybe a platformer/shooter type game like Risk of Rain.
Tits or ... sorry old reflexes from /b/tardism.
UE4 you know C++. mabe this the best one for you.
Just dont create gender equality games.
>like Risk of Rain
Why not use Game Maker then, Risk of Rain uses that.
Also it's ok Anon, here on the internet no one will guess that you're actually a dog.
you do everything, she will be a dead weight, you will stare at her tits, and work harder, she will say nice things to you. she will be co author, split any income and in the end her boyfriend will pick her up and fuck her sensless whyle you fix incredible hard solving bugs.
Gamemaker. It's the easiest and fastest. You can get some scripting experience as wellmaking a few simple games, and then learn something harder if you want later after you got the basics down.
Solo devving is the only true course. Come embrace madness with the rest of us.
Come up with the tune before-hand. Hum it, memorize or record it, then put it in the game later. Add a beat. Then added another tune that plays at the same time but sounds a little different but still sounds good when both tunes play together.
After a while, remake it or add on to it so it sounds less cringy. Or just make a new song.
Holy fuck I'm literally famous at my uni now just for making a simple shitty android game.
All the professors and students I don't even know literally recognizes me as the guy who's made a game and uploaded it on the Play Store.
People praise me as if I'm some kind of God.
You don't know how happy this makes me feel, agdg.
I still don't have a girlfriend yet however. I don't think I'll ever have one.
>I'm not looking for over-complicated ones, just simple enough to make maybe a platformer/shooter type game like Risk of Rain.
Risk of Rain's code was more complicated than you could ever comprehend. Please don't insult me by implying anything about my game is simple.
Your gender has no bearing here and is better left unsaid. I do not believe you have what it takes to make a clone if out of the gate you call my game simple.
There is a few guys at my uni who made a few games, mainly their leader, me and my friends see him as a loser because the game is pretty shit and the guy refuses to learn proper analytic geometry or linear algebra.
Not a joke, I created a whole new draw system based off of magic the gatherings mana pool. It would draw an enemy off screen and if it had enough juice to create him it would, or it would hold out for something stronger if you were doing better. You two figure that out then come talk to me.
'the fuck outta here with that bought asset shit.
>'the fuck outta here with that bought asset shit.
>he's false flagging and hyper shitposting again
What a legitimately worthless life. I wonder sometimes if he wakes up in the morning and just sheds a tear that he's still the same person and will never change. Poor literally insane shitposterfam.
Which game would make more profit?
Loli anal dating game or Furry monsters dating game?
I'm really just looking for money right now I really don't care whether the game is shit or not. I just want people to buy it, I'm desperate for cash and I might literally die if I don't get some soon.
Christ, ww1 soldiers were aesthetic as fuck
I want to draw unique soldiers from every nation's military, but I don't want to put in the effort of reanimating the same shit for dozens of characters
Is hiring a musician as expensive as hiring an artist because I can't do music for shit and learning how to do art myself already took up four years of my life I could have been working on this game
I want to just like make game. For that personal satisfaction, I don't even care about making the big bucks.
I want to be able to sit back, look at my game and watch people play it and enjoy it, and say "I fuckin made that."
I can't think of a better feeling.
Thanks, the brush system was a little tricky to get right, but I'm pretty happy with how it turned out.
It mainly works by computing, for each cell in the grid, what the cell contains (grass, water, tree), and which of the 8 surrounding cells have the same type of terrain and are connected to it.
When you draw a rectangle, it updates the tiles in the covered cells by setting everything in the rectangle to have the terrain type of the currently selected brush and be connected to every adjacent cell inside the rectangle. Cells in the rectangle can also be connected to cells outside based on what was in the cell previously, so if you draw a north-south road over an east-west road, a cell in the new rectangle will be connected to east-west neighbors along the old road.
It also recomputes the connectivity of cells adjacent to the rectangle and updates the tiles in them. This is why drawing a road through some water will update the borders of the water (water can't connect to road, so the water's connectivity changes, and it recomputes the tiles in the water cell).
I like programming, and also I think it's a shame there are so few good
I'll be honest with you right now I'm one of the best programmers in my country and I'm known for making the greatest softwares which is why I get hired almost immediately when I'm applying for a job, because my portfolio is fucking heaven and I am literally what every programmer strives to be. I am highly-praised in /g/ and I have a famous trip there but I usually like to post as Anonymous because I believe in Privacy. I also have a very famous 4chan plugin that you may actually be using right now.
So no, I am not a "butthurt amateur" as you called me earlier.