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/agdg/ - Amateur Game Dev General
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This thread I'm gonna get it together!

New Jam Next Month
>https://itch.io/jam/agdg-zelda-30th-jam

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

>Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> Demo Days
https://itch.io/jam/agdg-demo-day-7
https://itch.io/jam/agdg-demo-day-6
https://itch.io/jam/agdg-demo-day-5
https://itch.io/jam/agdg-demo-day-4
https://itch.io/jam/agdg-demo-day-3
https://itch.io/jam/agdg-demo-day-2
https://itch.io/jam/agdg-demo-day

> Jams
http://itch.io/jam/agdg-winter-jam-2015
https://itch.io/jam/agdg-jam-november-2015
https://itch.io/jam/agdg-halloween-gamejam
https://itch.io/jam/wj2015

> Engines
GameMaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html
Godot: http://github.com/okamstudio/godot/wiki
Haxeflixel: http://haxeflixel.com/documentation/tutorials/
UE4: http://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4
Unity: http://unity3d.com/learn/tutorials

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music
>>
эээ бля, cлыш ты, aнимe
>>
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>>
How many people are doing Zeldajam?
>>
>>129416841
Zelda jam?
>>
>>129416827
What is this
>>
>>129416909
>https://itch.io/jam/agdg-zelda-30th-jam
read the OP
>>
>>129417047
Can I work on game now?
>>
>>129416975
Proper coding practices.
>>
>>129417113
Yes
>>
>>129416841
I never even played a zelda game, hue
>>
>>129417135
are you trying to shove some trap shit in my face mate?
>>
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one day my baby will be complete
>>
>>129417228
Yes.
But only because it really will make you a better programmer.
>>
>>129416830
i can make anything i want, i've been doing this for a while. the problem is that i've been at this point for a while now where i just can't come up with an unique & interesting idea around which i can build a game. basically i'd like to invent a 2016 tetris but it's really hard.
>>
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>>129417718
No thanks, i think im good.
Post progress trapanon.
>>
>>129417718
I guess I'll try then
thanks
>>
>>129416687

The rocket punch is a reference to this, >>>/wsg/914646

which is a rip from an old doom mod called Zharkov goes to the store.

The character could throw his arm off at will and he just had another grow back instantly, it's pretty damn ridiculous.
>>
>>129377319
I'm going to start deving in that style.

People say it hasn't aged well (referring to N64 graphics), but I don't think that is inherently the style. The N64s problems are poor framerates, absurdly low resolution, and aliasing out the ass.
>>
>>129416841

Not this one.
>>
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Progress:
Added a loading screen

Pray here: http://eikamikiku.github.io/FYPR/

Also:
https://youtu.be/OWxnDUSg-NU?t=4
>>
>>129418716
It hasn't aged well. It is inherently bad. It's not anyone's fault, but those were some of the worst times for 3D, especially Zelda.
>>
>>129419201

the DS's 3D titles were way worse
>>
So I've been getting into GM:S and trying stuff out, does anyone have any suggested tutorials to learn and get familiar with more functions of platformers?

Total programming newb for the most part here, I kind of suffer from learning something and then being mad I didn't just think of it and ruined the opportunity for that 'Aha' moment but I think I'm finally done with that and just want to learn some neat shit and work on my video game idea which happens to roughly be a platformer/side scroller.

Also I've already tried out GM:S a few times before so I'm a little more used to it, but if in all seriousness Unity or something else is just hands down better for learning this stuff I don't mind trying it instead, but if they're about equal I'd prefer where I've started.
>>
>>129419619
go to the game maker community, look up 'zero engine' try and understand how the basic platforming works, make a few levels, do similar shit yourself

custom vars > builtin physics, especially hspeed and vspeed and solid nonsense
>>
>>129419397
The Nintendo DS is a handheld console from over a decade ago, you can't use that as an example of modern expectations.
The only thing these graphics had going for them was that "absurdly low resolution" which you've labeled a flaw.
>>
>>129416827
>>129417718
it really doesn't though, you just end up taking pictures of yourself all the time.
>>
>>129419619

On YouTube there's a few tutorials from a few guys showing the basics, but if you're looking for more advanced stuff there isn't much support.
>>
>>129419818
That's why you do it in public. Of course it doesn't work at home.
>>
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>>129419696
Thanks I'll give it a look, and try it out once I'm done watching these current videos and playing around with what I've done based on them
>>129419910
That's more what I was looking for basically, I'm following this basic one now
https://www.youtube.com/watch?v=wmnaOLI6RzE&list=PLPRT_JORnIur3eKIaD-IayrdEt8pOor18&index=3
and playing around after having the basics he has setup but I feel there's still a lot more to go through.
>>
>>129419948
i have nowhere to go though
also
>programming on a laptop
ha
>>
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Argh so many questions I have that I feel like are too minor to ask.
Okay one of the bigger ones.
For multiple characters who use the same skeleton but pick up weapons off the ground, is this a good way to do it?
In UE4.
Have the one player character blueprint and switching characters just swaps out the skeletal mesh and voice clips.
Picking up items changes a variable that tells the anim blueprint which attack animation set to use and just attaches the weapons to their hands.
Is this fine or am I shit?
Besides the fact that I'm a blueprint dev, of course. That's a given.

>>129417381
That's horrifying!
Super, super fascinating but. . . AHHHHHH!!
>>
Please give ideas for zelda jam
>>
Ahhh why am I addicted to Risk of Rain so much? Playing it is literally all I think about at work.
Sometimes I even play it DURING work when my boss isn't looking!
It's so fun and addictive I can't stop playing!!!
How do I stop being so addicted to it? It's literally the best game I've ever played in my entire life!
>>
>>129419696
So I checked it out and apparently it doesn't really work properly with GM:Studio, it can be updated to do so but that seems like a bad task to attempt if I'm just trying to get into learning and most likely well beyond my capabilities.

Thanks very much though, I found some interesting stuff honestly just googling that.
>>
>>129420421
alright lemme just pastebin you the basic code from that tutorial that set me right for simple "pixel perfect platforming" and other collision shit for years, give me a minute
>>
>>129420421
>>129420485
hasn't been stress tested, but this is the secret formula http://pastebin.com/8Xf22kFe
>>
>>129419619
for learning GM I recommend
1. the help file. you'll need it open constantly at first to memorize the functions.
2. searching the yoyo forums (in google type "site:gmc.yoyogames.com question", it's faster) for basic problems.

that's really it.

youtube tutorials may help but it's not how I learned the basics.
>>
>>129420124

you should also check out HeartBeast he has similar content but it's done in a slightly different way, so it's good to see how things work differently.
https://www.youtube.com/watch?v=7bAmzbPVVRY

If you're looking for basic overview of stuff like variables, strings, arrays etc.

https://www.youtube.com/watch?v=RcVvtYTPkrU
>>
>tfw no ideas for zelda jam
>>
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Is this really necessary to change a button's color when it gets clicked?
>>
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Who /pissbottle/ here?
>>
>>129420972
Thanks!
>>129421012
Ah, I'm so used to never checking help files in programs, this actually looks more concise than what I've been following, just doesn't 'take you along for the ride' which is fine.
>>129421030

Thanks, I've done some very light modding of a game in Angel Script so I'm somewhat familiar with arrays and such but if anything the stuff I am familiar with should be good background while I do other stuff
>>
>>129421168
>UI programming

not even once
>>
>>129421151
zelda but with biblical themes and roguelike elements.
>>
>>129421190
ok, where you see
max( ... )
replace that with
min( ... )
and it should work a dream once you set it all up
>>
>>129421186
What's the point of that while devving? The toilet is a prime thinking spot. Even if you just have to piss sit there and think about the game.
>>
>>129421186

5 mill down on a project and I'd do the same!
>>
>>129421186
I need a mini fridge, I feel like I spend half my day getting water or snacks
>>
>>129421671

Standing up and moving every so often is important anon.
>>
>>129420292
Are you a hot CD then? You've got to post at least one picture for reference.

Also progress on my newest game.
>>
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>making textbox system
>doesn't work for some reason
>dig around trying to debug
>nothing works
>come back to it an hour later
>change nothing
>it works now
WHAT DO I DO
>>
>>129421719
GUUGAMU? wtf
>>
>>129420119
Rivals of Aether clone in UE4?
>>
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>tfw refactoring your (small) code successfully
feel like I could dev two whole games now
>>
>>129421932
>RoA clone
>not smash clone
>>
You can do it, anon! Just take it one step at a time, and you can make game.
>>
>>129422071
is there any others? plz be in brisbane
>>
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>>129418935
I'm disapointed there is no reward for clearing the map.
>>
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>>129422040
>>
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Satisfying
>>
>>129422572
>more furshit
>>
>>129422572
Is her not having a hand comes into gameplay mechanics?
>>
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>>129422572
>More furry games
Yes, good.
>>
>>129422734
It's more of a context/theme thing.
Loosely based on that surfer chick with the one arm.

Though I suppose her slappin' arm is compensating in strength.
>>
>>129422353

So what does this do? I'm ignorant of this shit.
>>
>>129422572
that's cool and all, but could you get out of my dreams?
>>
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i hope you guys spend everyday masterupping like me.
>>
>>129423017
Funny you should mention dreams. The idea for the surfing fox that slaps sharks thing came to me in a dream.
>>
>>129423058
games or gtfo
>>
>>129423058
What anime?
>>
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>>129423354
>>129423189
[HorribleSubs] Shoujo-tachi wa Kouya wo Mezasu - 03 [720p].mkv
>>
>>129423467
>0% of our progress is the anime
>>
>>129423467
Gal-games are shit, I want an anime about proper game development
>>
>>129423762
Make one
>>
Am I the only one here who feels superior to literally everyone in the world?
Sometimes I just feel like I'm God or something.
>>
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this engine thing is really coming together
>>
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Hey everyone check out Phil fish over here.

>>129424254
>>
>>129424319
Is this engine for trixel development?
>>
>>129424470
it might even handle rixels if i get through the second tutorial
>>
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>>129416692
God dammit AGDG, I just finished the manga today and felt sad that I won't be able to enjoy all those best girls anymore
>>
>>129424705
Shame you didn't finish a game instead
>>
>>129422993
That's just a list of script and assets in GameMaker, but it looks like he condensed several old scripts (the paper with green arrow icons) into a smaller number of scripts.
>>
>>129424705
Should have finished a game
Ay ay, can a nigga get some qt rotate trap pics?
>>
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>>129424818
>>129424951
n-no bully
>>
>>129424908

I should study up on this shit
>>
>>129420314
Bit late, can't you socket weapon to skellington.
>>
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>>129424818
Savage.
>>
>>129424254
My mood keeps oscilating really fast I feel superior to everyone then a few minutes later I feel like shit
>>
>>129423762
this one has been pretty on point.
>>
>>129425098
Yay for depression deving the best kind of deving.
>>
>>129424254
That's the one true way to live
Of course, part of being superior is being able to hide your power level instead of bragging about it on an anonymous imageboard
>>
>>129421151
Link's Drive-by Trainer
Lon Lon Rancher
Hero of Time Landscaping Service
Dodongo Bomber
Puzzle Quest: Zelda
Poe Hunter
>>
>>129425156
what is it called?
>>
>>129421853
Constantly worry it'll just randomly break again
>>
>>129421853
Delete everything and rewrite from scratch.
>>
https://twitter.com/MrAmlice
looks neat i think
>>
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>>129421719
your style might go well with a sports anime game
>>
>>129425626
This desu, if it's not a ton of code. Even just putting in the exact same code (from memory, no ctrl+c/v) can lead to fixing errors you couldn't find when examining the whole thing.
>>
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>tfw wanted to make a dumb choose your own adventure book in html and some cheap free hosting
>end up learning about html+css+javascript
>tfw is so fun
>tfw don't know if learn more about webdev and make a portfolio instead of my game
>tfw I like webdev
>tfw dunno if I should give up my neetdoom
>>
>>129425976
>neetDOOM
>>
>>129425976
>portfolios are fun
Holy shit anon if you find that fun
>>
>>129425976
So you wouldn't mind making a porfolio website for free? Since it's just fun for you. ;)
>>
>>129425391
>>129423467
>>
>>129425976
Webdev is fun until you have to deal with clients. It's the drawback to a lot of fields, actually.

Imagine a client not being able to describe what they want accurately.
Imagine a client not even describing what they want, just "something cool"
Imagine a client having you re-do stuff multiple times because they don't like it as much, even though as a creator of whatever field of work you're doing you probably have a better eye for it.

Clients are hell.
>>
Made a background, remade the building

Now I'll make fences, streetlights, more buildings and then some NPCs
>>
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>>129426591
ALWAYS FORGETTING THE DAMN PICTURE
>>
>>129426713
I liked it better without the picture.
>>
>tfw physically hurts to wake up cus of horrible mattress
I dont understand how some people work on such little sleep, if I don't get a decent amount of sleep in I cannot bring myself to do anything important, and if I do, I cannot do it well.
>>
>>129426798
Wheres your game?
>>
>>129426591
what's the game about?
>>
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>>129422572
Nice side view Crash Bandicoot 2: Cortex Strikes Back clone.
GOOD JOB
>>
>>129426862
Here: >>129424319
It's called "Guess the next color".
>>
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Your game better have cat armor
>>
>>129426868
It's a hobby project about the everyday life of the protagonist. i don't have much planned, started it two days ago

>>129427028
W-wow anon, sorry, I didn't know...
>>
>>129427028
i think it's red blue green
>>
>>129427352
You missed a few colors, but that's the highest score yet!
>>
>>129427165
not that you should bother if it's just a hobby.
but does anyone here bother with pre planning?
a big reason why a lot of projects (not just games) don't finish is managers never defining a goal.
>>
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>>129419736
You're telling me that you don't think an indie-game done in the style of MGS could be fun? I'm so sick of minecraft cubes and 16-bit retro sidescrollers that I would jump on a game like this.
>>
>>129425976
webdev is cancer
>>
got my animation system working kind of, might still need some tweaking and additions as i need it to do different stuff. feeling pretty good about this one, but there's a bunch of work to come, not least the fact that i now have to go and write a level editor so i can actually make decent levels quickly without hardcoding each tile map into the game by hand... also i need to work on some new sprites, and my art isn't great so i'm hoping i can make some half-decent stuff.

on top of that, i need to come up with a decent story/atmosphere for the game. i'm thinking that i'd like to have more overworld sections that the typical 2d metroid game, as well as less enemies and more of a focus on exploration rather than fighting (if anyone has played the excellent Knytt Stories, think something similar to that).

finally, should i half my main character's height? it'd make them square, which isn't very realistic but something is telling me it would be a good design decision. opinions welcome.
>>
Or look at the recent Turok HD rerelease? You don't think low-poly blurry textures doesn't have life left in it?
>>
>>129427431

all 3d vectory <x,y,z> such that x,y,z € R and x,y,z >= 0 && <= 1


MAXIMUM

SCORE
>>
https://clyp.it/hc01m0j4
Music for a sewers-like underground area with spooky monsters
>>
>>129427965
Yeah, I should probably plan something. But i'm not really sure, I don't want any combat in my game, I just wanted to make something more artistic. At first I wanted to make a game about a guy who used to be rich, and then lost almost all his money and refuses to get a job. And then the game would show him talking to people, and everyone expecting so much of him and get angry at him for not wanting to get a job. But thats basically it, I don't know how a game like that would be fun

If I give up at least i'll have some sweet assets
>>
>>129428291
The N64 didn't have "a lot" of texture space like the PS1 so a lot of games had to stick with low res textures. It didn't look as bad back then because what you'd see on the screen wasn't the actual pixel data but filtered data (texture filtering + post processing filters + crt's builtin blurryness/bloom).
Most HD versions of old games use a lot of the old textures, but they pass a smoothing or "HD" scaling filter on everything. Most of the time nobody bothers increasing poly count on the models either.
>>
>>129427965
>planning

Half the fun in amateur gamedev is finding new functions in your engine, or reading up about some algorithm online, and just building a new mechanic off it on the fly.
>>
>>129428324
>€
>not ∈

>and
>&&
>not ∧

are you even trying
>>
>>129428151
That style requires a high amount of 2d skill to pull off those painted textures.
>>
>>129428337
Spooky like a horror game or spooky in a not spooky game?

Sounds like it'd fit something like DMC
>>
>>129429002
In a not spooky game
>>
>>129428580
didn't mean to pick on you, management is just a topic I think about and it sort of applies here.
that actually sounds like a neat topic, just don't turn it into a walking simulator

mostly unrelated but the podcast reply all (also on radiolab) did a radio documentary on some guy making an artsy game about cancer. not a fan of the game, but it's interesting watching people go through the process
>>
Would there be a huge disadvantage with using UE4 blueprints instead of just programming it?
>>
>>129428580
Sounds like you're looking to make more of an interactive narrative (aka walking simulator). Good news is they don't actually have to be fun, they're essentially movies where the viewer controls the camera.
>>
>tfw you'll never be born in US
>>
>>129429361
You'll get bullied a bit if the nodevs find out, but you'll have a game so it doesn't matter.
>>
>>129429370
I disagree, you can make a walking simulator with game mechanics
>>
>>129429386
>tfw you live in post soviet town in middle of nowhere
>>
>>129429361
if your game is resource heavy it will be a bottleneck if you use it too much for more than basic logic
>>
>>129428950
yeah I know, people are here to learn. guess I'm just making the point that management is a part of the overall process.
I know a lot of idea guys who throw stuff at the wall and then give up after a while.
>>
>>129429437
Never said you couldn't, especially if you're making a literal walking simulator instead of using the common parlance like I was.
>>
>>129429304
>>129429370
I guess i'll go with that proposal and see how it turns out. Also, it's not going to be a walking simulator because I want to have a lot of dialogue options, so the player doesn't get bored. Like a telltale game, but without the memes
>>
>>129429724
I just think it's a waste of the medium if you get just as much out of the game by watching someone play it on youtube instead of playing it yourself. even if nothing changes, the illusion of choice is sometimes enough to make the difference.
>>
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i downloaded blender like 4 days ago and started doing some medieval weapons

some constructive criticism please?
>>
>>129430304
These look nice.

I'd suggest researching the sizes of these weapons because i think the sword is too small compared to the mace.
>>
>>129430304
Post wireframes
>>
>>129430304
add more details to the shield. That mace looks really damn nice.
>>
>>129430304

That's a sick mace. The sword looks more like a dagger compared to the other weapons, and the spear is okay.
>>
>>129430304
Pretty good for 4 days
>>
>>129430507
i couldn't find a decent angle for the spear

>>129430489
>>129430642
it's supposed to be a short sword, maybe i should extend the blade a bit
>>129430561
noted, thanks
>>129430881
thanks
>>
>>129420119
hey I know this....U posted in the Scirra Construct 2 Forum a long time ago.
You were also making this game.......
Hows that going ?
>>
>>129431354

I'm no expert on wireframes but that mace looks really clean.

and yeah maybe extend the blade a little, keep up the good work anon.
>>
Guys I think I'm actually graduating this semester! :D
>>
>>129422572
Please stop posting in these threads.
1 furry dev is allready too much
>>
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>>129431521
Me too.
Graduating from life
>>
>>129424254
code the cure of cancer.
>>
>>129420292
So you're better than Stallman, is that what you're saying?
>>
>>129431679
PISS
>>
>>129431804
Stallman hasn't programmed since before laptops existed
>>
>>129431804
no i'm saying it's fucking uncomfortable and retarded to do.
>>
>>129431878
You haven't ever programmed.
>>
>>129431875
JUG
>>
>>129430304
learn how to clean the mesh now for excessive ammount of poligons start from the sword since its amlost game ready . the mace and the spear have too many poligons.
>>
>>129421168
is this normal for unity standards ?
>>
>>129432058
No
>>
>>129431985
Why do you have to come here and leak your autism everywhere? Are you sick?
>>
>>129431985
Laptops are in fact more comfortable than computers

Posted from my bed
>>
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Fuck my shit up.
>>
>>129432449
REKT
>>
>>129432449
My laptop is the number one contributor to my RSI

I never had wrist issues before I bought this piece of shit
>>
>>129432485
What kind of shortcut do you want?
>>
>>129432658
Stop having lady wrists
>>
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>>129423467
anime is ruining my life
>>
>>129432826
You'll know what I mean when you're old enough
>>
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It's finally over AGDG, the curse on indie games has finally been lifted.
>>
>>129432875
It's saving mine
>>
>>129431354
I recommend doing some research on medieval weapons. You works are currently really nice, but most people who models medieval weapons fucks it up, because they THINK they know what weapons looked like but doesn't actually KNOW what they looked.

Just to warn you, man. I think you have some potential and don't want to see you fuck up.
>>
>>129432979
INDIEPOCALYPSE NOW
>>
>>129425976
>making money
>having a successful life
>not being a pathetic loser
>not being a disappointment to everyone around you

If that's what you really want, anon. Just don't think you'll fit in with us here, then.
>>
gamedev........ was a mistake
>>
>>129432979
Hammerfight 2 is coming, we guys are fucked
>>
>>129433140
>Hopoo is Kilgore
>Gogum is Walter E Kurtz
I'd watch it
>>
>>129433264
Prove it. I dont believe it.
>>
>>129432979
>>
>>129433682
https://www.youtube.com/watch?v=Q_-RJbHe1lo
Well, it's not a hammerfight 2, but a game from the hammerfight developer in a similiar setting
>>
>>129433134
should they be realistic? the coolest weapons in games cant even be wield.
>>
>>129423762
What is New Game!?
>>
>>129433824
I completed all manga and want more
Too bad there is no air date of the series
>>
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>>129432032
you mean this?
looks like limited dissolve does a good work
>>
How to collisions without iterating through every object twice?
>>
>>129434105
this is the most posted question in this general
>>
>>129434176
I'm new.
>>
>>129434176
>where is your game?
>>
>>129434226
I meant legitimate question about gamedev
>>129434224
I didn't mean to blame you ,that was just an observation
>>
How do you guys keep track of your backlog and todo lists? I used to use Trello but I am looking for other free alternatives that let me divide my work and keep track of progress.
>>
>>129434628
I follow the Scrum development cycle! :)
>>
>>129434628

Excel
>>
>>129434628
I follow my heart
That's why I develop an RPG since 2013
>>
>>129434628
>How do you guys keep track of your backlog and todo lists?

I don't because it's pointless and stupid.

I just end up writing a lot of lists that I never look at again if I try.
>>
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>>129433134
before i start with something, i search on google for the lenght, wide, etc and some references like pic related to not fuck it up, its the first time i use a modeling program anon
honestly, i never believed a sword would be that hard to make, fucking fuller cost me hours to do it right
>>
>>129434732
my nigga

I also have a graph that plots my bugs so I can watch the number go down, good motivation.
>>
Why is there an advantage to using C++ over Blueprints in UE4?

Blueprints literally just look like a visual frontend for C++
>>
>>129433798
Depends on the style of game, of course. Realistic weapons can be cool too (see Witcher series). I ain't mind reader, but this guy doesn't seem to be making game with unpractical weapons.
>>
>>129433779
but can I put an ice gem on my machinegun rounds?
>>
>>129434105
spatial partioning

>>129434628
use your brain, retard
>>
>>129434105
just like make quadtree
>>
How should I go about documenting various spells in my game?

For example, lets say I have two spells: Fireball and Lightning Bolt.

Do I make two different scripts, as in:

class Fireball : Spell
{
. . .
}

class LightningBolt : Spell
{
. . .
}
>>
>>129434876
Nigga I like you already. Those are some really fucking good models if those are your first ones. You got talent.
>>
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>>129434876
I modeled something pretty much like that.
>>
>>129435270
need more spikes and fire
>>
>>129435226
Just believe in yourself.
>>
>make a platformer with different movement-based mechanics per character
>coding each mechanic takes about 3-4 hours
>have to code each one BY HAND

Is it too much to ask?
>>
>>129434628
i have one big todo list
and a daily list

i take things from my todo list and put them in the list of things i will finish that day. if the daily list still has things in it by the time i go to bed i've failed.

simple and works for me
>>
>>129435226
generally you store shit like this in data files. xml, json, plain text, whatever, it makes them much easier to change around
>>
>>129435149
I doubt it
I hope soffits will return, though
>>
>>129434105
I've seen the one where they do platformer collision vertically and then horizontally and it messes up and they ask why more.
>>
>>129435270
Where is the diagram?
>>
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>>129434628
I just keep doing shit everyday until I give up and delete all source files and assets out of anger and sadness.

I don't keep track of anything in my life. I can't even remember what I ate for lunch and that was just half hour ago.
>>
>>129435406
Do you have an example of what this may look like? I'm really only familiar with how to use XML and I was thinking of taking that route, which would mean that I'd turn the spells into scriptable objects (which is better for storing large quantities of things, such as items.)

I just don't know how I would program the spells if they are in XML files.
>>
>>129435314
https://www.tumblr.com/video/weaverdev/120530632973/700/
>>129435583
diagram?
>>
Unity released a new tutorial thi-
>Its for 2d dev.
Oh well.
>>
If the resolution of the game cannot be changed (but screen can be resized and the game can be played in fullscreen and windowed), is it acceptable to go with anything else than 16:9?
>>
>>129435618
Are you some kind of retard?
>>
>>129435618
you will make it
>>
>>129435763
No, just depressed for too long.
>>
I'm going to make an operating sysengine!
>>
>wake up
>severe depression and just stay in bed
>>
>>129435270
looks awesome anon, i wish i knew how to texture my models
>>129435228
thanks anon
>>
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>>129435618
Me too f᠎am, I always use shift-delete too
>>
>>129435645
first of all if you have the choice, use json over xml cause xml is wordy as fuck

anyway you would have one class that could handle all possible spells. It would have generic fields like damage, effect, mana cost, whatever. Don't be afraid of making redundant fields, the more generic it is the better. Then you load all the spells from your data file into instances of your class
>>
Is it acceptable to make a Zelda skin for your existing game project for the February gamejam?
>>
Who here /depresseddev/
>>
oh danny look what youve done.
>>
>>129435645
Don't do that. Even big games like Dota2 hardcode all their spells/abilities.
For items it can be ok but not for something like spells that have somewhat unique mechanics to them.
>>
>>129436268
If you plan to have mod support you should do that though unless you plan to make your game open source
>>
>people think enginedev is real dev

Lol. Who else building there game hard on a printed circuit board like a real dev
>>
>>129436392
Do you think shitposting is real dev?
>>
>>129436268
They might have changed how it's handled in source 2 to allow people to easily create new spells
>>
>>129436536
No and yes. All the heroes' abilities are hardcoded in C++.
But they additionally allow LUA scripting so you can basically make every spell yourself in lua.
>>
>>129436096
yeah. you've just gotta try and ignore it, it goes away eventually but man it's hard to get motivation.
>>
how do i handle the direction the player is facing? it will be just left or right. although it's just 2 options, a boolean doesn't really make sense. what about an Enum? i'd be pretty worried about making random Enums for shit like that. help me
>>
>drag .uasset file into Unreal 4 editor
>file extension not recognized

Lol. Simply Epic.
>>
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My favourite team management system is the Scrub Agile system
>>
>>129436006
I kinda fucked up, it didn't come out as well as it should have, i had no clue about PBR processes so i just painted black&white maps in mudbox for that sort of stuff.

Look into substance designer and substance painter, it'll make you a god at texturing things like this.
I'm thinking about bringing back the sword into those programs to fix it up.
and by look into i mean pirate the fuck out of it but definitely buy it if you earn money from your assets
>>
use a string that reads either "Left" or "Right"
>>
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>>129434628
>>
>>129436792
Why is boolean inappropriate?

But in the general n dimensional you should just use a normalized vector.
>>
>>129436392
>he uses integrated circuits like a casual
>not soldering together vacuum tubes
Step it up, kid. My game's going to be the next ENIAC.
>>
>>129436792
just use a boolean. It makes absolute sense. A value can be one of two options, left or right.
>>
>>129437000
a boolean is for true/false. i mean i guess i could have an IsPlayerFacingLeft boolean but it leaves a weird taste in my mouth
>>
>>129437008
vacuum tubes are unironically cool as fuck and it's a damn shame they're totally obsolete except in a handful of niche situations
>>
>>129436792
Enums costs almost nothing so use them wherever you want
>>
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>>
>>129436908
Yeah typing up a todo list and saving it in some file is exactly the same as writing it out then shoving it in the back of your closet. A whiteboard by your desk is a good cheap option, or a separate monitor with a custom gameified list with juice and sfx if you've got money and time like that.
>>
>>129437270
You're a fun guy
>>
>>129437270
>fun
right on
>>
>>129435214
I looked those up, so I just test for collisions inside the quadtree? What if an object is in between nodes?
>>
>>129436268
I think you could go for the XML approach if you have many spells that do similar things. Like if you have frostbolt and fireball and the only difference is what debuff they apply (movement slow or damage over time) and model that could easily be put in files.

However it only makes sense if you have many spells that are similar or else you're probably wasting time trying to abstract pointlessly.
>>
>>129437405
Imagine if technology allowed software to stimulate your dopamine receptors. Add that to a list and you get your dopamine dose everytime an item is completed.

Only problem would be someone making easy todo items just so that he can get his dopamine
>>
>>129437462
Fun you
>>
>>129437585
you test all nodes the object overlaps
>>
>>129437731
I see. Thanks f᠎am, I'll try implementing it.
>>
>>129437679
Yeah there'd need to be some system that correlates the amount of dopamine to the difficulty of the task to prevent abuse.
>>
>>129437826
personally i prefer a grid of linked lists to a quadtree seeing it's simplier to implement and doesn't have objects clustering around the edges but the princple is the same
>>
>>129438046
What do you mean by a grid of linked lists?
>>
>>129437679
There was a study where a wire probe was installed into peoples brains to stimulate the happy parts of the brain. Depending on how much juice they put it it went from mild happiness right up to orgasm. There is nothing in this world I want more than that probe.
>>
>>129438153
>Depending on how much juice they put it it went from mild happiness right up to orgasm.

gamedev in a nutshell
>>
>>129438131
divide your whole map into a 2d grid of arbitrary cell size. each cell contains a linked list with all the objects inside that cell
>>
>>129438131
Break your world into a uniform grid and put things inside the list at each grid cell they overlap. When you test you test the current grid cell and the 8 that surround it. Worse performance and more memory but much simpler to implement and works well.
>>
>>129438294
>>129438297
So like a quadtree with fixed divisions?
>>
>>129438153
it's like you've never heard of drugs or something
>>
>>129438453
Which drug does exactly the same thing?

>>129438419
That is a funny way to put it, but yes.
>>
>>129438645
>That is a funny way to put it, but yes.
English is not my first language, sorry.
>>
>>129438153
You can do this right now with aneros if you want to spend hours lying in bed with plastic up your ass
>>
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>2012 was 4 years ago
>>
>>129438701
No, I mean conceptually. You are framing a simple thing in terms of a complex thing. It's funny.
>>
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>>129438828
>"last year" was 3 years ago
>>
>>129438419
a quadtree is a hierarchy and dynamically allocates / reallocates itself. the grid is a flat structure allocated at the start. the grid actually preforms better if all your objects are similiar size / you have a fixed map size. one complication is objects that occupy multiple cells and will need multiple list links
>>
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>>129437115
Faggot. Use abstract thinking while you can.
>>
>>129438792
Do you ever think that maybe the purported aneros effect isn't real?
>>
Evening Niggers

Just looking for a few quick answers to a few simple questions... here we go:

I don't know shit, but want to get into programming and later down the road, gamedevving. So far, I've worked my way through 20% of a 1400 page book on C++.

Now that I have read up on game making, all I'm hearing is that C++ is a load of hassle to work with. Am I making a mistake by learning C++? Will I end up realising I will never get jack shit done in this language?

I'm considering picking up C# instead. Is XNA still a viable choice today? Some guy with a website called gamefromscratch kept praising it with no end.

Thanks for your answers.
>>
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>>129438212
>my typing when
>>
>>129438974
do you want to program your own game engine? use C++
otherwise learn C#
>>
>>129438930
The lists are also dynamically allocated.

Grid possibly performs better if your object distribution is quite normal. If you have clustering your acceleration structure will actually start costing you.

Fixed map size is sort of the problem. You need a resolution for your grid cells. How do you determine that resolution. It becomes a cost/benefit thing but without the information required to make an informed decision. Hence, quadtree.
>>
>>129438974
Read K&R, silly
>>
>>129438974
C++ is mostly for enginedev.

As a one man army you likely wont need it, but it's one of the biggest languages in software dev in general, so it's a good skill to have..

C# is pretty good. I think XNA is deprecated and people use MonoGame now or something? You can also use it with Unity.
>>
>>129438973
No, because I use it
>>
>>129438974
If you have already started with C++ there is no reason to stop. You can learn any language and then move to other languages. C++ is fine for gamedev since you can treat it as complex as you need.

XNA is not viable. It is defunct and that guy is a retard.
>>
>>129438973
>"aneros effect"
Funny way to refer to prostate stimulation but it's as real as anything else you can experience.
>>
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>>129439080
>dat perfectly tuned screenshake
>>
>>129439243
if you're making a 2d game chances are it's made out of regular sized tiles distributed normally which makes it pretty easy to determine the size of the grid
>>
>>129439365
I think I need a bigger one, then.
>>
>>129439604
Probaby. If you're not getting anything you're too weak and inexperienced to get good use out of a small one.
>>
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>>129416841
I'll be doing it in CHIP-8 after I finish my higher-level language for it tonight
>>
>>129439539
The issue isn't the ground tiles, it is the dynamic entities. There is nothing to suggest dynamic entities should be distributed evenly.

You shouldn't put a tile based game's tiles into such a structure. You should use some form of internal introspection to know when and where to test against tiles since they are already probably in some sort of structure.
>>
>>129438947
this is what gamedev does to people
>>
>>129416841
will do
>>
>>129439728
I assume they are designed for an average person, which is too small for me. This was before they made different sized ones.

>>129439472
It is meant to create a feedback loop that causes your automated processes to continue the rhythm. That is the whole idea of the design.
>>
>>129436792
data Direction = Left | Right deriving Eq ;)
>>
>>129440062
Yeah I have the Helix Classic and DeVice, I prefer the latter.
>>
>>129436792
Enums aren't expensive and are explicit. I have an enum that defines left and right. What is it going to be?

if (!RightFacing) { ... // Ew

if (direction == Facing::LEFT) { ... /// MMmmmmmmmmmmmmmm
>>
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What will you do differently in your zelda jam entry? Both compared to your previous projects, as well as compared to other aggydagger's common game project tendencies?
>>
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Holy shit I just opened an old photoshop project I hadn't looked at and it inspired me so much. It's not good or finished, but it almost works. It looks like skin and the color isn't too horrible and there's decent contrast in some places...Maybe there's hope after all.
>>
>>129439276
Wot? I do not understand. Did Kernighan and Richie write something that is of essence to programming C++ (aside from proper indenting)?
>>
>>129441117
upvote for ms watson {;^)
>>
>>129441117
You should block in the values all over rather than going in spot by spot like that. It will reduce issues with relative tone and form.
>>
>>129441176
C is the one true language of computation
Embrace it
>>
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>>129441307
>C
>not MIPS assembler
>>
Would you embed Lua, Python, or Javascript into your game?

Which is easier than the others?

Which has a lower size in the memory?

Which one has a better syntax?
>>
>>129441117
>>129441293
Also, try not to 'cheat'. You are training many required things and by skipping over some you aren't going to learn as much.
>>
>>129441465
I would embed GNU Guile, the official GNU extension language.

If you don't want to write in it you are welcome to use C89.
>>
>>129441054
why do you keep posting this whore in gamedev threads
>>
>>129441465
I love Python but it's far too slow for any useful injection into any game. Even its library functionality is easily implemented in other languages even if more convenient. I might use it for quickly prototyping things for research that affects my game
>>
>>129441465
Lua is easy to embed and fast.
>>
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I'm working on an overworld map.

also unity's built in depth of field effect is complete ass
>>
>>129441465
python has the best syntax and has good OOP but as a scripting language for something other than java or C# you're more often that not forced to use the CPython interpreter that is slow as fug so for resource heavy games you're fucked
JS is cool
Lua is the best choice imo
>>
why are armpits so hard to draw? It's like one degree of rotatio will change every goddamn line's way of overlapping between the chest and arm and shoulder.
>>
>not using a virtual machine that you've written a C compiler for as your scripting language
>>
https://www.youtube.com/watch?v=-ltORkYAdVk
>tfw you'll never be JP
Why even live
>>
>>129441850
I like the little dance.
>>
>>129441894
>implying Lua can't do good OOP
http://lua-users.org/wiki/ObjectOrientationClosureApproach
>>
>>129441850
Pretty much anything that's default in Unity is gonna look like ass desu.
>>
>>129442039
It is a thing you have to understand how the bone and muscles change.
>>
>>129441850
>eye doesn't cast a shadow
Deepest lore
>>
>>129441424
Most people use x86, though writing a pipelined mips emulator in C is great practice
>>
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Hey, I've got this test thing going

and I wouldn't want the backdrop to just be just detail-less clouds, but it's there just to play with the tone a bit. What kind of backdrop would be cool? Could be a landscape of any kind, could be anything, really.
>>
>>129441117
>Referencing 2D and not drawing from life
it's essentially tracing. Try to feel out values and draw shapes from a subject sitting in front of you.
It's going to look like a potato, therefore you have no skill yet.
>>
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>>129442561
also quick attack that I'm not sold on the timing yet
>>
>>129442290
Lua can do good OOP but Python has excellent OOP out of the box
>>
>>129442703
Not everyone gets to have Emma Watson come round for a life drawing session, mate.
>>
>>129441850
unrelated but are you mtf or did you just make a game about a qt mtf?
>>
>>129442290
lua is aimed to be small while python is more general multi-purpose thing

you could use C#/Lua and be a winner
>>
>>129442717
why does she raise her knee
>>129442824
if you use Mono, you can use IronPython which is dope, unless you don't want to learn python
>>
ok, since gd is dead as fuck, I want to ask here.

how complex is graphic design?
how long would it take to learn and master?

I'm downloading a bunch of dvds and books from cgpeers but I wonder how long would it take to learn graphic design at some competent level.

I'm sure it would be easier than learning to draw and paint because most of the time is basic abstract works (lines, rectangles, circles) that is basically coded using a basic baby tier language and most of the time you end up using photos and stock images.

For all the shit I have seen, it doesn't seem too complex and most of the stuff is very similar to painting (stuff that I already know).
>>
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>>129442821
>>
>>129442971
Learn to draw, man.
>>
>>129443061
graphic design != drawing and painting
>>
New enemy
Geddit? It's a pickled punk!
>>
>>129443252
Is this a joke that only works in Russian because I don't get it
>>
>>129443192
Learn to draw, man. Stop skirting about it.
>>
>>129442971
with graphics design you gain a big advantage in making GUI
>how long would it take to learn and master?
through the internet? probably less time than getting good in 2D, most of your work is done with symmetrical tools so a tablet is not needed.

>programs
mostly illustrator,inkscape and probably photoshop if you know your way around it
all in all i think its a really good idea to incorporate that into game development, and is faster than learning digital art,plus your skill carries on to multiple things
>>
>>129443331
Google "pickled punks", mate
>>
>>129443352
how is drawing going to be usefull to draw a GUI or choosing a typography?

fucking retard.

>how do I learn sound design
learn music composition.

kek tard.
>>
>>129443434
this is horrifying
>>
implementing A* for the first time - how do I handle situations where I have multiple nodes with the same cost? i'm not sure if i'm even doing this right but sometimes the pathfinding works, and sometimes the object will jump all over the place before following the path
>>
>>129443518
Typography, not so much. GUI, heaps and heaps.
>>
>>129443695
You evaluate the path once and then follow the whole path. You don't evaluate each time you move unless something has changed.
>>
>>129443518
you can also make characters with gd, won't be easy as designing GUI but its way better than using pixel art that have to be rescaled properly
>>
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>>129443434
Holy shit
>>
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>tfw not making a meme game
>>
>>129443252
perspective on the top of that jar is p fucked up
also, maybe add some parts moving around inside the bottle? to make it look submerged
>>
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close enough guys ? i have to make the horns and the cape. then rig this motherfucker.
>>
>>129444057
That's a big dong
>>
>>129444057
head smaller
>>
>>129443858
I'm probably just fucking something up then.
What I'm doing is getting all adjacent nodes and checking their cost (distance from the start node + distance from the end node), and moving to the node with the lowest cost, then that node gets added to the closed list

i just do that over and over until I reach the destination, i'm guessing that's wrong but i'm finding it difficult to understand some of the examples i've found
>>
>>129444143
hueheuheeuheheueheuheuheuheeuhehue
i was afraid that would happen. seems like i will have to cut the beard thingy.
>>
>>129444045
lmao what is this
>>
I keep downloading and deleting aseprite because I can't sprite for shit so I get mad every time

Fuck
>>
>>129444054
I think I'll try to add some colored liquid
>>
>>129444287
a meme game
>>
>>129444237
head is the same size. i checked the outline. also the lack of horns make it seem smaller.
>>
>>129444004
pretty much this.

I rather have some HD hello kitty shit than muh retro pixel shit.
>>
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Are there any indie games out there that are loveletters to not just Zelda, but Link to the Past specifically?
It seems every Zelda-like takes a very vague inspiration from the series as a whole, but are there any that are LttP-oriented and try to recapture it's atmosphere?

I'm not just asking in a rhetorical, "is my game idea cool guys?" kind of way. I actually legitimately am curious.
>>
>>129444391
no, you made his head as big as the size of the helmet on the older one
>>
>>129444045
>danny posters, rotate posters and "literally insane" posters fighting.webm
>>
>>129444336
what's it called, dummy
>>
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>>129444582
>>
>>129444657
http://store.steampowered.com/app/285900/
>>
>>129444287
gang beasts
>>
I still can't fix it.

I spent ten hours yesterday trying to fix it.

I slept on it.

I reworked the mechanic entirely.

I still ran into the
exact
same
bug.

I can't do it, guys. The game I want to make will never exist.
>>
>>129444657
reverse image search
>>
a meme game where you play as a child with autism and your mom tells you to go play outside and you enter a world where your autismal little mind turns people into monsters and toys into friends and you can put your arms out to fly like an airplane and everything is generally trippy and surreal

is this good youtube bait and is it inoffensive?
>>
>>129445047
How about you post some code then
>>
>>129444459
Not really. I mean 2d Zelda-likes aren't unheard of but for some reason odes specifically to bestZelda don't really happen. Closest thing off the top of my head is Hack/Slash which really only has a couple of references.
>>
>>129445076
no it's not
>>
>>129445096
do you have any experience with game making?

have you ever made pong yet?
>>
>not pissing in a jug
>>
>>129445225
yes i have experience, mostly with art but i have made a shitty little prototype game
>>
>>129444242
Yes, so that would work if you wanted to move to all the wrong places before you go to the right place. Instead you need to evaluate the path then walk it.
>>
>>129440472
yeah i ended up doing this
>>129441850
does this say 'SERBIA' or

>>129445096
as long as you don't explicitly say the kid has autism, people will make that connection for you and will say it's really deep and GOTY no matter the gameplay
>>
>>129445406
I was thinking of calling it "autism simulator" which is why i thought it might be offensive
i wonder what other "theme" i could give it
>>
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What are some harder-than-chip8-but-simpler-than-z80 architectures I can emulate?
>>
>>129445098
Give me a minute, I'm polishing it up. It's a bit complex.
>>
>>129445543
stop beating around the bush and JUST DO IT
>>
>>129445096
do you have any experience with autism
>>
>>129445615
not to this extreme
>>
>>129442946
Just to add more weight to the motion, though there are probably better ways of doing so.
>>
>>129445543
The JLMG16
Get to work
>>
>>129445524
just leave it as a normal kid, call it something artsy and like i said, people will make the autism connection themselves. you'll probably get like 10 separate articles on Polygon
>>
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>>129445176
do you have brain problems?
>>
>>129445681
it makes no sense, make her pivot her
>>
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>>129444045
platformer game reference
>>
>>129445574
by "complex" do you mean spaghetti?
>>
>>129444045
I prefer sumotori dreams
https://www.youtube.com/watch?v=XiFS9IAnNoc
>>
>>129445779
torso or something
>>
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My approach to hitscan is just having very fast projectiles and sampling the trace at several steps. Seems to work better than before.
>>
>>
>>129446084
Why not raycast family?
>>
>>129445980
Please get a trip so I can filter that skank.
>>
>>129445886
I'm just reverting it to a slightly modified version of its original implementation, because I ran into the same problem when I tried to work around it.

It might also be spaghetti, but I;m reserving judgment.
>>
>>129445980
stop posting this fucking whore

>>129446275
this.
>>
Is this better? I know the perspective is fucked up (I will redraw the can), but I think the colored liquid and floating things inside the can (thanks anon) made it look better
>>
>>129445980
That move was completely the opposite of sexy. What the fuck?
>>
>>129446031
>>129445779
You're right. I'll give it a shot.
>>
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>>129446275
>>129446353
she's a beautiful LA angel lads
>>
>>129445741
>gang beasts
thank you, anon
>>
I was thinking about doing pixel art for my game, what program should I use to create it?
>>
>>129446450
definitely
>>
>>129446749
Asperite is pretty neat if you have $10 to spare.
>>
>>129446749
Aseprite
>>
>>129446749
Aseprite is free
>>
>>129446913

Isn't only the git version free though
>>
>>129446913
>>129446868
>>129446843
you all are wonderful
>>
>>129446843
>>129446913
I'm getting mixed messages here.
>>
>>129446843
Build of the newest version is on DeviantArt.
>>
>>129447005
if you can compile on your own, that is.
you have to git clone the source because the github zip is broken
then use cmake
>>
>>129444459
>>129445165
Aren't MOST 2D zeldalikes an ode to the best Zeldas? Game boy ones
>>
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tfw you realize you'll never finish anything.
webm related, 2 years of my no progress
>>
>>129447138
>Game boy ones
You are my negro
>>
>>129445098
>>129445886

Alright, you wanna know my bug? Here's my bug.

I tried to explain it last night and the person who responded tried to help, but neither of us could come up with a concrete solution.

The mechanic I'm trying to design is :
>player "shoots" at wall while jumping
>player freezes in midair for a second (probably less as I tweak it)
>player's body turns toward wall
>player's gravity is now relative to the wall's normal
Essentially a walk on walls mechanic where you choose what wall to walk on by shooting it.

My problem, as I hopefully at least sort of demonstrate in the webm, is that my player's local horizontal (y-axis) rotation is not carried over whenever the new gravity direction is set.

I call this code whenever a wall in range is clicked on in midair:

void GravRayAim()
{
isFrozen = true;
Ray ray = new Ray(Camera.main.transform.position, Camera.main.transform.forward);
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo, maxShootDistance))
{
currentNormal = hitInfo.normal;
Debug.Log(currentNormal.ToString());
currentGravDirection = Quaternion.FromToRotation(Vector3.up, currentNormal);
isFlipping = true;
}
}

The problem lies in the fact that the player's current horizontal/y-axis rotation is not incorporated into currentGravDirection, and as a result, the player flips to a rotation that sets it back to zero, which is disorienting and breaks the mechanic almost entirely.

I've been trying to get around this for literally over a day, and I can't figure out a solution.
>>
>>129447010
>>129447010
>>129447010
>>129447010
>>
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>tfw your current game is getting boring and you want to start a new project

no! the cycle must not repeat, i must hold on
>>
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>>129447174
and a few more
>>
>>129447920
Go work for someone else's game and get a paycheck. Problem solved.
>>
>>129447864
>tfw making a big project for years
>decided to rest
>prototypin` new shit with new art style for two days
>people fucking love it more than old game
>tons of retweets, favs and followers, fucking RPS followed me
>but this is a small game which I won`t even finish
>because my heart belongs to my Special Game
Fuck this shit people have no taste these days
>>
>>
>>129448193
Vulkan soon don't worry
>>
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>>129448193
>animeposter tries to use vulkan
>>
>>129448515
Does she actually do it?
>>
>>129447698
So you want the camera to change its orientation based on the wall you fire at?

If that is the case it appears you don't do anything to the camera in your code, you need to rotate the camera and also rotate the character gameobject.
>>
>>129447698
before setting the gravity direction, store the players quaternion in a variable. after setting the players gravity direction, set the players quaternion to the previously stored variable
>>
Is Fabien Sanglard a bit of a dick?
>>
>>129448515
what anime
>>
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rekt
>>
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>>129448515
I've been preparing myself, don't worry
>>
>>129448515
second dumbest way to kill yourself
>>
>>129448784
yuki yuna is a hero
>>
>>129448756
With a name like "Fabien" I don't think it's possible to not be a dick.
>>
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I tried to do a tutorial and then reverse engineer some planet specific gravity(radial gravity and the such) and I just want to die.

does it get easier?
i just want to jetpack between small planets/ large astroids.
>>
>>129448943
I remember when I was a kid there was a huge kid named Fabien who held me while his acolyte kicked me in the stomach
>>
>>129448756
no idea what he's like as a person but his website is cool
>>
>>129448693
Not based on the wall I fire at, I want it to keep a consistent local rotation regardless of the current gravity, which, due to the fact that it's applied to the player object, does not take into account the current local horizontal rotation around the Y axis, and reverts it to 0.

Sorry if I'm doing a shit job of explaining this.

>>129448718
I tried something like that, but it didn't work.

What I'm thinking now is that I could modify currentGravDirection in Update() every time the horizontal rotation changes - but again, that'd have to be relative to the local rotation, not globally.
>>
>>129449302
Ok so

Newtonian gravity doesn't care about the radius of a planet, you can treat everything as a point mass

So to calculate the gravitational force on your player, just go through all the planets in the level and divide their mass by the square distance. Shouldn't be too computationally expensive?
>>
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This year im forcing myself one hour of unity and tutorials per day. I hope college doesnt fuck me hard. Remember discipline>motivation guys. ( yes this is for the basic shump tutorial in the unity store buts its something. )
>>
>>129434087
the handle for example doesnt need anywhere near to that many sides
>>
Vulkan when?
>>
>>129445543
if 6502/8080/z80 are too hard then like, stick to chip8 i guess lol
>>
>>129450020
Had a look today. Fucking never. Apparently legal issues are holding it up and it may see news on release date by the end of the month.
>>
>>129449543
so does changing the gravity change the players rotation? in that case I dont see why preserving the players world quat in a variable doesn't work. You are preserving the world quat and not the local quat right?
>>
>>129449675
>speaking of discipline while at the very start of the journey
You remember. We don't need reminded.
>>
>>129445543
https://skilldrick.github.io/easy6502/
ill give you a rec though too, but i still had to shitpost at you before
>>
Save me from monads
>>
>>129450210
Source?
>>
>>129450615
There is no escape
>>
>>129449675
>one hour of tutorials per day

Why?

You'll know everything you need to know to make a game within a week.
>>
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>>129450020
Rumors are saying March

>>129450210
>>
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>i want to get into gamedev, what should i learn?
>read this 1000 page book on C++ senpai
i wish i could choke you
>>
>>129450797
save me from lenses at least
>>
>>129450651
Can't remember, sorry. Apparently after the spec is finalised the participating members/vendors get to request changes regarding protecting IP. That is what everyone is waiting for to resolve. Then you can expect there may be some launch event that will defer to what ever trade show etc. is coming up. Here's hoping for a 2016 launch!
>>
>>129450934
N O E S C A P E
>>
>>129450920
I'm skeptical that you asked "how to gamedev" and not "how to C++"

>>129450615
Monads are programmable ";"

>>129450934
Lenses are programmable "." (or "->")
>>
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RIP slipstream
>>
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>>
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daily reminder that tutorials or books wont teach you how to make games
all that matters in programming is learning by doing
>>
>>129450920
That book isn't a programming introduction or even a c++ tutorial.
>>
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>>129451101
Don't even joke about it not coming this year
>>
>>129449597
the gravity stuff(including the code) is all fine and dandy, I just know fuck all past that. maybe a bad "first" game.
>>
>>129450020
>download gamemaker, haxeflixel, love2D or unity depending on what you want to make
>learn said tool
>start drawing everyday
>make small games for jams so you improve faster

this is the true path to being a yesdev
>>
>>129451103
>>129451107
AAAAAAAAAAAAAAAAAAAAAAAAAAAAH
>>
>>129451347
Why are you telling me this, you novulkan fuck?
>>
How do I declare a default character sprite as global.mychar 0, so that when I declare global.mychar 1 it changes the sprite to be a different one for multiple skins? In Gamemaker.
>>
>>129451318
So you have the direction and magnitude of gravitational force on the player right? add that to the velocity. then make the player unable to enter the radius of a planet. Then add the jetpack to the velocity.
>>
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>>129451428
>vulkan comes out
>still makes nothing
>>
>>129451351
Clearly you have an error somewhere ;^)

>>129451545
How would you know?
>>
>>129451545
I'm already making something with OpenGL
>>
>>129445810
Holy shit I felt like I was having an anxiety attack just watching that.
>>
>learning unwrapping
>realize that arranging UV's for yourself is worth it,even if it takes 10 minutes
>>
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Any color suggestions?
>>
>>129451931
aaaaaaaaaaaa
is evil shit gonna come out of the holes?
>>
>>129451629
because people already made games with opengl, and you didn't
>>
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Been puzzling how to do automatic jumps to have characters move over the terrain. I think this might be a good solution, but kind of complex so I was wondering thoughts.

Starting at the bottom left the character wants to get up to the top. The terrain is irregular so it is not obvious which spot they should jump to.

I project the vertex points (A,B,C,D,E) of the terrain diagonally and each time the character moves they do a ray test against all the projected lines and hence the top line A will be hit first.
We then test the character collision box in final position we would jump to, the vertex A.
If there is no obstruction there we can compute a jump height and such and check for collisions along the arc and such.
If that is bad we move on to the next projected point B and so on until exhausted.

The angle of the line is to do with jump heights and horizontal speeds. There can be other checks to limit jump heights and such of course...

This sounds complicated! It felt like a simple problem, though so I wonder if someone has other ideas.
>>
>>129450020
Just to be clear on this: When Vulkan comes out, people are still expected to use OpenGL. Modern OpenGL/DirectX is gonna last for years to come and nobody's switching unless they really know what they're doing.
>>
>>129451993
those are bulbs
>>129451931
dark purple
>>
>>129451993
yep, it shoots acidic aids
>>
>>129447698
I have a modified rigibody playercontroller prefab that lets you walk inside a cylinder. Originating from a wallwalker script that made you able to jump onto other surfaces.

If you think it would help I can dig it up.
>>