[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/agdg/ - Amateur Game Dev General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 812
Thread images: 137

File: osaka.png (437KB, 763x574px) Image search: [Google]
osaka.png
437KB, 763x574px
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
>>
File: agdg.png (2MB, 1200x1726px) Image search: [Google]
agdg.png
2MB, 1200x1726px
>>
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?
>>
File: SicQpWl.webm (842KB, 640x360px) Image search: [Google]
SicQpWl.webm
842KB, 640x360px
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.
>>
File: comeon.gif (305KB, 748x741px) Image search: [Google]
comeon.gif
305KB, 748x741px
>>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.
>>
File: s9.webm (3MB, 602x640px) Image search: [Google]
s9.webm
3MB, 602x640px
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.
>>
File: G554eQh.png (94KB, 1366x768px) Image search: [Google]
G554eQh.png
94KB, 1366x768px
>>
>>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
>>
File: GIRL.png (303KB, 527x386px) Image search: [Google]
GIRL.png
303KB, 527x386px
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
>>
File: unity.png (78KB, 1324x531px) Image search: [Google]
unity.png
78KB, 1324x531px
Is this really necessary to change a button's color when it gets clicked?
>>
File: jar of piss.png (297KB, 586x496px) Image search: [Google]
jar of piss.png
297KB, 586x496px
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.
>>
File: 1348250797981.jpg (11KB, 200x291px) Image search: [Google]
1348250797981.jpg
11KB, 200x291px
>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?
>>
File: 1434454839824-0.jpg (36KB, 316x401px) Image search: [Google]
1434454839824-0.jpg
36KB, 316x401px
>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
>>
File: map_clear.png (101KB, 661x697px) Image search: [Google]
map_clear.png
101KB, 661x697px
>>129418935
I'm disapointed there is no reward for clearing the map.
>>
File: iso refactor.png (19KB, 326x566px) Image search: [Google]
iso refactor.png
19KB, 326x566px
>>129422040
>>
File: shanna test.webm (836KB, 960x540px) Image search: [Google]
shanna test.webm
836KB, 960x540px
Satisfying
>>
>>129422572
>more furshit
>>
>>129422572
Is her not having a hand comes into gameplay mechanics?
>>
File: 1403677944710.gif (2MB, 219x186px) Image search: [Google]
1403677944710.gif
2MB, 219x186px
>>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?
>>
File: masterup.webm (1MB, 1280x720px) Image search: [Google]
masterup.webm
1MB, 1280x720px
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?
>>
File: artketing.webm (908KB, 1280x720px) Image search: [Google]
artketing.webm
908KB, 1280x720px
>>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.
>>
File: engie.webm (1MB, 824x640px) Image search: [Google]
engie.webm
1MB, 824x640px
this engine thing is really coming together
>>
File: wallpaper-637266.jpg (229KB, 1920x1440px) Image search: [Google]
wallpaper-637266.jpg
229KB, 1920x1440px
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
>>
File: silly_marth.png (322KB, 485x472px) Image search: [Google]
silly_marth.png
322KB, 485x472px
>>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?
>>
File: cant_deal_with_it.gif (2MB, 320x164px) Image search: [Google]
cant_deal_with_it.gif
2MB, 320x164px
>>129424818
>>129424951
n-no bully
>>
>>129424908

I should study up on this shit
>>
>>129420314
Bit late, can't you socket weapon to skellington.
>>
File: 1430660879041.jpg (33KB, 400x288px) Image search: [Google]
1430660879041.jpg
33KB, 400x288px
>>129424818
Savage.
>>
>>129424254
My mood keeps oscilating really fast I feel superior to everyone then a few minutes later I feel like shit
>>
File: funposter is also shitposter.webm (1MB, 1280x720px) Image search: [Google]
funposter is also shitposter.webm
1MB, 1280x720px
>>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
>>
File: awdawescfvedfbtgh.jpg (146KB, 958x585px) Image search: [Google]
awdawescfvedfbtgh.jpg
146KB, 958x585px
>>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.
>>
File: 1437953374835.jpg (38KB, 400x388px) Image search: [Google]
1437953374835.jpg
38KB, 400x388px
>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
>>
File: progress.png (102KB, 973x686px) Image search: [Google]
progress.png
102KB, 973x686px
>>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?
>>
File: jet board.png (307KB, 623x423px) Image search: [Google]
jet board.png
307KB, 623x423px
>>129422572
Nice side view Crash Bandicoot 2: Cortex Strikes Back clone.
GOOD JOB
>>
>>129426862
Here: >>129424319
It's called "Guess the next color".
>>
File: jeffdeboer.cat2.jpg (162KB, 500x600px) Image search: [Google]
jeffdeboer.cat2.jpg
162KB, 500x600px
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.
>>
File: metal-gear-solid.jpg (35KB, 480x335px) Image search: [Google]
metal-gear-solid.jpg
35KB, 480x335px
>>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
>>
File: 2016-01-22_03-19-32.gif (229KB, 1442x842px) Image search: [Google]
2016-01-22_03-19-32.gif
229KB, 1442x842px
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.
>>
File: untextured stuff.png (65KB, 605x544px) Image search: [Google]
untextured stuff.png
65KB, 605x544px
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
>>
File: i hope im doing it right.png (52KB, 1019x793px) Image search: [Google]
i hope im doing it right.png
52KB, 1019x793px
>>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
>>
File: trash.png (669KB, 1600x900px) Image search: [Google]
trash.png
669KB, 1600x900px
>>
>>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
>>
File: koooo.png (14KB, 500x228px) Image search: [Google]
koooo.png
14KB, 500x228px
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
>>
File: 1453097877752.jpg (246KB, 1280x720px) Image search: [Google]
1453097877752.jpg
246KB, 1280x720px
>>129423467
anime is ruining my life
>>
>>129432826
You'll know what I mean when you're old enough
>>
File: 1453478524627.jpg (909KB, 1100x596px) Image search: [Google]
1453478524627.jpg
909KB, 1100x596px
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.
>>
File: disgusted_DOTA_girls.png (228KB, 559x349px) Image search: [Google]
disgusted_DOTA_girls.png
228KB, 559x349px
>>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
>>
File: limited dissolve.png (35KB, 630x775px) Image search: [Google]
limited dissolve.png
35KB, 630x775px
>>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.
>>
File: mrl_medshort_a_s.jpg (30KB, 599x423px) Image search: [Google]
mrl_medshort_a_s.jpg
30KB, 599x423px
>>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.
>>
File: swordtex1.jpg (196KB, 2500x1200px) Image search: [Google]
swordtex1.jpg
196KB, 2500x1200px
>>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
>>
File: hammerfight-1254316398.jpg (34KB, 1024x768px) Image search: [Google]
hammerfight-1254316398.jpg
34KB, 1024x768px
>>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?
>>
File: w3XRNcr.png (45KB, 720x720px) Image search: [Google]
w3XRNcr.png
45KB, 720x720px
>>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
>>
File: 1444326500261.jpg (22KB, 312x290px) Image search: [Google]
1444326500261.jpg
22KB, 312x290px
>>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.
>>
File: CYsExoMWcAArTnD.png (35KB, 532x246px) Image search: [Google]
CYsExoMWcAArTnD.png
35KB, 532x246px
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"
>>
File: 2014-12-04-todo.png (48KB, 800x558px) Image search: [Google]
2014-12-04-todo.png
48KB, 800x558px
>>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
>>
File: fun.png (4KB, 470x69px) Image search: [Google]
fun.png
4KB, 470x69px
>>
>>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
>>
File: 1450150088753.jpg (4KB, 300x266px) Image search: [Google]
1450150088753.jpg
4KB, 300x266px
>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.
>>
File: 1452904409468.jpg (51KB, 536x720px) Image search: [Google]
1452904409468.jpg
51KB, 536x720px
>>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
>>
File: 1453224769100.jpg (89KB, 1022x434px) Image search: [Google]
1453224769100.jpg
89KB, 1022x434px
>>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.
>>
File: juice.gif (2MB, 510x274px) Image search: [Google]
juice.gif
2MB, 510x274px
>>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.
>>
File: 1437332952524.gif (2MB, 192x190px) Image search: [Google]
1437332952524.gif
2MB, 192x190px
>>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.
>>
File: snake done.gif (60KB, 907x552px) Image search: [Google]
snake done.gif
60KB, 907x552px
>>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
>>
File: 1451683583776.gif (2MB, 400x600px) Image search: [Google]
1451683583776.gif
2MB, 400x600px
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?
>>
File: emma.png (1MB, 1046x654px) Image search: [Google]
emma.png
1MB, 1046x654px
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
>>
File: 6.gif (83KB, 130x150px) Image search: [Google]
6.gif
83KB, 130x150px
>>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.
>>
File: 290.gif (65KB, 355x268px) Image search: [Google]
290.gif
65KB, 355x268px
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.
>>
File: 2573766-john_530_big[1].jpg (66KB, 530x424px) Image search: [Google]
2573766-john_530_big[1].jpg
66KB, 530x424px
>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
>>
File: u5ybg7li.jpg (172KB, 632x881px) Image search: [Google]
u5ybg7li.jpg
172KB, 632x881px
>>
File: screentest.png (68KB, 848x521px) Image search: [Google]
screentest.png
68KB, 848x521px
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.
>>
File: character_attack.gif (11KB, 300x367px) Image search: [Google]
character_attack.gif
11KB, 300x367px
>>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).
>>
File: 14265679768.gif (1002KB, 250x251px) Image search: [Google]
14265679768.gif
1002KB, 250x251px
>>129442821
>>
>>129442971
Learn to draw, man.
>>
>>129443061
graphic design != drawing and painting
>>
File: ss+(2016-01-22+at+10.01.19).jpg (279KB, 1362x763px) Image search: [Google]
ss+(2016-01-22+at+10.01.19).jpg
279KB, 1362x763px
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
>>
File: 34525245245245245.png (32KB, 1187x132px) Image search: [Google]
34525245245245245.png
32KB, 1187x132px
>>129443434
Holy shit
>>
File: 1404146900516.webm (3MB, 640x360px) Image search: [Google]
1404146900516.webm
3MB, 640x360px
>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
>>
File: dwarf.jpg (31KB, 538x405px) Image search: [Google]
dwarf.jpg
31KB, 538x405px
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.
>>
File: TurtleRockArt(LA).png (2MB, 950x755px) Image search: [Google]
TurtleRockArt(LA).png
2MB, 950x755px
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
>>
File: 1452032607158.jpg (87KB, 797x804px) Image search: [Google]
1452032607158.jpg
87KB, 797x804px
>>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
>>
File: 1451683513443.gif (2MB, 400x225px) Image search: [Google]
1451683513443.gif
2MB, 400x225px
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
>>
File: Capture.jpg (51KB, 675x477px) Image search: [Google]
Capture.jpg
51KB, 675x477px
>>129445176
do you have brain problems?
>>
>>129445681
it makes no sense, make her pivot her
>>
File: 1431473149267.webm (752KB, 480x480px) Image search: [Google]
1431473149267.webm
752KB, 480x480px
>>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
>>
File: trace_resolution.webm (2MB, 1280x720px) Image search: [Google]
trace_resolution.webm
2MB, 1280x720px
My approach to hitscan is just having very fast projectiles and sampling the trace at several steps. Seems to work better than before.
>>
File: Truer words never spoken.png (48KB, 838x514px) Image search: [Google]
Truer words never spoken.png
48KB, 838x514px
>>
>>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.
>>
File: ss+(2016-01-22+at+10.36.28).jpg (78KB, 430x489px) Image search: [Google]
ss+(2016-01-22+at+10.36.28).jpg
78KB, 430x489px
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.
>>
File: 1450942454156.jpg (821KB, 4032x2272px) Image search: [Google]
1450942454156.jpg
821KB, 4032x2272px
>>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
>>
File: agdg.webm (3MB, 1280x720px) Image search: [Google]
agdg.webm
3MB, 1280x720px
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
>>
File: 1431629580862.webm (1MB, 640x640px) Image search: [Google]
1431629580862.webm
1MB, 640x640px
>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
>>
File: agdg.webm (1MB, 1280x720px) Image search: [Google]
agdg.webm
1MB, 1280x720px
>>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
>>
File: nodev future.webm (2MB, 960x540px) Image search: [Google]
nodev future.webm
2MB, 960x540px
>>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
>>
File: meme.png (83KB, 1005x546px) Image search: [Google]
meme.png
83KB, 1005x546px
rekt
>>
File: maxresdefault.jpg (88KB, 1920x1080px) Image search: [Google]
maxresdefault.jpg
88KB, 1920x1080px
>>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.
>>
File: 1453407277766.png (26KB, 799x495px) Image search: [Google]
1453407277766.png
26KB, 799x495px
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?
>>
File: image.png (305KB, 1280x720px) Image search: [Google]
image.png
305KB, 1280x720px
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.
>>
File: 1452056245857.webm (889KB, 320x240px) Image search: [Google]
1452056245857.webm
889KB, 320x240px
>>129450020
Rumors are saying March

>>129450210
>>
File: meme_book581.jpg (65KB, 625x469px) Image search: [Google]
meme_book581.jpg
65KB, 625x469px
>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 "->")
>>
File: power drive 2000.jpg (454KB, 1920x1080px) Image search: [Google]
power drive 2000.jpg
454KB, 1920x1080px
RIP slipstream
>>
File: 1453452179968.jpg (34KB, 500x356px) Image search: [Google]
1453452179968.jpg
34KB, 500x356px
>>
File: 1374091419483.gif (3MB, 277x317px) Image search: [Google]
1374091419483.gif
3MB, 277x317px
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.
>>
File: akames-warning.png (119KB, 640x360px) Image search: [Google]
akames-warning.png
119KB, 640x360px
>>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.
>>
File: 1451771048174.jpg (37KB, 734x734px) Image search: [Google]
1451771048174.jpg
37KB, 734x734px
>>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
>>
File: mushroomtest1.webm (3MB, 676x720px) Image search: [Google]
mushroomtest1.webm
3MB, 676x720px
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
>>
File: jump.jpg (67KB, 818x798px) Image search: [Google]
jump.jpg
67KB, 818x798px
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.
>>
>>129452045
No indie has need for Vulkan or DX12.
>>
>>129452045
What are you insinuating?
>>
>game takes place in already-established expanded universe
>can't expect every player to be familiar with universe's rules and lore
>don't want to fill game with exposition
>universe stuff is important so it can't be hidden
Fuck.
>>
>Vulk-
>WHERE'S YOUR GAME
>ENGIE!!!!!!!!!!
>OPENGL IS PERFECTLY FINE
>NO INDIE GAME NEEDS VULKAN
>THINK OF THE THIRD WORLDERS
>>
I am super into engine dev and I am not even sure if I am going to switch from OpenGL. It looks like a massive undertaking.
>>
>>129452174
Just do the Darksouls approach and say nothing. It works, players pick up the details over time, if something is very important some minor explanations can be given when needed.

You can read the Discworld or Culture novels out of order and still pick up about the world.
>>
File: ss+(2016-01-22+at+07.24.45).jpg (126KB, 939x712px) Image search: [Google]
ss+(2016-01-22+at+07.24.45).jpg
126KB, 939x712px
>>129451993
Acid clouds.
I'm still thinking about what it'll do exactly, how it'll behave.

I was also thinking of going the dark souls mimic route, where there are two version of the mushroom that slightly differ.
Some of them would do an active aoe poison attack after a short chargeup, and you'd have to hit them between those attacks to kill them.
The other version wouldn't do the attack, but it would instantly explode if it got hit.
>>129452095
like in this image?
>>
>>129452418
It's really not a big deal if you have a good understanding of memory management and concurrency.
>>
>>129452582
niiice
>>
>>129452000
or you could just not have irregular terrain, have fixed ledge heights and climb animations.
>>
>>129452501
My game's story is way more front-and-center than Dark Souls, too much subtlety will just lead to absolute confusion. Dark Souls works because it's not story-driven.

I think I just need to find the right way to trickle the info down to the player without piling it on or spreading it to thin that they forget things or think it's all inconsequential and don't bother paying attention.
>>
>>129452418
whats the point? I wrote my engine in opengl. People are acting like idiot consumers about this, like you need to jump on the bandwagon right away. It's meant to supercede opengl in the long term. Vulkan literally doesn't mean shit to anyone right now for anyone who isn't a big company engine dev making plans 5 years ahead
>>
libera me from haskell
>>
>>129452174
That's perfectly fine, I love games with deep lore. Plenty of other people love it too.

Although if some bit of lore is ABSOLUTELY essential to completing the game then you should explain it in some way in-game.
>>
>>129452582
If you wanna be really creepy, have something alive with the diameter of the hole squeeze out of it
>>
>>129452761
It's gonna be fun trying out an API that's actually significantly different from the old ones.

Metal is already a breath of fresh air after being farted in the face for so long
>>
>>129452418
>>129452761
Don't project your needs/wants onto others.
>>
>>129452681
Ah, yes. Probably.
>>
File: ss+(2016-01-22+at+06.00.20).jpg (71KB, 682x724px) Image search: [Google]
ss+(2016-01-22+at+06.00.20).jpg
71KB, 682x724px
>>129452881
if you look at the original webm you can see small holes under the bubbles.
>>
>>129452761
>doesn't mean shit
I know exactly the situations in which it is desirable to me because of the particular needs of my engine. It is just if that is worth the cost of switching to it.

>>129452918
I was just remarking.
>>
>>129451136
>leave slipstream to me
>>
>>129453090
Was more directed to the second guy, I guess.

>Vulkan literally doesn't mean shit to anyone right now
Is a pretty bold statement.
>>
>>129451136
looks fire senpai
>>
>>129452931
I mean, there's a reason why every piece of rubble and chest high wall is the same height in shooters these days.
if it isn't a game core mechanic then just take the easy way out.
>>
Hey typenerd have you mathematically proved ur correctness yet
>>
File: It works.png (66KB, 659x411px) Image search: [Google]
It works.png
66KB, 659x411px
>>129453214
you bet
>>
>>129450316
Yes it does, sort of.

I ran with my idea, and I actually made some progress for the first time in over 24 hours, which is encouraging :

Now I can actually preserve local horizontal rotation between gravity switches, for the most part, as well as look around during switching without being jerked back by the interpolation freezing me to a specific rotation.

I cache the immediate rotation value from the mouse input in one variable, and cache the total local rotation in another, then apply them to the currentGravDirection every Update, as well as every time the grav ray is used.

Now it's a lot better, but I still get some weird rotational changes on some surfaces. Webm related, at least it's progress.

>>129452134
Not quite what I was looking for, but I appreciate it.
>>
>>129452868
Yeah, it's just a matter of finding the best way to explain it. Making it mandatory without shoving too much in the player's face.
>>
>>129453212
You are totally right. Kind of why I asked if I was overcomplicating the solution. It _seems_ simple problem.

When I think of other 2D games and how the characters handle jumping over terrain it actually seems completely random, compared with players who really know how to jump from place to place to get to their goal. So maybe not many really look for solutions.
>>
File: Mushroom_Mask.jpg (152KB, 550x400px) Image search: [Google]
Mushroom_Mask.jpg
152KB, 550x400px
>>129452986
>>129452582
>>129451931

I made this texture for the top of your mushroom, could you try it to see if it would look good?
>>
What if there was a game about vulkan?
>>
>>129453384
>Not quite what I was looking for, but I appreciate it.

I found the original post without my mods: http://answers.unity3d.com/questions/155907/basic-movement-walking-on-walls.html

mine uses a more complicated system where the alignment is controlled by an invisible separate controller so this one is probably better.
>>
>>129451529
I think somewhere along the way I over complicated the code. I'll be back to agdg soon enought.
>>
I haven't programmed in a few months. Can someone help me remember how I'm suppose to go about adding elements to a list in Unity C#?

Consider this

public class Spell
{
}

public class Fireball : Spell
{
}

public class Monster
{
public List<Spell> spells;
}

public class Devil : Monster
{
spells = new List<Spell>();
public void Start()
{
spells.Add(Fireball);
}
}

I get an error by adding Fireball to the list of Spells. Does anyone have an idea what I do to add the Fireball class, whose base class is Spell, to the list of spells in the Devil class?
>>
>>129453516
It's a bit tricky to apply something like that to it.
If you want i can give you an image and point out where it should wrap around if you want to give it a try.
>>
>>129452761
you forgot about the hardware, most gfx cards for the next 2 years would be exclusive to direct3d and opengl
>>
>>129453919
yeah let's try it
>>
>>129453840
Right now you're adding the class name, not an instance of it. spells.Add(new FireBall()) should do it.
>>
>>129453840
Shitty design. Don't specialise spells. Use attributes to add functionality and modify effects of spells. Think how morrowind allows you to do spells. Make a system that supports that.
>>
File: morrisfinished.jpg (119KB, 1307x763px) Image search: [Google]
morrisfinished.jpg
119KB, 1307x763px
Come play Nine Men's Morris with your agdg buddies!
https://nine-mens-morris.herokuapp.com/

No signup just play in the browser
>>
>>129453959
bull
>>
File: 1373135330853.jpg (200KB, 800x927px) Image search: [Google]
1373135330853.jpg
200KB, 800x927px
GMbabby here
>set an animation to stop at last frame
>set image_speed to .3
>works fine
>set image_speed to 1
>breaks
But why?
>>
>>129453531
make a game that teaches graphics programming concepts with vulkan
>>
>>129453445
I vaguely remember watching some youtube videos on this topic. something about how a lot of MMOs have this problem and the better way to handle it was to make the lore accessible and nudge player towards with with NPC dialogue and side quests.
>>
>>129453959
Maybe if you're an AMDcuck
>>
>>129454024
its just a matter of what engines companies use
>>
>>129453214
I'm currently thinking about the issues of termination checking and program extraction.

For the former, I'm considering a system based on Abel's sized types, but automatic instead of manual. So it will be more conservative, but the code will be much cleaner.

The latter is still somewhat up in the air, and I think for the first incarnation of the language, the program extraction process will be baked into the compiler and support my exact use case (application using SDL2 and Vulkan). Eventually, I would like the program extraction process to be described using plugins (for describing target languages) and scripts written in a DSL (for describing extraction processes, approximations from constructive types to native types, FFI, etc.).

>>129453959
Vulkan will run on Nvidia cards since Fermi and AMD cards since GCN (as well as recent Intel iGPUs and mobile GPUs).
>>
>>129453959
Incorrect. Look at steam metrics.
>>
What do you guys do for screen shake? My implementation doesn't really feel good, especially when there are multiple sources invoking it.
>>
Did they hire Googum to make this video? https://www.youtube.com/watch?v=6WG7D47tGb0
>>
>>129445096
make it survival horror where you have to perform repetitive tasks to restore the world to a normal state, and if you get stressed enough the world shifts to a silent hill-like world
>>
>>129454278
no
>>
>>129454267
There should be a single screen shake target that multiple sources talk to. Then you can make it capped, have cooldowns and all the other reasonable things to reduce physical revulsion in the player.
>>
>>129454018
what are browser games usually programmed in these days, I've always wanted to try my hand at a multiplayer game.
>>
>>129454267
just have multiple sources add to the intensity, not duplicating the effect
>>
>screenshake
>in an RTS
>>
File: outUVmush.png (522KB, 2048x2048px) Image search: [Google]
outUVmush.png
522KB, 2048x2048px
>>129453973
>>129453516
Here it is, UV and some guides as to how the UVs are oriented towards the top. You wanna lay your texture around the top of the 2 cap UVs and the outside of the top.
>>
>>129454671
Okay give me a little while, stick around the thread
>>
>>129454026
Are you using the end animation event or switching states after the animation plays?

Not that I've encountered this specifically before. But I remember reading that sometimes the animations can skip over frames so you need to use >= instead of == to make sure the line of code gets read.
>>
>>129454631
Javascript.
I used Pixi.js for client graphics, and Node.js+Socket.io for the server.
>>
>>129454663
you forgot who you were replying to
>>
>>129454735
Sweet, thanks!
Hopefully it'll fit on the image with one of the transfer modes.
>>
>>129454856
I'm switching states.

>so you need to use >= instead of ==
Actually I just set it to == and it seems to be working fine now. Thanks
>>
>>129454663
Exists (not even recent) and is fine.
>>
>>129454663
>he has not played AoM
go educate yourself
>>
File: 1452127171215.png (8KB, 398x293px) Image search: [Google]
1452127171215.png
8KB, 398x293px
>huh duh you need at least 2 years to learn the basics of any skill
when this meme will die?

pretty much the foundamentals of any skill can be learn in less than one week unless you're a nigger retard.


https://www.youtube.com/watch?v=5MgBikgcWnY

fucking retards.
>>
>>129455651
how long did it take you to master shitposting?
>>
>>129446275
download 4chanx and filter image hash
>>
>>129455651
>TEDx
lol
>>
>>129455782
rekt
>>
>>129453785
Oh hey, I remember coming across that the other day.

The "walking on walls" part was the first obstacle I overcame in this whole process, frankly.

WebM related is me messing around with what I have. A lot of the rotation still feels weird, and some flips are just off, but it sort of works.
>>
>>129455651
You can do anything you want

There, I said it too.
>>
>>129456158
What is it snapping to? What ever that is, if you think it is desirable do an interpolation to that point, not just snapping.
>>
File: taunt.webm (386KB, 1104x604px) Image search: [Google]
taunt.webm
386KB, 1104x604px
Just redoing old art, the skeleton dude is the only redone sprite.

I guess this is progress?
>>
>>129455651
Why are you always searching for things that upset you and then bringing them to us?
>MEMES!
>I'M ANGRY!
>NIGGERS!
>>
>>129456489
What game?
>>
File: dwarf.jpg (38KB, 644x456px) Image search: [Google]
dwarf.jpg
38KB, 644x456px
almost 2k tris damn! i need to start cleaning him asap.
>>
>switch to new room for inventory screen
>draw it on top of the character
which path do you choose?
>>
I use Debian Linux. What software should I start with?
>>
>>129456691
Vim
>>
>>129456489
Neat
>>
>>129456158
i think automatically being pulled into walls seems more natural
>>
>>129456562
easy dopamine fix
>>
>>129456691
Gentoo
>>
>>129456691
clang
>>
>>129456324
It's not snapping, actually - it's just quickly interpolating a rotation in midair based off the surface hit by a raycast, and setting the current gravity based on the normal of that surface.

As long as it's hit, it's "desirable".

>>129456489
Alas, poor Yorick.

>>129456837
Maybe, but that's not the mechanic I had in mind. I was thinking more being able to set your own gravity, sort of like in Gravity Rush.

Honestly, I'm getting a bit burned out on this anyway, might just brainstorm some other ideas and try to go with those instead.

I'm still learning how to Unity in the first place, so any experience is good.
>>
>>129456858
This is the answer. You know how you do a well reasoned post that contributes to the discussion and then you enjoy getting replies and having a good chat? They don't have anything useful to say but still want them precious (You)'s.
>>
>>129456607
It's a little project me and a buncha friends have been working on based on the smash ball thing in smash bros.

I honestly have name for it other than the basic premise being you fight over a ball that you need to have in your possession to get points. But if you hold the ball too long it'll explode and you will lose points. We've barely made progress until recently.
>>
>>129456489
And just like with RoR there are already Deadbolt clones
>>
>>129456489
>The Famous Cock
>luminescent buttplug on bar
>>
>>129457108
>It's not snapping, actually
I am telling you, that thing where it snaps to a new view? That is snapping.
>>
>>129457228
>cheerful skeleton
It's obviosly a undertale clone.
>>
>>129456607
Undeadbolt
>>
File: snuggle with ppg.gif (35KB, 495x459px) Image search: [Google]
snuggle with ppg.gif
35KB, 495x459px
>>129456739
mastered it.
>>129456863
I've got Calculate Linux on my harddrive. I just need to burn it to a disk and I'll be in business.
>>129456865
Downloading as we speak. Then what do I do?
>>
>>129457280
Okay. Like I said, I'm pretty new to gamedev, so semantics like that sometimes get lost on me.
>>
File: 567537-salt-shaker.jpg (68KB, 500x375px) Image search: [Google]
567537-salt-shaker.jpg
68KB, 500x375px
>>129457228
>>
>>129457447
Write clean and high performance C++ code and compile it with your new compiler.
>>
>>129457603
>inb4 ">clean and high performance C++ code" & smug anime.jpg
>>
>>129457228
Are you angry, hoopoo?
>>
>>129457603
>Write clean and high performance C++ code and compile it with your new compiler.
Uh... I dunno normal C.
>>
>>129457447
what do you WANT to do ?
>>
>>129456691
must haves for C and C++ dev:
valgrind, gdb, compiler_of_choice

environments:
qtcreator
clion
netbeans or eclipse with cdt
vim or emacs + loads of plugins

for simple devving:
allegro if you want to use C (sdl is too low level & limited)
sfml for c++

for raw opengl devving:
sdl
glfw + openal
(glm + http://glad.dav1d.de/ is a must for those, no need to use freeglut or other shit like that)

>tfw qtcreator analyzer doesn't support *Sanitizer

>>129457447
>mastered it.
good, then get yourself some plugins like neocomplete/vim-clang/clang_complete/youcompleteme
>>
File: 517[1].jpg (9KB, 248x233px) Image search: [Google]
517[1].jpg
9KB, 248x233px
>>129457603
>clean
>high performance
>C++
>>
>>129457821
>what do you WANT to do ?
I basically want a GNU version of Game Maker to run on my computer before I get into more legit stuffs that I'm too dumb for at the moment.
>>
Engies pls. Enginedev is not gamedev.
>>
>>129457108
Have you experimented with gravity being a separate set of controls for the player?

It may be better to have harsh snapping hotkeys but also soft, incremental gravity changes be bound to others.

Like in your angled floating boxes example a key such as q or e could smoothly rotate the gravity around the axis represented by your forward vector while a setup like shift+w/s/a/d could immediately snap the gravity up/down/left/right.

It just seems like for fast paced action firing might be sub-optimal as players need to aim at a surface.
>>
Pitch me a theme for a wargame where you control exactly 4 units.
>>
>>129458052
I'm a dumb Unityfag and I understand that enginedev is gamedev

So long as they have progress to post, they are making game.

Where's yours?
>>
>>129458101
>Pitch me a theme for a wargame where you control exactly 4 units.
Picmin, but one of each.
>>
>>129458052
nodev is not gamedev
>>
>>129458118
>So long as they have progress to post
That's the key to understanding why engies are an eternal joke in agdg.
>>
File: irkalla_mech_walking_v2.gif (45KB, 278x278px) Image search: [Google]
irkalla_mech_walking_v2.gif
45KB, 278x278px
>>129458101
M E C H A
E
C
H
A
>>
>>129458095
That's another possible permutation of the mechanic which I had thought of, but didn't initially want to implement - although now it seems like it might be useful.

I tried ripping off Gravity Rush wholesale, but ran into the same problems as before, so your solution might work better.

I'll dwell on it.
>>
>>129454175
>>129454176
until i won't see a clear merge to vulkan you are wrong
>>
>>129457263
~
>>
>>129458349
Honestly this sort of stuff would be easier to render in 3d, and it wouldn't be animated at 5fps either.
>>
>>129458101
Lo-fi WW2

Your units are the the British air force, the UK/US/Canada navy and army, and the Soviet army
>>
>>129458118
>enginedev is gamedev
Apples are oranges?
>>
>>129458101
4 season 4 anime grills
winter is my waifu
>>
File: 1453206095112.gif (141KB, 266x267px) Image search: [Google]
1453206095112.gif
141KB, 266x267px
>>129458448
Sprites are cooler tho.
>>
>>129458101
you have mechanics in mind? or any set things that come in four?
>>
>>129428221
How did you code your knockback?
I've been trying to make similar but I'm shit coder
>>
>>129458349
I'm saving that
>>
>>129458460
Nice.
>>
Time doesn't exist, therefore there's no need to worry about your deadlines.
>>
>>129458398
What? You have no evidence to suggest your position but are faced with opposing evidence. Do you understand how retarded your position is?

You must be applying your vast knowledge and experience to draw your conclusion.
>>
>>129458349
Mech games are hard to make. Not because of the making of the mech. But making it customizable. Arms/legs/body/head.
>>
>>129458398
Fermi/Tonga onward are straight from the horses' mouths.
>>
>>129458529
Appleseeds are relevant in an apple discussion.
>>
>>129458942
You know not all mech games need to have body part customization.
You could make 4 specialized mechs to be controlled.
>>
>>129458942
Metal Warriors has all the arms and head customization that you need which is exploding them to bits
>>
>>129458725
velocity += Vector{ -5.0f, 3.0f }; // Hit from right side
>>
>>129458398
>>129458956
Correction, Tahiti onwards.

FYI, Fermi came out in 2010 and Tahiti came out in late 2012.

>inb4 but the corporations are obviously lying
D3D12 and Vulkan are basically the same thing, D3D12 hardware support is Fermi/Tahiti onwards.
>>
>mech game
>no customization

is this child serious
>>
>>129458594
amen
>>
>>129459129
Okay but apple seeds will not get you oranges. Talking about your engines and arguing about vulkan will not get you any closer to showing us actual games. Enginedevs are not gamedevs. They're just software architect nerds.
>>
>>129458725
i tried a bunch of ways but eventually settled on this: when the player is hit, if the enemy is to the left of the player set the player's X velocity to some fixed value to the right (in this case, like 400) or something and set the Y velocity to a small value upwards. if the enemy is to the right, then the knockback X value is just negated.

then i have two timers set up, one that prevents the player from moving for x amount of time, and one that prevents the player from taking damage for x+y amount of time. thatway the player doesn't get knocked back infinitely
>>
AGDG - Showing "us" games general
>>
>>129459159
I know. I guess its one of those things I care too much for so I think im projecting a bit.

Also cause of the fact ive been trying to figure out how to do it on my own.
>>
>>129459256
I've played 4 mech games in my life and only one of them had customization.
>>
>>129459453
Who are making game engines. Which is related to game dev. You should start up AGDGBNED (But No Engine Dev). I am sure everyone would migrate.
>>
File: Blank-canvas.jpg (103KB, 471x257px) Image search: [Google]
Blank-canvas.jpg
103KB, 471x257px
Check out this awesome blank canvas on an easel I made. I'm going to take it to /ic/ and tell people it's artwork because I'm going to paint on it someday.
>engie logic
>>
>>129459256
Metal Warriors, Gotcha Force, and Future Cop LAPD. Those games all feature mechs with no heavy customization (In future cop you could change weapons, but there was no legs/arms/body part customization).

I do love mech customization, but it isn't a necessity if the mechs are already awesome.
>>
>>129459930
good morning danny. take a walk outside in the sun. squeeze yourself some orange juice. its a brand new day!
>>
Can you have too much juice?
>>
>>129459930
Which board is for shit posting? You should go post there.
>>
>>129460024
Can you still tell what is going on (kinda)? Add more juice.
>>
>it's a "engies potato ree" thread
>>
>>129460006
>>129460037
Nice argument, engies. You've convinced me you're gamedevs after all.
jk
>>
>>129459930
It can in fact be art.

And also I don't think any enginedev ever said engines were games. They're still a part of video game development though.
>>
>>129458594
Good luck populating an indie game with that quality of assets and animations though.
>>
>>129460037
If you think he's a shitposter, don't reply to him.
>>
>>129460024
Yes. If the juice is distracting from the game then it is too much. Juice should add to the game and make the game just feel better. It should not make it impossible to see what's happening.
>>
>>129459930
Check out this... Oh wait, I haven't actually made anything! I'm going to take it to AGDG and complain about people actually making stuff because I will never be able to!
>>
>>129459545
Are you under the impression that there's only one person here?
>>
>>129460317
>it's the "I'm going to be triggered by a shitpost and instead of hiding that post and moving on I'll just make the shitposting even worse" poster
>>
>>129460493
Are you under the impression that people actually agree with you, or like you as a person?
>>
>>129458854
>evidence
i don't need evidence, i just want to see what see what companies/vendors decide when it comes down to it
>>
why the fuck do i even try to argue with people that indie development isnt a lottery when no one will listen to reason. also its better if everyone believes it is a lottery
>>
>>129460624
Why are you always so triggered by collectivist language?
There are many people here. When you post a game, you're showing "us" a game. Are you making an argument on this based on phobias and mental ticks from being an outcast throughout your life? That's your baggage.
>>
>>129460518
Engies are the embodiment of autism. You can't expect them to restrain themselves.
>>
>>129460706
What exactly are you so unsure about?
>>
How does a person "play" an engine?

Checkmate, atheists.
>>
>>129457228
>implying the Deadbolt setting isn't just copy/pasted Neon Skull only without the neon
>>
i need some advice. i want to make some games from the ground up with something like monogame, but i'm worried that i'll have to dedicate far too much to do it. i'm not naturally a programmer type, but i've been getting more and more into it lately. i'm not good with math either. how much more of a hassle would it be to develop a game with something like monogame instead of just going straight into using game maker studio? from a complete beginner to programming with shitty math skills. would it be somewhat similar in time investment required, or would making a game without an engine like game maker studio be something more like a 3+ year commitment to just learning to make the groundwork for a game? i feel like learning gml is a bit of a waste compared to learning an actual language, but i really want to start making games as soon as i can so i can feel like what i'm doing has worth, if that makes any sense. any suggestions are welcome.
>>
>>129461059
>>129458052
>>129458276
>>129459930
>>129461180
Where is your game?
>>
>>129460706
(!!)
The evidence is that these vendors are specifically writing drivers for a set of video cards that are widely adopted currently. As in, they are part of the process that makes Vulkan exist at all. Without them, Vulkan is not a thing.

Does the sun not rise tomorrow till you see it with your own eyes?
>>
>>129461557
>Where is your game?
Where is your game?
>>
File: mqkg2icebG1qzh8wko10_1280.jpg (137KB, 1200x801px) Image search: [Google]
mqkg2icebG1qzh8wko10_1280.jpg
137KB, 1200x801px
Check out this sweet artwork everyone. What, you think this isn't artwork just because I haven't turned the wood into paper and drawn art on it? Fucking normies. Learn to enginedev.
>>
>>129457228
Deadbolt is just a Medievil clone.
>>
>>129461635
You're the one complaining that others aren't making games, not me.
>>
Would a mech game with customization but no visible changes to the player sprite be horrible?
>>
>>129461742
I'm not any of the people you replied to
>>
>>129461662
>Medievil
I don't know who you are, but you're my f᠎am
>>
>>129461496
Unity. C#. Crisis averted.
>>
>>129461742
Seems like a valid complaint since it's the game making thread. Why don't engies go to /g/?
>>
>>129428151
don't listen to him, low poly 3D is a wonderful style and it's easy to make
>>
>>129461653
Where is your game?

>>129461828
They can't complain about it if they are contributing to it themselves.

At least posting about enginedev is better than posting about being a nodev.
>>
>>129461828
Make a game dev thread where engine devs aren't welcome.
>>
>>129461828
>Why don't engies go to /g/?
Many of them do. And they've already choked their daily programming threads to death with autism and anime shitposting just like they like doing here. They're parasites who move from one host to another. And they never have a game.
>>
"He" is at it again, just stop replying and "he" will go away.

Only you can fix /agdg/!
>>
>>129462062
-> >>129461994
>>
>>129462062
Where is your game?
>>
I have spell types, like cast time, instant, channel, etc, and one of them is *togglable*. Togglable as in you can activate it on or off.
But togglable isn't really a word it seems.
How would you name such spell type?

(and togglable spells are mostly passive effects, and/or they keep doing an active effect over and over.)
>>
>>129461994
That's a terrible plan. When agdg agreed unanimously that we hate anime and anime shitposters anime shitposting increased ten fold. Engies are autistic and will always do the opposite of what everyone wants them to do. They would shitpost those threads to death.
>>
Anyone looking for a programmer?
>>
>>129462310
Where is your game?
>>
>>129461587
i just know that many companies incorporated opengl in their pipeline, so the market always towards what the consumer/producer wants
>>
File: JUST.jpg (374KB, 960x607px) Image search: [Google]
JUST.jpg
374KB, 960x607px
Lemme see that sprite art, /agdg/
>>
File: MUSHROOMJPEG.jpg (3MB, 2048x2048px) Image search: [Google]
MUSHROOMJPEG.jpg
3MB, 2048x2048px
>>129451931
>>129454671

Best I could do at my grandmas house lol.
If you decide you like it and want the PSD email me and I'll send you the file
>>
>>129462310
>agreed we hate anime
you wot
>>
>>129461662
my negro
>>
File: 1449700279793.png (74KB, 300x256px) Image search: [Google]
1449700279793.png
74KB, 300x256px
>>129462524
>most people are still using this old technology so why bother making new technology
>>
>>129461769
As long as the customization is "internal". Such as different engines, different circuits, special modules that can be inserted to enhance performance, whatever other internal parts you can think of.
Stuff like that.
>>
Amateur GAME Dev General
not
Amateur ENGINE Dev General
If you're an enginedev you're already invading our space. Fuck off.
>>
>>129462703
Where is your game then?
>>
>>129462310
that's why we need to make new agdg instead of waiting for shitposters to leave
>inb4 agdg2
its still a good idea on paper, i visited many generals and none of them is more shitposted than this one, we need french revolution
>>
>>129462703
where else would i post my engine that i'm developing for my game
>>
File: Untitled-1.png (265KB, 430x489px) Image search: [Google]
Untitled-1.png
265KB, 430x489px
>>129446450
there, it technically works but because of the cloth pattern just being flat it feels like the rope is not grabbing on anything.
>>
>>129462656
lets just wait and see what happens

>>129462861
in /aedg/
>>
>>129447174
The vampire one was interesting
>>
>>129461557
>>129461934
>>129462193
>>129462389
>>129462734
nodevs getting fucking exposed

now get out of my general
>>
File: 1452006370496.gif (426KB, 285x190px) Image search: [Google]
1452006370496.gif
426KB, 285x190px
>mfw so many posts being hidden by my shitpost filters
>>
>>129462861
Nowhere. Nobody wants to see it anyway. Finish your engine and make a game with it. If you want to argue about programming or enginedev stuff you can go to /g/ in the programming generals where your kind belongs.
>>
>>129462310
we love animu, we're on 4chan
>>
File: TheOlRazzleDazzle.gif (39KB, 416x298px) Image search: [Google]
TheOlRazzleDazzle.gif
39KB, 416x298px
I haven't been able to do much this week due to school starting back up, but here is a little on edge animation I am working on.
>>
>>129451247
Its programming introduction in c++
>>
>>129461653
oil painters are just a fraud

true painters crush herbs and extract pigment themselves.
>>
>>129462984
Where is your game?

>>129463034
Where is your game?

>>129463136
Where is your game?
>>
>>129462575
Thanks i'll try incorporating them in a while, i'm currently re-rendering all the texture maps so i bombed the hell out of my PSD file.
>>
>>129463034
>Finish your engine and make a game with it.
You should get to know your enemy a little better, danny. That's not how enginedev works.
>>
>>129462768
Yeah agdg2 was started by an autistic shitposting engie. We don't need new threads or a new website. Engies will always go wherever they aren't wanted. They're like stubborn children. That's why they refuse to pick up and use viable engines and just like make game, because they always do the opposite of what they should.
>>
>>129463249
Where is your game?
>>
>>129462984
about 5% of the thread isn't shitposting, if that
for every progress post theres 50+ shitposting posts
>>
>>129462310
anime is game dev
>>
>>129463249
im talking about agdg with real admins that enforce quality posting and fruitful discussions, it will also have anime section so that will be like a resting stop for engies
>>
File: 145168939636.jpg (140KB, 798x596px) Image search: [Google]
145168939636.jpg
140KB, 798x596px
>>129463204
Enginedev DOESN'T work, literally insane shitposter. Maybe it's time to take your own advice and stop replying to "him".
>>
>>129462950
Oh, great, thanks! Now I see what to do
>>
>>129463092
Looks cute, I like it.
>>
File: fart.png (9KB, 1187x180px) Image search: [Google]
fart.png
9KB, 1187x180px
>>129462541
It's pretty shit, made mostly for prototyping.
>>
>>129463474
Where is your game?

>>129463492
Where is your game?
>>
>>129463492
yep its him
guessed right again

go away danny, you've been exposed AGAIN
change up your shitposting style please
>>
>710 posts
It'll all be over soon.
>>
>>129463586
>changing your writing style between posts
Literally insane shitposting. What's wrong with you?
>>
so.. video game development huh?

how's that been working out guys?
>>
File: wannaplay3.jpg (55KB, 827x462px) Image search: [Google]
wannaplay3.jpg
55KB, 827x462px
this thread right now is blissful heaven compared to what it used to be

ya'll newfags don't know how good you have it, see back in my day there would be a solid wall of shitposting for days on end
>>
>>129463708
for this thread
danny will be back to shitpost in the next one im sure, he just can't help it
>>
>>129463708
stop lying to yourself
my solution will save agdg
>>
>>129462982
Where is your game?
>>
>>129463771
You must've taken a wrong turn, this is the arguing about what belongs in AGDG general, or AAWBAGDGG.
>>
>>129463771
I'm making good progress on my language.
>>
If I made a dungeon crawler type game based on transformation, kind of like a graphical flexible survival, do you think there'd be much interest in it?
>>
>>129463809
I'm not the one complaining about others posting stuff that's at least remotely related to game dev while posting nothing related to the subject at all. I'm just trying to make this thread about video games instead of a thread about arguing what belongs here or not.
>>
>>129462524
It doesn't make sense. You realise this is all a chain of replies talking about 'if the hardware will support it'. We _know_ the hardware supports it. We know what cards it works on already because the card manufacturers are the very people a part of making Vulkan a thing.

It is like saying "lets wait see if Apple will support the iPhone".
>>
>>129463586
>change up your shitposting style please
You mean like you do? Fucking weirdo.
>>
Wait is someone shitposting right now?
I can't tell, guess all the posts are being filtered.

Too bad I only see all the posts whining abut how bad shitposters are. Maybe you babies should learn how to use the filter?

>b-buh I'm and oldfag and I don't need no filter!

Then stop being a whiny bitch.
>>
>>129464004
Where is your game?
>>
>>129464041
Is there a game you're developing you meant to post?
>>
>>129464004
WHERE IS YOUR FUCKING GAME. You don't even have to expose yourself as a shitposter. Just say what your game is generally about.
>>
File: aaaa.jpg (31KB, 500x281px) Image search: [Google]
aaaa.jpg
31KB, 500x281px
What do you mean we don't like anime here? I could have sworn this was /agdg/ - anime game dev general.
>>
I'm literally the closest to killing myself right now then I have ever been

I'm scared
>>
anyone making a harvest moon game ?
>>
File: 14532465339118.webm (785KB, 960x544px) Image search: [Google]
14532465339118.webm
785KB, 960x544px
>7 months to come up with 3 seconds of gameplay
>progress so slow and shitposting so psychotic his artists had to bail
>game is now dead
KING OF THE ENGINEDEVS
>>
>>129464009
so why did it takes them 20 years to come up with something better
>>
games have a win condition. enginedevs btfo
>>
>>129464164
It's a phone puzzle game. Now where is yours? Inb4 you complain that it's a phone game instead of posting yours.

>>129464174
Where is your game? Even if this is the anime game dev general just posting anime wouldn't be enough.

>>129464278
Where is your game?

>>129464319
Where is your game?
>>
You won Mothdan, the thread's dead. You beat all the big meanies who bullied you. You can leave now. :^)
>>
>>129464296
is this meant to be a troll?
have you seen none of my other things i've done?
>>
>>129464374
>Where is your game?
I'm working on my anime game right now.
>>
File: pepe.png (1011B, 64x64px) Image search: [Google]
pepe.png
1011B, 64x64px
>>129462541
No
Have a pepe instead
>>
>>129464296
that shadow is delish but you should really restrict it to casting on the background
>>
>>129464374
I don't have one.
>>
>>129464301
Because the limitations of D3D11 and OpenGL with regard to reducing the draw call bottleneck were only realized very recently.
>>
>>129464398
Where is your game?
>>
>>129463771
sam? is that you sammy boy?
>>
File: 1445103350091.gif (1MB, 394x297px) Image search: [Google]
1445103350091.gif
1MB, 394x297px
how do you guys live with gamedev? I wish I could just figure out money and live frugally in an apartment pushing out games and making a living like that. I don't want to waste 40 productive hours of my life doing inane bullshit.
>>
>>129462589
>>129463041
>>129463371
>>129464174
Sorry it's true. AGDG hates anime.
>>
>>129464460
It's an obvious troll. Don't reply to it.
>>
>>129464465
Post progress
>>
>>129464530
>very recently

no, it's just that MS and Khronos finally started to listen and nvidia and AMD actually started to give a shit

mostly thanks to carmack drawing attention to the issue I think
>>
>>129464525
>that shadow is delish
Yeah I like how it has no definable lightsource and rapes the aliasing on the sprites causing them to look glitched. Truly genius work by rotatedev the tripfag. It's too bad everyone else who comments on it thinks it looks like shit. They just don't understand.
>>
>>129464660
Proof?
>>
>>129464631
don't quit your dayjob, just know your first few games aren't gonna be successes but eventually you'll hit the mark if you keep going.

Sorry if that sounds pessimistic but that's how it is.
>>
File: 111.png (1MB, 1280x720px) Image search: [Google]
111.png
1MB, 1280x720px
>>129464660
>Sorry it's true. AGDG hates anime.
How can it be true since I'm part of /agdg/ as a poster, and I like anime? Your opinion is not more important than mine, anon. So don't try and lie about your opinion having more weight. You're no more important than anyone else here, and you never will be. That's the beauty of 4chan, and the beauty of anime.
>>
File: how-to.jpg (149KB, 713x724px) Image search: [Google]
how-to.jpg
149KB, 713x724px
>>
>>129464460
Why are you still here? Didn't you leave like 3 times? And what the fuck are you doing wearing a tripcode? Is it really so important that everyone know you're here? We can see the dannys kiddo.
>>
File: UP UP AND AWAY.webm (55KB, 484x482px) Image search: [Google]
UP UP AND AWAY.webm
55KB, 484x482px
I included the ability to aim upwards, I was afraid this was going to happen and sure enough it did but it was a lot funnier than I anticipated so I felt like sharing.
>>
>>129465080
>make a separate agdg
Stopped reading there.
>>
>>129464703
I'll wait until this shitstorm blows past.
>>
>>129465080
Maybe if you started posting your game instead of complaining about everyone else not doing so you could make an actual change here.
>>
>>129465080
Any system with central moderatorship eventually turns to cronyism with a select few "in" members that are above any of the supposed rules.
>>
>>129464631
Don't quit your dayjob unless your game sells literal millions.
>>
>>129464296
Those look like nice animations and pixelart but whoever coded it is clearly a retard if this took them more than a few days.
>>
>>129465185
no, the goal is to ban hardcore shitposters, not to create monarchy
>>
>>129464714
Listen to whom? Give a shit about what?

For a while, before Mantle, people just believed that extensions to D3D11 and OpenGL (the latter especially) would be able to deal with the draw call issue. That was the AZDO movement, which is still relevant for whomever can't afford to switch to an entirely new API.

Then Mantle came along because AMD wanted a console-level API for desktop, and eventually people realized that D3D and GL were fundamentally limited by how they modeled the GPU and its communication channels, and we get D3D12 and Vulkan.

Carmack didn't really have anything to do with this, as far as I remember. I've been following this paradigm shift ever since the first AZDO stuff started coming up and I don't recall ever seeing Carmack getting involved.
>>
>>129465357
The goal always starts out the same and it always ends the same way.
>>
File: 1453346720634.jpg (449KB, 1280x720px) Image search: [Google]
1453346720634.jpg
449KB, 1280x720px
>>129463371
no it isn't
>>
File: 14345583014.gif (34KB, 500x500px) Image search: [Google]
14345583014.gif
34KB, 500x500px
>do thing
>it doesn't work
>keep doing thing
>it works
>>
>>129465441
lol
>>
>>129465128
>poochie died on the way back to his home planet
>>
>>129465080
>make a separate agdg
>login verification ip check
Rotatedev already tried this. It's literally the solution of a psychopath who needs a hugbox. If you can't handle 4chan, leave 4chan. He claimed he was doing just that about a dozen times and yet...
>>
>>129465581
my nigger
>>
>>129465402
as you say engine devs have talked about the issue for years, but now the big API and driver players are starting to listen

carmack had a talk at quakecon or whatever some years back where he talked about the issue, he put it very well

>you step into that draw call and you're going to want to cry
>you'll never step back out
>>
>>129465756
I don't know what this has to do with your doubts that you still haven't even clarified.
>>
>>129465693
why would anyone do this? might as well just make a forum. what a retarded idea.
>>
>>129464460
>have you seen none of my other things i've done?
You've done nothing remarkable and you've been in agdg for 2 years. You need to conquer your ego instead of trying to defend it, tripfag.
>>
>>129458349
Feels unbalanced, like it needs a third leg
>>
>>129464460
>have you seen none of my other things i've done?

I actually haven't.
>>
why do you guys look down on mobile games?
>>
>>129466057
I don't look down on them, it's just that I don't have much fun with them and I want to make a fun game
>>
>>129466057
It's just the nodevs, you can safely ignore them.
>>
>>129465693
>lets make a government
>last government was bad, therefore its a bad idea
>>
>>129465925
Forums are not anonymous
>>
>>129465925
That's what he did. He started a 4chan clone site on his own webserver where people needed username and passwords to login. Their IPs were visible to him. He made "rules" where you can't post unless you have a game to verify that you're "not a nodev". "But if you are a nodev, maybe we can negotiate".

When asked if shitposting would be allowed he said "it depends how severe the shitposting is". In other words he was starting a carbon copy of agdg where he got to see everyone's identity and be moderator but everyone else had forced anonymous handles, no namefags or tripcodes allowed.

He later came crawling back here after the site failed and now posts here with a name and tripcode >>129464460
>>
>>129466057
Every time I go to the play store and check the top and new releases I s᠎mh. Such a pathetic market.
>>
>>129466293
Why would you shake your head? Don't you get dizzy?
>>
>>129466226
>ip logging
>do you know what anonymous means?
you could literally make all the usernames default to anonymous and it would be the same shit.
>>
>>129466057
hermits that think indie games are better than mobile games
>>
>>129466057
I generally hold my phone below eye level
>>
>>129466237
of course it failed, what a stupid idea. anyone with even a portion of a functioning brain could have figured that out before starting something like that. i don't like to make assumptions, but i assume he is probably very young.
>>
>>129466498
Again, rotatedev already attempted this. It's not anonymous if some tripfaggot already knows who everyone is.
>>
>>129462242
It's a word, you're just using the alternate spelling of toggleable. Any english speaker can parse it just fine regardless.
>>
>>129466582
Give examples of good mobile games.
>>
>>129466498
do YOU know what anonymous means? it means without name. ips are not names. it's different from incognito.
>>
>>129466654
>parse
>>
>>129466649
Yeah it's not really age though it's a personality issue. Googem is near 30 years old and did the same thing with his IRC room. Some people just demand to have insular cliques around them because they don't have any self esteem.
>>
>>129466730
>make all the usernames default to anonymous and it would be the same shit.

you're stupid as shit aren't you?
>>
>>129466792
>Parse
>To break (a sentence) down into its component parts of speech with an explanation of the form, function, and syntactical relationship of each part.
>>
You know I was going to ask for a new thread but for this once, lets not.
Just let it die, put this general out of it's misery.
>>
>>129466889
well I didn't parse your sentence correctly, excuse me
>>
>>129466649
i think it was a great idea, its just that shitposters spread too much disinfo because they want current situation to last
>>
>>129466724
pretty much anything made by Rocketcat Games
>>
>>129466191
The last attempt at off-board government was literally a dictatorship run by an 18 year old who shitposted about being drunk and gacked out on adderall.
>>
New thread
>>129466984
>>129466984
>>129466984
New thread
>>
>>129466936
All we need is a janitor who takes actually cancerous shitposting seriously.
>>
>>129466724
Define good
>>
>>129467083
this. the janitor sucks balls
>>
>>129466881
what if you pick a name instead of using the default you retard
>>
>>129466936
>this post at the end of every thread
Depressionfags are so boring.
>>
>>129467083
>>129467168
Reddit is for you
>>
>>129464374
>Now where is yours
Platformer. Now we see we are both humans, let's stop shitposting about engines.
>>
>>129464301
Very complicated reasons to do with committees and all the different players. You try to get several different companies that are trying to compete with each other to agree on things and agree to the cost of supporting a new API.
>>
>>129466649
It's not a bad idea, it is just not a realistic idea. I think it should have been in reverse and it is open to all but moderated. Fuck, this place is meant to be moderated.
>>
kill or be killed
Thread posts: 812
Thread images: 137


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.