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AGDG - Amateur Game Development General

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Thread replies: 787
Thread images: 160

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DO IT! DON'T LET YOUR DREAMS BE DREAMS! JUST DO IT! Edition

> Play Demo Day 11
itch.io/jam/agdg-demo-day-11

> Next Demo Day 12
itch.io/jam/agdg-demo-day-12

> Play Dinosaur Jam
itch.io/jam/agdg-dinosaur-jam

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627 (embed)

> Previous Demo Days
pastebin.com/i0W2tVRS (embed)

> Previous Jams
pastebin.com/wUh6itNN (embed)

> Engines
GameMaker: yoyogames.com/gamemaker | Godot: godotengine.org
Haxe: haxeflixel.com | LÖVE: love2d.org
UE4: unrealengine.com | Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org | blender-models.com | mayang.com/textures

> Free audio
freesound.org/browse | incompetech.com/music | freemusicarchive.org
>>
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It took me only about two hours to create this funky little Paddle War clone, totally in GML, without any outside tutorials except for the F1 help and one Stack Exchange question. Considering that I just started learning Game Maker the other day, I feel pretty good completing my first "game."

I gotta say, at least at the basic level I'm working at, Game Maker is an incredibly simple tool to use. There are so many built-in functions to handle images and object movement, and it's so much easier than the Java I learned and forgot in the one serious CS course I've taken in college so far.

I think I should do some tutorials and then start making my dream game - once I come up with an idea.
>>
Reminder that the indepocalyspe does not exist, and there is no data otherwise
>>
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The cockpit hatch now opens and closes. Yay. Added a button for it too. Also since the hatch material is opaque, it does some electric shit or something (the tech babble will be added later) when it closes and makes fully it transparent.
>>
>>163696716
It does exist, it's just another name for requiring a basic level of competency.

Fortunately Steam went in the opposite direction and now you can just make shit games to get in on Valve's trading card racket
>>
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Last time on agdg
>>
>>163696994
Cant read the small ones
>>
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merry christmas
or happy xmas break i guess
>>
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The Lord has blessed me this day with a completed retopo. It cost me some sanity, took me 12 hours. It was too much for my skill level but I learned a lot about topology and could do it faster next time. I think most of the topo here is animation capable, but I wonder about the shoulder. the face topo is not remotely animation friendly but I do not plan to animate the face.for similar reasons I went with oven mitt hands. I may have bit off more than I can chew as is. Assuming I can get this guy textured and rigged I will use him as the protag in my game. ASSUMING
>>
>>163696696
gg

welcome to the club of having ambition but will never finish anything.
>>
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>>163696994
>>163697049
Fixed.
>>
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>>163697508
Actually no. Last try then I kill myself.
>>
>>163697508
This one is fine
>>
>>163697827
>Well first guy hard talk next copy sale quit
kek
>>
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Google Drive folder update special Christmas edition, where nothing really Christmasy happens, other than me saying Merry Christmas at the end of the post.

https://drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE

- RPG UI examples
- Low poly examples
- More Tender Arms fan art
- Square dev's new character (Viking Girl) received the usual fan art what Square dev characters usually get
- Christmas greetings (the one in the post is from Theonian)
- New fan fic for Charlotte, Vampire girl and Bunny idol (also put the fan fics to their own folder, rather than separating them by games)
- Waifu breeder dev shared his sprites (106 to be precise), so I saved them for reasons
- The misc folder also got bigger like usual (please, if you aware of the author or the game where a given picture belongs to, let me know)
- Set up a change log file in the root directory, so you can follow the changes there if you happen to miss these posts (the name of the file will always contain the date of the latest update)

Merry Christmas!
>>
>>163697827
>anon gets steam add
HOLY SHIT
>>
Can I have some insight about fragment shaders. Do's and donts? Any suggested reading?
>>
>>163696994
good work don!
>>
>>163697936
life and times of googum.txt
>>
>>163698147
https://thebookofshaders.com/
>>
>float smoother
Any good synonym? Something sexy if possible.
>>
>>163697170
Should make one where they are shooting the tree then when it SHOULD explode it instead opens its hellmouth and starts lumbering towards them as they haul ass away.
>>
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How's does idle animation look?
>>
>tfw all these gameplay ideas but no story ideas
>>
>>163698918
very awkward, you probably want something that has a circular motion and doesn't just look like an obvious back-and-forth between keyframe A and keyframe B.
>>
>>163698918
You're trying to make it too realistic. overdo it.
>>
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>Fixed collision detection up by optimizing as much as I could think of
>Hundreds of objects now don't crash the game to < 30fps
>Clusters of objects don't massively increase performance problems anymore
p-progress...!
>>
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+item
-+equipment item
--+headgear
--+body armor
--+leg armor
--+weapon
---+sword
---+axe

Does this make sense for an inheritance relationship? I also might have to make item inherit from ScriptableObject
>>
>>163699671
Literal loot sponge. nice
>>
>>163699871
Loot Pinata's gonna work this way:
>Most loot is going to be common items with simple classification (weapon, armor, potion, gem, etc)
>Loot has a small chance to upgrade in quality and value repeatedly to a maximum limit
>Upgraded loot won't fall into a classification bucket but be treated as unique

What's a good way to make upgraded loot drops look "juicy" when they drop? I want the player to feel like "OH SHIT I gotta go pick that up"
>>
>>163697028
The good thing about code though is, that once you have prototyped a game, you can reuse this code again and again for other games, which saves a hell a lot of trouble.

With art you always have to almost start from scratch.
>>
>>163700037
sparkles, guaranteed to be on top of other items, special tint vs. regular items of same type
>>
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>>163700037
Should be shiny in some way. Have the item look like that instead the character, and people will notice it.
>>
What's the point of this
http://poal.me/694nau
>>
>>163700556
I'm not clicking on a link when I have no clue what it is
>>
>>163700631
>I have no clue what it is
your new is showing
>>
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Hey agdg does anyone remember this game? I made the demo a year or so back and completed development for the whole game a few months ago. I've got it on itch.io if anyone is interested:

https://fyndr.itch.io/terrier
>>
>>163698918
try not to move all the limbs at once, also your pose is a little off balance
>>
>>163700750
I'll keep that in mind
>>
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any suggestions for attacks or behavior?
>>
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>>163700037
other than looks, sounds are pretty powerful as evidenced by Diablo 3

Otherwise I would suggest a 'gleam' animation/effect
>>
>>163701141
unholy festering fart rips a hole in the ozon layer, blasting the area with radiation. The smell has a chance of making characters nauseous being forced to skip a turn until they recover.
>>
>post progress
>0 reply

>post advice
>1 meme reply

>ask question
>0 reply

I'm just waiting to get pissed enough so I can eventually leave this place.
>>
>>163699671
I thought you wanted to stop enging
>>
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>>163701703
>getting pissed because of the internet
Anon...
>>
>>163701703
maybe your game isnt interesting enough
>>
>>163701815
Pic intended for >>163700631
>>
>>163701141
This looks cool anon.
>>
>>163696696
https://www.youtube.com/watch?v=GZDl_R8Zp2E
>>
>>163698037
Thanks man!
>>
I'm going to implement melee weapons today!
>>
>>163703056
good luck anon!
i'm gonna continue doing nothing today!
>>
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how do you guys handle scaling the screen in your games? so far ive handled it by drawing everything to a canvas/framebuffer and then scaling that buffer. this works well for pixel art and it means that i only have to worry about 1 resolution. but how do you do it when you want things to be higher res when they're scaled up? for example, a font, instead of being scaled up, you would just use the same font but with bigger size. is the only way to deal with this by doing math on everything and placing it manually on all resolutions you care about or is there a better way?
>>
>>163701759
Yeah but... it's so fun....
>>
>>163703130
Internal low resolution everything is rendered in. Everything.
Nearest neighbor scaled up with black bars as needed.
>>
>>163703346
that doesnt work for anything that isnt pixel art
>>
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I plan the to spend the next year doing environment art and trying to make a horror game.

Was just wondering, do people buy horror games?

I could also just make a zelda clone.

Focus on UE4, Modo and Substance try to make a horror game.

Take art from wind waker, try to make a zelda clone, but with procedural generation or something.

I cannot decide which to do
>>
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---More progress--

Added spike traps.

Anyway, the game loop is very much like Dragons Crown. You got a couple of levels that you replay for loot and upgrades etc.

You got a spaceship, you jump into a black hole that takes you to medieval times.

I haven't actually done the loot part for weapons or whatever... just upgrade items (gems etc). Thinking of having some sort of RNG boost thing you can do before the levels to boost damage.
>>
>>163698918
Is this for a platformer? I've to agree with the others, it looks a bit awkward. Is it based on something, like another game's idle animation?
>>
>>163703569
With the upcoming zelda game on the switch, a game like that is probably popular right now.
I don't really know about spooky games, it's a niche.
>>
>>163703130
You mean like normalized coordinates where instead of using 0 to 1080p as coordinates you use 0.0 to 1.0 where 1 is full right then you multiply the coordinates by the resolution to get the coordinates at that resolution
>>
I'm working on an open-world Roguelike in GMS. I'm using DS grids for the map and I was wondering if anyone knew if there was a way to save map pieces in a text file and import them into the game, basically the way that Cataclysm DDA does it.

I can write them out piece by piece in the DS grid, but I'd rather save them in a visual format and convert them in game.
>>
>>163701703
>meme reply is source reek guy
>>
>>163699825
please respond
>>
>>163700754
looks fun but i don't have windows and it crashed when i tried to run it in wine
>>
>>163697236
Nice anon puttin in that work
>>
>tfw about to buckle down and make a few hundred sprites

Drawing clothes is fun!
>>
>Christmas family dinner
>whole family finds out I've been trying to dev
>"Oh shit you're gonna be a millionaire!"
y-yeah, h-hah
dev was a mistake
>>
>>163704682
>look herd leader i posted it again!
>>
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>>163703096
>>
>>163703569
excitement i guess, but i wouldn't know cus i'm too much of a pussy to play horror games.
The only reason i WOULD actually play a horror game is when the story is really good.
>>
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>>163704747
lmao all my family is web developers and knows theres no money in computers

>>163704750
lol'd
>>
>>163704759
looking good anon!
i watched 4 episode of fullmetal alchemist and played some overwatch.
>>
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How can I import this spacedock obj model?
I read you just have to drag a material on it, but it doesn't work.
>>
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>>163704682
>>
>>163703130
I tried doing subpixel fonts in a few mockups but eventually ended up deciding that it looked bad
Here was the technical outline for what I was going to do though
Instead of rendering to the canvas, when I want to add ui fonts, I just push everything to a love2d text object (you could simulate the same thing with just a ringbuffer and message/position/width pairs)
then, for rendering:

if subpixel then
> scale(2x)
> draw(canvas)
> draw(text)
else
>canvas:render( text )
> scale(2x)
>draw(canvas)
end
>>
>>163704682
At least it's not source.jpg
>>
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when is winteru jam?
>>
>find thread of anubis devs game on another forum

welp, I guess hes about to make it
>>
>>163705416
>furry artist with an existing following and a knack for designing appealing characters makes it
wow consider me surprised
>>
>just got an IBM Model M keyboard

I... I can finally make game now...
>>
>>163705416
link
>>
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>>163704862
I fucked up!
>>
>>163703504
why encourage mixels and shit
just make a low res font
>>
>>163706179
made me kek
>>
>>163706179
Bokube-level animations
>>
>>163706179
is this game about propeller dicks?
>>
>>163706179
swordcopter propulsion

add it as a feature /right now/
>>
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>>163706179
>>
>>163703130
I just zoom the camera in, anon.
>>
>>163706179
Shakedown mode
>>
How much would it cost to pay someone in the Far East to create a set of pixel art sprites?

For argument's sake, a 2D kicking boxing game.
>>
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Do you think I could make a walking simulator in the style of FF12 or Vagrant Story? I'm good at simple low poly stuff.
>>
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>>163706179
I have also had a problem.
>>
>>163703569
>procedural generation
>zelda clone
No one plays Zelda for the core gameplay
>>
>>163708040
wait... zelda has a story?
>>
>>163708297
It has level design and puzzles
>>
>>163708446
oh
so no story
>>
Anyone know what the best function to use in GML for code that alters the view once the player's mouse hits/nears the edge of the game window (in window mode or full screen)? Would window_get_mouse_x() work for both?
>>
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Merry Christmas, here's some new weapons.

Not pictured was a lazer weapon that I'm not too happy with thus far because I feel its too slow. All suggestions for new ones are more than welcome.
>>
Tomorrow I can go back to working on my puzzle game. I had to think about how to make it fun, and I remembered that StarCraft 2 mode/map I loved where you play Bejeweled and can spawn units with points. Can I just steal that idea? I need something to put pressure on the player
>>
>>163709160
You gotta scale that webm up bro.
>>
>>163705593
consider yourself salty

>>163705416
open google, type 'anubis and', look at its autocomplete suggestions, then check out the first few results
>>
>>163709317
shit, I didn't realize it'd become a webM for ants, will upload a bigger one later.
>>
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How the fuck can I make it so in the animation window, that the wire to set keyframes is not so incredibly wide?
I have to scroll ages to get to a 2 minutes mark or whatever.
>>
>>163707769
we are united in our autism
>>
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>>163710293
Can I join?
>>
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Progress?
Happy holidays guys.
>>
Hey, it's me again; given the success of the last two times I posted here with trying to find people to help out on specific parts of my games, I figured I'd see if I can have success a third time.

What I'm currently looking for is two things;

1) A sound effects/foley artist, to do a wide variety of sound effects across all of the games I'm working on. Would be paying between $3-15 a sound effect, depending on complexity/length (you'd set the pricing, not me). You would be doing SFX for Future Fragments, Internal Interrogation, and Reclaim Reality. As an extra note to this, any of the SFX you create for these games you'd also have the license to use in your own creations or other projects; we don't want/need exclusivity on them.

2) A GUI artist, to do the GUI for Reclaim Reality (where the background in this picture is from). I have an entire document laid out with examples, references, what we specifically need, that sort of thing. (Ideally, you'd be able to do a logo for the game, too, but that's just a bonus.) Would pay a rate I'd negotiate with you, but for the initial, core GUIs (there'd be multiple ones) we'd need for the game, we would be paying at least $750-$1,000, and then we'd also pay down the line for extra GUIs we'd need for the subsequent boss battles (as each one is in a different aesthetic/gameplay style).

As a note, all the games are 18+ games.

If you're interested at all, please contact me at [email protected] with some examples of your work, as well as how much free time you have to work/how long it would take you to complete a sound effect or GUI on average.

(To be clear, I'm looking for two separate people here; I'm not wanting someone who can do GUI *and* SFX because I figure that not only would that be a rarity, it'd also overtax you with too much work. Feel free to apply regardless though if you do specialize in both of those.)
>>
>>163710681
I'm just making sprites. I'm trying to at least do 96 sprites today.
>>
I'm currently stuck with a Linux toaster (that can't handle modern Windows at all) because my PC broke. I don't want to be doing nothing and rusting during this period. What are my options for devving? So far all I could find was LOVE, is it alright to use?
>>
>>163710820
There's always monogame, too.
>>
>>163710687
>Would be paying between $3-15 a sound effect, depending on complexity/length
>(you'd set the pricing, not me).
>>
>>163710867
Don't I need VisualStudio to use that?
>>
>>163710890
Do you not have reading comprehension?
>>
>>163710820
godot
>>
>>163710940
No, bro. You can use Monodevelop or just use the compiler directly. VS is the ideal option, but beggars can't be choosers.
>>
>>163710961
>Would be paying between $3-15 a sound effect, depending on complexity/length
>(you'd set the pricing, not me).
>>
>>163710890
Okay, since I guess that wasn't clear;
I'm saying we would pay, at minimum, $3, and at maximum, $15 per sound effect.
You, the creator of the audio, would choose whether a given sound effect was worth $3, or $4, or $8, or $12, or $15, or any other amount in between those two numbers.
>>
>>163710687
>$3-15 a sound effect
>18+

GET PAID TO MAKE SEX SOUNDS!!!!!!!!
>>
>>163711147
So you are retarded then. Even if he sets limits on the price, you still would choose the price of the sound effect. He doesn't understand sound design enough to set the price, so he's limiting you while giving you a good range of pricing options which are still YOUR CHOICE. I swear people in here are the most semantic idiots I've ever seen. "Wow I can't say this sound effect is 100 dollars! That must mean I have no choice at all!"
>>
>>163711382
here's a choice: you can
1) Leave
or
2) Fuck off

it's up to you :)
>>
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>one man army
>already doing code, textures, models and animation
>got me some FLStudio for christmas

The circle is finally complete.
If now I only knew how to music.
>>
>>163711538
Nice comeback, bro. :^)
>>
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Everyone's on holidays and because of that I can't find a job to do.
I am doing pixels(pic related) and looking for work
If you are interested my email is [email protected]

I also made a small game, you can check it out here https://drive.google.com/file/d/0B18iT5biNgtqa0lIOWVnU0lGaDA/view
>>
>>163711382
hi i want you to make a mmo for me ill pay you between 10 and 20 dollars but you can decide the price ill pay when the game is finished you like making games right this is easy for you
>>
>>163711641
if only i was this good at art :(
>>
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>>163711614
>tfw can make music if I know the general notes but I can't compose for shit
>>
>>163711641
is that.... heides tower of flame?
>>
>>163711641
do you work for free? :)
>>
>>163711759
>tfw cant read music sheets nor compose properly

Huh... should have done something else than going to school learning useless bullshit during my childhood.

Wish I had at least learned one instrument.

Or alternatively gotten kinda good at drawing. Cause that's also some shit I'm struggling with.
>>
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>>163711382
This, pretty much.

>>163711380
Also this.

I should also note that for sound effects, I'll be recording in-game footage as best as I can (if possible) of all the things that would need sound effects, so you'd have a visual example to go off of for your sound effect.

For example, for Future Fragments, I just shot a video showing the following;

- different SFX for icicle sizes
- ambient noises in the snow level (wind whistling, frosting over of surfaces)
- laser charging up, and laser blast for the tall celdost
- hitting the guard celdost's shield with a shot and it charging up
- the guard celdost thrusting forward with his javelin
- the small celdost smashing the ground with his club
- a "chain moving" sound for the moving platforms, like what you see at ski lifts
- fire burning for the fires in the level (would be a sound that would get stronger as you got near it)
- new charge shot effect
- new regular shot effect
- molten rock/fire dash
- hitting an icicle to drop it from the roof

I'd estimate that an SFX artist would probably stand to make at least $5,000 off of the SFX between the three games, if not more, over time.

Probably around $3,000-$4,000 over time for the GUI artist, as well.

>>163710687
Also, since this wasn't said in the original message, and people are doing semantics, we'll pay you immediately after you have the SFX done, not once the demo comes out, or the game comes out, etc.

The initial GUI payment we'll likely have to split up into two payments; half during the month you get it done, and the other half the next month. All subsequent GUI payments would be done the month you completed the work.

(Sprite attached is from Reclaim Reality, also.)
>>
>>163712005
Dwelling in the past will get you nowhere anon. Look forward.
>>
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>>163712063
>- laser charging up, and laser blast for the tall celdost


What kind of sex game is this you fucking weirdo?
>>
>>163711641
How much do you take in monies? Or are you doing this out of kindness? I really need to make a nice atmopshere in my game which i think means i need a bg or tiles if you are interested.
>>
>>163711942
Kinda sorta
>>163711946
no :^(
>>163711714
Thanks anon, don't worry, just keep practicing and everything will be alright.
>>
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Can some Blender+Unity expert explain to me why the object constraint is not carrying over to Unity? Look at the sword, it should move with the back bone but it doesn't.
The weird thing is that I used the same type of constraint for the helmet, and that one works.
Excuse the shit framerate, my toaster can't handle blender playing an animation while unity is in play mode.
>>
>>163712256
Price depends on difficulty of the job. Send mail and we'll discuss.
>>
>>163712507
I didn't think any constraints carried over, but I could be wrong. It would probably be easiest just to have the sword be a child object of the back bone you want it to move with.
>>
>>163712247
One with actual gameplay, branching storylines, etc.

We're making games that have sex woven into the game's storyline and gameplay, but the gameplay/storyline isn't taking a back seat to the sexual parts; we want to make actual, solid, entertaining games. There's a (fairly old) demo of Future Fragments on Newgrounds if you want to look it up.
>>
>>163712805
>teasing dicks
not sure man
>>
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I feel like that red robot from futurama
>>
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>>163698037
>christmas greetings folder
>dino girl delivering a gift isn't in it
>>
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>Have to make a good a game so one day I can at least have fans that wish me a merry Christmas
>This is happening

Cmon Blender, dont give up on me your going down to 8 now!
>>
>>163714091
F
>>
>>163714091
I'm terribly sorry. Could you, please, repost it, or give me the link to the original post? I always scan trough the threads when I get home, but sometimes I make mistakes like these. ;_;
>>
vagina jam when
>>
>>163714462
Scoop it out of your mother's
>>
>>163698037
>See my old game in the Ancients

Oww.
>>
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>>163698918
here's my idle loop, note how the cycles are delayed. try raising the chest too to simulate breathing

>>163714375
you're great >>163643724
>>
>>163707572
If it has a nice narrative/story with nice stuff to look at then sure.
>>
>>163714462
Please never use the term "vagina jam" ever again
>>
>>163714612
>tfw making a rpg and you can't even afford idle animations.
>>
>>163697236
I was expecting that to be the "before" topology, to be honest.
You're wasting an insane amount of polygons.
>>
>>163714612
That hat needs more detail. At times it looks like a white bakers sock.
>>
>>163714462
>Meanwhile, in bizarro /agdg/
>Normie-infested subreddit is unironically holding menstrala jam
>But at least they've managed to get rid of sourcefam
>>
>>163715142
Pretty sad to think that only in a bizarro universe we'd be able to get rid of the literally insane shitposters.
>>
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>>163715112
does it look better ingame?
>>
>>163715317
Good thing I'm only ironically insane
>>
>>163713819
what in the world does this even mean/refer to?
>>
>>163714612
Uploaded! And thanks for the present, dino lady.
>>
>>163715423
Not him, but I think it's because there's a saying, "If you remember the story of a porn, you obviously didn't enjoy it."
>>
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>>163698037
Theonian here,

Thanks for doing this!
Merry Christmas, faggots!
>>
>>163715379
Try adding ridges at the bottom like a real chefs hat, it kinda merges with the head
>>
>>163695467
Has anyone written classes to make opengl easier.
Basically a class the takes a VBA and and shader program with a draw method.

I wrote a project recently by hard coding it all, but now that I've learned more I want to make it more expandable
>>
>>163715493
Well, then we're out to challenge that viewpoint by making games with porn in them that have actually entertaining gameplay/storylines while still having quality porn :P
>>
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>>163715629
hmmm it might work, I used to have ridges on the top half but I didn't like them, at the bottom it might be subtle enough. thanks
>>
>>163715878
Sfml mate
>>
>>163715934
No problem man, the game look really good btw
>>
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ahh yes
>>
0-7 : More Whisky
8-9 : Dev
>>
>>163716112
>not doing both
>>
>>163716112
>>163716351
WHY CAN'T I JUST BE A FUCKING NEET AND DEV
stupid job
>>
>>163696696
good start. now make limitations and say "i'll make pong but won't do it with collision events for score"

then solve that problem
>>
>>163716453
I feel you
>At weekday after work:
"Nah im done, just get some sleep"
>Weekend
"I need to relax at some point..."
>Sunday night
"I did nothing all week again..."

...I'll grab a beer
>>
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Christ, why is my performance so bad in Unity?
Is this normal to get such fps drops for merely having such an object in the room?

Does anyone know a way to fix this, without having to delete the objects?
>>
>>163712507
Helmet bone might have gotten one or the other keyframe.
Can't tell from the webm

But generally it is probably good practice not to rely on something that might be blender internal only. The engine might e.g. handle interpolation differently, giving you jiggly animations and similar shit like that (had that on unreal a while ago).

Go to your keyframes, mark all bones and hit "I" for locRot.
That way all the bone positions are 100% clear on export.
>>
>>163681631
Go for it, it's fun to play with GOAP. Even if you make something not suitable for a simulation with high amounts of agents, it's a very valuable learning experience.
>>
>>163712792
some constraints get applied on export, others are just ignored

>>163712507
I'd personally just parent the sword to the bone in unity, you're going to have to do that anyway if you want to switch weapons

it's how dino girl picks up things
>>
>>163716841
How many verts does that thing have?
>>
>>163717756
No idea, but I guess too many for my lappy.
>>
>>163718182
Apparently
Kinda looks like a high poly mesh to me.
Could be wrong though.
>>
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>>163718182
click on the object's mesh in the lower left project files menu, and look for pic related
>>
>>163718381
look at all those thin curved bits... i think the polycount on that is seriously high
>>
>almost done implementing customizable controls
wtf i hate user friendliness now
>>
>>163716841
>>163718182
Just click the "stats" button in the upper right of the game window, it looks like you're running millions of tris which is kind of bad practice.
>>
>Have 3 screen resolution options
>One is Fullscreen but it slightly stretches the pixels
>This makes the all female cast slightly thicker but it still looks pretty alright

I am okay with this. It wasn't horrible distortion like I thought I would end up with. Surfaces for whatever reason are a no go because of how I draw things but honestly I think everything will be fire (I put small red text under the fullscreen option warning of possible pixel stretching if selected).
>>
>>163719080
Its a bitch but its a necessary bitch.
"Games" without customization controls are shit
>>
>>163719080
What's so hard about it?
1. Make the logic respond to abstract events/state like "jump" or "left" rather than "space" or "A".
2. Translate concrete input data to abstract input data based on a configuration.
3. Allow the player to change the configuration.
>>
>>163719774
Have you done one?

It's a bitch
>>
>>163720074
Yes and I've never found it particularly challenging.
>>
>>163720161
I don't think anyone said it's challenging, it's a bitch, i.e. long and monotonous, especially with 10+ buttons & gamepad support
>>
>>163720161
well, then i guess your penis is bigger than mine
>>
>>163720274
What's tedious about it?
>>
>>163720315
It's a lot of buttons
>>
>>163720392
But they all behave the same insofar as translating concrete input to abstract input goes.
>>
>>163720392
Also if you want that juice you need branded controller icons, multiple binds, modifier keys.
>>
>>163720274
Not him, but it's not bad if you know what you're doing.

http://pastebin.com/X31gPnv0

Making a screen to actually mess with it is way harder.
>>
control configuration guy here: im at the point where you can go on the menu, select a key, and then ?

im not sure how i should be handling getting the input (im using gms). should i just use keyboard_lastkey once the button is selected?
>>
>>163720787
>Making a screen to actually mess with it is way harder.
I thought that's what we were talking about, I hate UI stuff
>>
>>163720787
>Making a screen to actually mess with it is way harder.
IMGUI and a coroutine to wait for the input to assign it, bam.
>>
>>163720804
That is certainly one way to go about it, yes. You can also check _lastkey to limit the options for user assignment, although that is seldom necessary.
>>
>>163720804
For keyboard input, mine is
if(keyboard_check_pressed(vk_anykey)){input = keyboard_key;}
>>
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>>
>>163722525
Hello, dreamsequence level.
>>
>>163722525
Anon did you fuck the parallax?
>>
>>163722525
It is an interesting gameplay concept.
I really like it, really original.
>>
>>163712507
Post what it looks like in the avatar config in unity.
>>
>>163722525
This is like dissociatives in vidya form.
>>
>>163722592
I accidentally spawned the game 3 times and this is what it did.
>>
>it's an "i know exactly what story i want to tell but i have no idea how to make it in to a game" episode
how do I make games feel like games and not just vaguely interactive movies?
>>
>>163723107
Add gameplay.

To be less obstuse, look at titles like Westerado. They have a story to tell, but they don't let it get in the way of the game.
>>
>>163723014
How the fuck do you do that?
>>
>>163698918
that looks like a barbell exercise
>>
>>163723014
Each level in my game has scripts that load in the essential game systems when run so I can test quickly from any scene (despite this being backwards of the logical construction order). But here I had 3 open at once and I assumed the loading system called the awakes in a different order so it wasn't set up to handle it okay.

I'm really sick of all the little details in the engine which are not documented anywhere and you just have to run your own tests to figure out the behavior and then hope that it is intended and not something they are going to patch out or break in the next version.
>>
0-5 watch an episode of twin peaks
6-9 continue dev
>>
>>163723762 is meant for >>163723207
>>
>>163723771
>twin peaks
I want !twinpeaks-dev to return.
>>
>>163723771
nvm fuck numbers I'm going to continue working
>>
>>163723874
That's the spirit!
>>
>>163716021
damn dat's tidy
>>
You had ONE JOB op.
>>
>>163723762
What engine?
>>
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A lot of people have argued that vertex animation is insane and, ultimately, pointless, so I wrote up a wall of text trying to explain why I'm using it.

It likely IS pointless, but I hope some of you might find it interesting anyway:

http://theonian.tumblr.com/post/154962200682/merry-christmas-everyone-today-i-want-to

Merry Christmas - Don't forget to dev!
>>
>>163726453
I don't know very much about 3d, but why can't you mix both approaches? so like most animation is done via mesh deformation + bones, and then you add the vertex animation stuff for small details

Or use bones to author animations and then convert them into vertex data
>>
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>>163726680
>use bones to author animations and then convert them into vertex data
That's very possible, and I plan on doing that to make rough blockings (especially for symmetrical shit like walk loops) before I bake the animation as vertex data and make the vertex edits I want.

It's not all that common, though. Most people just use bones, and maybe some shape keys for facial animations.
>>
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If you're not using player telemetry to train NPC NN's then you have no business making games
>>
>>163710759
Aww yiss, done. I'm surprised it only took 4 hours.
>>
>>163727093
I think you should try to focus more on improving, rather than just shitting out huge amounts of MS Paint stuff by following a template.
>>
i give up
>>
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>>163727638
okay
>>
How do I make a proper camera shake? I know the basic "shake the camera left to right and linearly reduce the intensity of the shake until it isn't anymore" but it doesn't feel as good as other games.
>>
>>163727863
>left to right
Have you tried up and down as well?
>>
>>163727748
I want this but I'll wear it ironically
>>
>>163726453
I'll admit, I only skimmed through your blog post before writing this, and I'll likely go back a read it more thoroughly. The only compelling argument I see here is the desire to see how it was done and to appreciate the effort involved.

Everything else seems like you spent a lot of effort to justify not taking the time to think out a rig and to weight paint the bones for the legs and wings that would work for your desired application.

You are basically doing the tedious part of 2d, without taking advantage of the tools that make 3d animating less tedious after setting up a rig. Which is fine, you are fully entitled to do that, and with the number of vertices you are using it probably feels not so terrible to do it that way.

You have to know you can set keyframes for location, scale, and or rotation. Your transition to owl is fully possible with bones whether you want the legs to bend naturally up under the body or to scale down into almost nothingness, you don't really have any more freedom doing it your way, because bones manipulate the exact same vertices.

Same with your described claw attacks, just set keyframes for the scale of the claws during the animation.

I don't think vertex animation is bad, but I do think that if you end up making models with more polygons you will find it cumbersome to use your currently implemented technique.
>>
>>163724840
Unity, though I would assume other closed source engines have the same problem.

>>163727863
You want to add some randomization in there but not too much.
>>
>>163728216
yea but if you want vertex A to move forward and nearby vertex B to move backwards, you'd need two bones, and so on for more vertices. At such a low poly count, bones might not offer the freedom for nice looking animations.

bones don't give you quite as much freedom.

but yes, he'll figure out soon enough if its too tedious to do for all his models and he can always switch to rigging if it ends up being that way. I think the look will be worth it, especially for the main character.
>>
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I spent sometime working on the idle animation. How does it look now?
>>
>>163728216
>Everything else seems like you spent a lot of effort to justify not taking the time to think out a rig and to weight paint the bones for the legs and wings that would work for your desired application.
Bone rigging is very easy, Anon. One of the reasons I'm doing this because it's literally impossible to make a bone-rig bend small, triangular, single-loop joints without very wonky deformations.

>You are basically doing the tedious part of 2d, without taking advantage of the tools that make 3d animating less tedious
That is true, but I enjoy doing it, so all's good.

>Your transition to owl is fully possible with bones
It would be extremely cumbersome with bones, and the rig would have to be very special.
What could be done, however, is to shapekey into the owl, and then have a separate bone-rig for the owl's movement.

>Same with your described claw attacks, just set keyframes for the scale of the claws during the animation.
I might be misinformed, but I read that most game engines do not read scale date from bones?
Also, even if they did, that would mean adding a bunch of loose bones all over the place, just to be able to scale areas separately.

> I do think that if you end up making models with more polygons you will find it cumbersome to use your currently implemented technique
Naturally. I'm figuring this out specifically to deal with sub-400 triangle characters.

Also, what he said
>>163728701

A lot of things can be simulated with bones, hooks and shape keys, but that would make for a very convoluted rig, and it would still be harder to control than directly manipulating the vertices.
>>
>>163729035
you should really look into doing ik for the legs, not only it's a lot easier but it'll stop the feet from sliding like that
>>
>>163729381
I am using Ik, what do you mean?
>>
>>163729835
huh

her legs should be resolving to the feet position, the feet should not move
>>
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>>163729149
>Bones and weight painting are EZPZ

>Bones and weight painting are literally impossible for my application

At least as of Unity 5.4.1f (what I'm using), this two bone rig was keyed with location rotation and scale, then saved to the directory I store my models in for Unity, I have done no other tweaks to the settings.

You don't even need to use shape keys, you can just save the pose of the owl, scale of the legs and all.

If these models are so low poly, then weight painting them should be as you said, very easy.

Best of luck, and I wish you success, I just think you are giving undue praise to the way you are doing things.
>>
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>>163730146
>At least as of Unity 5.4.1f (what I'm using), this two bone rig was keyed with location rotation and scale
Oh, well that's nice to know!

>You don't even need to use shape keys, you can just save the pose of the owl, scale of the legs and all.
Again, I very much doubt that would work out very well. There is a lot more happening there than just scaling.

>If these models are so low poly, then weight painting them should be as you said, very easy.
That's true, but the joints won't look good no matter how they're weight painted.

>Best of luck, and I wish you success, I just think you are giving undue praise to the way you are doing things.
Thanks!
That's fair enough - Perhaps bones could be used, and perhaps I'll return to them when I get over-encumbered by vertex animation, but for now I'm having enough fun to create a nice drive, and that alone is worth something, I think.
>>
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>>163730474
>that gif
>>
I don't wanna dev. I just wanna bang on my drum all day.
>>
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daily reminder to steal for success
>>
>>163730673
>complaining about "stolen" shit in a medium that looks the same 95% of the time
Animefags are the worst people on the planet.
>>
>>163730553
Don't you ever respond to me or my son ever again
>>
All I've been reading lately is lovecraft and it shows really hard in my writing. I don't know how I'm going to write quests if everything I write comes out like this:
http://pastebin.com/vpTSEkvP
>>
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>>163731023
>>
even come up with an idea
odd play video games
>>
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Finally getting the visuals and sounds together for the puzzle game. Link to webm for sounds and drone music.

https://a.uguu.se/toZiJhjCUCPM_beep.webm
>>
>>163731183
Went in expecting to cringe but it's not bad at all.
I wouldn't mind playing a game filled with that kind of writing.
>>
I don't understand structure. Am I expected to have big loop somewhere that checks to see if I'm in the out of game menu, the pause menu, ingame, or if I'm quitting? Should those checks all be side by side while loops or something? I don't get where one script should end and another should begin, or what should be inheriting from where. All the guides I look up for anything just tell me how to make shit on the screen move around, can't find anything that explains how to organize things.
>>
>>163732223
how about some globals
>>
>>163731183
Went in expecting to cringe but I just ended up very confused. How do trees cling to their own bark? What do they cling with? How come the pine trees are as curvy and sharp as fishhooks? What did I misplace? How do stars pierce an abyss? Wait was it supposed to be dark?
>>
>>163731183
>http://pastebin.com/vpTSEkvP
>"you begin to wonder how many of them you've misplaced."
This is a hit or miss thing that builds up some interest but disassociates "you," the reader, from the "you" who is being discussed. The "you" in the story clearly knows what the pronoun "they" refers to, but as a reader, "you" don't. Once the reader acknowledges this (i.e. reads the sentence) they're going to be immediately taken out of the shoes of the "you" in the story; the "you" in the story is no longer "them," if that makes any sense, which defeats the initial purpose of speaking in that manner. If you like it, keep it, but it's a sacrifice. I haven't read any lovecraft so it beats me if that's his shtick or something.

Though it's also possible your sample is out of context and I'd normally just know what "they" refers to.
>>
>>163732223
http://gameprogrammingpatterns.com/contents.html

try this book maybe
>>
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centered camera until I can figure out how to get the camera to pan only when the mouse is at the border of the games view. It's a lot easier to see whats coming at you but it limits your ability to shoot shit from a distance

Anyway an anon said I should just steal weapon ideas from other SHMUPs since they basically done everything already, i tried to be original and took bits from r-type, made them spin and shoot laser beams but it makes it even harder to see what is happening
>>
>>163732813
>until I can figure out how to get the camera to pan only when the mouse is at the border of the games view

get() screen size
if (mouse.x < 0+border || mouse.x > screen.width - border) define pan(x)
if (mouse.y < 0+border || mouse.y > screen.height - border) define pan(y)
pan(x,y)
???
>>
>>163732687
>book
>expect a boatload of information to sift through
>book actually tells me how to read it and how it's divided up in the introduction
>laid out layer by layer

surprisingly nice, though having an image or something that shows a good general purpose hierarchy tree might help too, am I thinking about this the right way? I keep getting hit with this fear that if I dive in I'll end up making a big clusterfuck of unusable stuff.
>>
>>163732813
Do you aim with the mouse?
>>
>>163732125
thanks
>>163732608
they're metaphors - I'm describing the trees as tall and sharp and associating the protagonist's feeling of cold with the environment. You misplaced your steps because you're lost.
>>163732623
it's some preliminary narration for the player to set the scene. This is my favorite lovecraft short story:
http://www.hplovecraft.com/writings/texts/fiction/mez.aspx
you'll see the influence
I appreciate the help!
>>
>>163732813
deployable missile pods that the player launches that are then manually or automatically detonated for an itano circus

deployable nodes that the player places and then activates which send arcs of energy along the series of nodes

charging body slam

black hole gun that turns the enemies it captures into orbiting projectiles that travel along with it

aberrant energy generator that leaves a damaging but quickly dissipating trail in your mech's wake
>>
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>>163733160
Shit, forgot image
and obvious each state would have means for the user to change the state number
>>
>>163733556
sort of, but your game states are best laid out in a tree structure. For example, you may have a "the game" game state which follows a certain number of rules and checks certain things. However in that state you might have "pause" and "unpause" states so you don't, for example, check collision or have to put most of your code in a "if(unpaused)" statement.
>>
>>163733087

that's basically what I have, but it only works if the mouse x/y is less than 0. I probably have a logic in there that I just cant see atm

>>163733275
Yeah

>>163733463
>charging body slam
That's what i wanna do, like the shine spark or w/e it's called from metroid
>>
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>>163733763
Yeah, coincidentally enough I hopped into the thread because immediately after making that drawing I thought "shit, I was supposed to make a tree".

Pulled this out of the book; are you generally expected to apply this sort of reasoning to the overall menu structure?
>>
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>>163733912
>B for jumping
>>
>>163733864
Instead of just panning the camera when the mouse gets to the edge, you should do something fancy like expand the viewport as the mouse gets further away from the player.
>>
>>163734024
...maybe it's a keyboard game, and B is short for (space)Bar?

>arrow keys for moving
>>
>>163734024
Surely anon wouldn't be so ignorant as to not include rebindable controls to correct this abominable mistake.
>>
>>163733912
unless you plan on having a really ui heavy game you can pretty much just slap your menus together
>>
>>163733385
>>
>>163734110
that's not anon (me), that's an image from the book pulled out of a section on "Finite State Machines"

>>163734115
what does this actually mean though

Like I'll go to make a menu and I'll get this panel in space in my viewport, and I'm just thinking "where the fuck am I?" all the while. I mean if I'm making a shooter for example, it's not like I just hide all the menus underneath the map then position the camera overtop of them when the player pauses the game. But if they aren't there, then where the fuck are they? There's just something I don't get and I feel like it should be painfully obvious.
>>
>>163714612
Could I see her wireframe/untextured view? I wanna reference it for low poly.
>>
>>163734332
you have your game gamestate where there are no menus and your menu gamestate where there are menus
are you making a javascript game? That's the only reason you should ever render something off screen and then move it onscreen when you need it
>>
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>>163734267
I never said they were good metaphors
>>
>>163734448
>you have your game gamestate where there are no menus and your menu gamestate where there are menus
that helps actually

but what happens when I move from one state to another? Don't I need to make the stuff from the state I'm leaving go away as I make the stuff from what I'm entering appear?

>are you making a javascript game?
I'm using godot which has script that handles like python.

>That's the only reason you should ever render something off screen and then move it onscreen when you need it
>render something off screen
Isn't rendering by-definition on screen? I think this is part of what I'm getting lost on.
>>
>>163734673
no, you're going to keep pretty much everything in memory at all times (at least in the state you're in now). That being said, all your game states should have entering and leaving functions to clean things up (reset values to default, etc)
>>
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>use a perlin noise to generate content
>what if I use another perlin noise to determine a threshold?
>and another perlin noise to determine the threshold min value?
>and another perlin noise to determine the threshold max value?
>and another perlin noise to determine a scale multiplier maybe?
>algorithm intensifies

I fucking love maths man
>>
>>163734901
>you're going to keep pretty much everything in memory at all times
I guess I'll dive in and try not to worry about keeping stuff in the background (whatever that is)
>>
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>>163734405
y
>>
>>163735018
yea, really the only way to learn is to get started
>>
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>>163735047
Is that what Monster Kid from Undertale grows up into?
>>
>>163735136
thats a nice jaypeg you got there
>>
>>163735047
Thnx boiiii
>>
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The spirits of Xmas are falling. Kinda like snow, right.
>>
>>163735437
is this The Lost Vikings?

looks nice
>>
>>163735474
>lost vikings

You couldn't be further off from the mark if you tried. It's a platformer based off Maze of Galious with furry shota porn scenes after beating bosses.
>>
>>163735474
>The Lost Vikings
Have there been any games that even came close to that kind of puzzle game setup? The Cave and Trine both are kind of in the same direction but both suck ass compared to TLV.
>>
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what are some low-barrier-to-entry artstyles that aren't pixelart? preferably 2d
>>
>>163735652
Posterization?
>>
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>>163735474
Yes.

No, no it is not.
>>
>>163735652
get some old photos and photoshop characters out
move them around like monty python animations
>>
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>>163734990
Here are some abstract looking results.
Probably can get some good caverns but now I have way too many values to play around with.
>>
>>163735721
What do you actually want to use this for?
>>
>>163735763
Map generation. Gothicadev

I'll just feed that pass to a dynamic heightmap so I can get some caverns below ground level.
>>
>>163735696
>people unironically consider this genre erotica and not comedy
topkek what a world we live in
>>
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Anyone else think (Amateur) is too belittling here? Should we rename these threads to Hobbyist/Self-Taught Game Dev general?
>>
>>163736240
go away reddit
>>
>>163736240
aggy daggy sounds better.
>>
>>163736240
>intentionally getting involved in thread politics
>not just, like, maeking gaem
k-kill yourself fampai
>>
>>163736240
That's some nice bait you got there.
>>
>tfw no motivation to make progress because none of it looks exciting when all your art is just colored cubes
how do people manage to finish games with placeholder art? i'd be way more motivated if i finished programming some neat attacks and i could actually see some animations happen rather than a red cube flying around and another cube being knocked back a little
>>
>>163736453
just make everything from cubes; characters, particles, fx, everything. if it doesn't look good, then you don't have enough cubes.
>>
>>163736453
>how do people manage to finish games with placeholder art?
Find a placeholder style that you like and most importantly CAN do by yourself.

I've spend months looking/experimenting for one but now I'm really satisfied with what I have. Although I'm getting nearly no replies or notes but that's how the world works so you will have to deal with that.
>>
>>163736240
>amateur
>belittling
only if you're a normie who doesnt appreciate etymology
>>
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>>163730673
Monty was a genius. He stole shit to make the most mediocre anime wannabe show full of waifus, and japs are buying it like hot bread.
>>
>>163736774
>gogem responding to bait
Why expect more?
>>
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Also merri kurisumasu.
>>
>>163736829
words matter, nodev
nodev: portmanteau of "no" and "developer", pertaining to a person who participates in a game development community but has not created any games.
>>
>>163736952
Bonfires sell games.
>>
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>>163736952
>khopesh
>has a wide crossguard
>>
>>163736952
メリクリ fucking furfag
>>
>>163737398
said the weaboo
>>
>>163736993
I don't like that definition. Are you saying that one is a nodev until they release something playable? And, from that point on, are no longer a nodev even if they cease to develop games?
>>
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>>163737165
4u
>>163737398
Marikuri to you too. Hope it went well.
>>
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Trying to polish my fugging death animation and gameover screen/text.

What does it need? I'm trying to go for that mario sunshine kinda gameover text.

I added a ghost that leaves boku's body upon death. (got rid of the old exploding into little cubes).
>>
>>163737575
it was very tasty
>>
so... /AGDG/ I just created courage and just enrolled myself in a game developing course in college, so what i'm in for? did I finally fuck it up completely? what can I expect from the first months?
>>
>>163737645
i think the important elements are
>each letter animates individually
>they move through the center of the screen
>>
>>163737762
>what can I expect from the first months?
hell
>>
>>163737762
>enrolling without informing yourself beforehand
You are getting exactly what you deserve.
>>
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>>163737762
>I just created courage and just enrolled myself in a game developing course
>>
>>163737841
>>163737872
I did do some research beforehand anon, but still its kinda different from hearing the opinions of the students themselves and since I barely know anyone irl that does the course, I kinda wanna know what you guys thinks personally.
>>
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the dynamic bullet trails have an interesting side effect of nearly disappearing when the game is paused
>>
>>163735437
T-thats not snow, anubisdev...
>>
>>163738204
If the man wants massive flocks of bird to poop in his gif, let him.
>>
>>163737645
proper fanfare
>>
>he's making a game that has an ending
enjoy fading into obscurity
>>
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>>163737762
>>
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>>163735437
JoJo stands when
>>
>he's making a game with more than a main menu
enjoy fading into obscurity
>>
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>>163736827
A game that is a series of vignette cutscenes where various video game characters sit down and drink coffee and smoke cigarettes.
>>
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>>163732090
Okay so there's been no comments on this, but what do you guys think of just the music on its own?

https://clyp.it/dykmvlyl
>>
>>163738432
riddle me this punk

if a game has no ending, how can it have REPLAYABILITY?
>>
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lol the captcha was for coffee too
>>
>>163732090
sounds too peaceful for the spooky eyeballs puzzle
>>
>>163732090
Nice tiddy aesthetic. Ambient does appear a bit too dissonant for a puzzler though.
>>
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>>163735763
Here's a live example. I did it with pure randomness so I can probably find better values to generate better looking caves.

It's not "natural looking" but frankly I don't really care, the generation process is just different anyway.
Besides once I've started adding new blocks and a proper background it's probably going to look good-enough for exploration.
>>
>>163738663
>Ambient does appear a bit too dissonant for a puzzler though.
Dissonant? But everything is in C major / A minor? Genuinely wondering what you mean by dissonant.
>>
>>163738751
Unsettling.
>>
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>>163738408
Probably never, sorry pal.
>>
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R8 my dude (on the left)
>>
what would you all recommend if someone wanted to get a completed game under their belt?

i was thinking of making a game comprised of 3 minigames (pinball, pachinko, ball-in-a-maze)

is this a good starting point?
should i go for something a bit more complex?
what was your first video game?
>>
>>163739741
Go for a shoot em up.
It's literally just
1. Movement
2. Collisions
3. A way to spawn patterns
4. Done
>>
>>163737541
if you havent made a game how can you say youre not a nodev?
>>
>>163738782
>Unsettling
Is it because it's not consistant? Is it the shifting tonality? I'm sorry I deliberately tried to make a track as soothing and calm as possible, it's strange to hear that is still comes across as dissonant
>>
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no recaps yet?

I'm deving from a music festival im volunteer stage hand at

i get not much done even though im not doing much either
>>
>>163739997
have you taken music lessons recently or anything
cus you probably should
>>
>Gravity set to 0.50
>Non integer y values cause weird collision bugs
>setting gravity to 1 or higher feels terrible

Does anyone have any advice?
>>
>>163740070
>have you taken music lessons recently or anything
>cus you probably should
>https://clyp.it/dykmvlyl
>calling this dissonance
Pls leave
>>
>>163740178
fix the bugs
>>
>>163739997
I'm not knowledgable about music terminology, so I'm probably expressing my thoughts incorrectly.
I think it's the "feel" of the strings mostly. The bass(?) droning throughout is kind of... jittery? The windchimes or bells or whatever you used there, the higher pitched instruments are all fine, but the mental image I have of the bass/cello is like using your fingernail to scrape along the string, getting caught in the small crevacess. It's especially prominent for me around :28-:34.

I seem to be the only one having this issue though, so you probably shouldn't mind my input.
>>
>>163740178
Are you using unity? You can change the speed at which gravity works in the physics tab
>>
>>163740234
thx
>>163740296
Nah, gamemaker, which is why it's an issue, because gamemaker works in 1 pixel units
>>
>>163740226

That guy >>163740070 is not me, who originally called it "dissonance". This is me >>163740290. Again, dissonance is very likely the wrong term for me to use.
>>
>>163740290
>>163740390
You might mean timbre.
>>
>OP changed the post layout
>nobody says anything
??? Where's the faggot that always complains about it?
>>
>>163740834
Looks like he just arrived.
>>
>>163740867
But I'm not complaining
I made the thread
>>
>>163740896
>(embed)
Why would you admit to doing that?
>>
>>163740834
I noticed it and liked it but I knew saying something about it would start pointless discussion
>>
>>163740948
Cause I forgot to delete those, I usually do. Sorry.
>>
>>163714091
Why are tails so lewd?
>>
>>163740434
it might mean you know shit about music

or else it's fucking perfect and we're wrong WHO KNOWS ANON
>>
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>>163737575
thanks for the wallpaper merry yiffmas and happy pawlidays~~

good luck with your game
>>
>>163739810
Totally depends on the shmup. If you want you can make any genre simple.
>>
Instead of pushing blocks and talking, is there any common mechanics in RPG that aren't about fighting?
>>
>>163741968
Fishing and ice puzzles.
>>
>>163741996
Thank you
>>
>>163741968
Cooking/Crafting
>>
>his mom doesn't beat him because he used to smile too much

pathetic, how do you even expect to create great art if you don't have a rotten childhood to draw inspiration from
>>
>>163741968
card games and racing
>>
>>163741968
Maybe housing and reputation factions
>>
>>163742064
>>163742083
>>163742105
Actually there's not gonna be any factions, and racing won't work with a game of this kind. But card games and crafting/housing may be a good idea.
>>
>>163741968
Quicktime Hero, meaning minstrel work. Playing postman. Also, gardening.
>>
in unity 2D mode, how can I block the top/bottom of the camera border to prevent movement past it?

http://pastebin.com/63AfZYbv

what i've got so far will stop it, but has this weird jitter where it shunts the player back onto the 'stage', rather than stopping them cold at the border.

removing ( + halfPlayerHeight) will stop it cold... halfway buried outside the screen, since it's going by the center of the player object.

please forgive shitty formatting, I picked up unity and C# two days ago (currently following along with sebastion lague's tutorial, but challenging myself by trying to add vertical movement to his falling rocks game)
>>
>>163741968
clicking the A button twice every box to skip past the slow text writeout and accidentally skipping a box and being unable to go back to read the previous one.
>>
>There's already a Horror, which is just big and horrible, and a Nightmare, which reduces the attack of enemies because it spooks them
How do I call a superspookster?
>>
>>163743673
No textbox here, I use text bubbles. So no passing text and no occurence of 219453 pages long dialogs
>>
>>163743782
a Spook, Wight, Ghast, Grundlegrabber, etc.

could move the nightmare to the superspook and name the debuff spooker something else.
>>
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>>163743881
>A Spook
>>
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>>163739810
well, since no one else has put in their input, i guess i'm going with this. i suppose it's a good thing too, since i had an idea for a shmup that i wanted to get to after getting enough experience though.

in the past hour, i've only done this. a beam that captures enemies and rotates them around your ship. eventually i'm going to enable you to crash them into other ships, but for now, it's almost 3am.

also, i still need to fiddle with ffmpeg's screen recording settings to get better video quality.
>>
>>163743782
Spooky Boogie obviously.
>>
>>163741996
you need to learn from Itoi.
Fishing is for fishing games not RPGs.
>>
>>163743960
I like that. Pull them into your orbit and use them to fuck shit up.
>>
>>163741968
Inventory/gear management, level-up shticks (specializations, perks, sphere grid, whathaveyou), affection systems, NPC daily routines, shops, various types of crafting
>>
>>163743163
check that your position is within your space before you actually assign it instead of after you'v assigned it
>>
>>163741968
ice block puzzles
crafting
trading
housing
romancing
>>
>>163744296
I'm not totally sure what you mean. Well, I'm not actually sure when I've assigned it to know where or how to check before then.

can you give an example, if it's not too much work?
>>
>>163744470
post your entire code
>>
>>163741968
pet management
>>
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How many monitors are needed to be productive when making games?

Im currently doing some Unity and C# shit with only one monitor and i really feel like i could need three monitors. One for documentation, one for MonoDevelop and one for the the engine itself
>>
>>163744651
>>163744296

ah, solved the issue! here's updated code:
http://pastebin.com/5m2VKjYQ

posted earlier was the "block borders on x-axis" section, actually assigned variables for the movement bits and defined them in the start and top area (which was roughly what you were suggesting, i think?)

thanks for the fast reply.
>>
>>163744818
Unless you're crossing your eyes and reading from 2 different sources at the same time you need one. Learn to alt tab.
>>
>>163744818
try using multiple desktops, windows 10 has it now like Linux, and there's a useful hotkey to switch desktops
>>
>>163744818
I pretty much never need feel like i need more than 2
>>
>>163740069
mate wtf, I admire the setup, but go do festival stuff.
>>
>>163716021
this isnt UE, what is this spaggety?
>>
Hmm, Can I do resource gathering similar to how workers gather minerals in game maker? How easy or hard would that be to code?
>>
>>163744818

2 monitors is only ever mandatory for streaming. For everything else that isn't streaming you can get away with 1 monitor, and would need 2 only for convenience.
>>
GMS question.

do i scale my image up?
or do i change the viewport's size in game?
>>
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Bigger webM with some weapon polishing. So far I have:
1: Regular shot
2: Spread shot
3: Grenades
4: Lazers

I want to add homing bullets and a flame thrower, looking for some other suggestions too.
>>
>>163736240
how is amateur belittling? Amateur is literally just a fancier word for beginner, and is used in sports as well as martial arts. Everyone starts somewhere. You can not become a professional without first being a amateur. Just not possible.
>>
>>163745989
freeze ray, shots that split into smaller shots when they hit an enemy (or after a set distance, I suppose?), a "bouncing" shot that will aim for a nearby enemy after hitting an enemy. bullets that ricochet off the level geometry.
>>
im going to be rich!
>>
>>163746201
good ideas
>>
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Continued working on this guy

Gotta figure out how to reasonably give him legs and maybe arms
>>
Any way to pull off a decent story setting while reducing the amount of 3d characters I have to model/texture/animate? I`m killing myself just doing a single character.
>>
>>163746676
make them a race of very similar looking aliens.
>>
>>163746636
>>
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>>163746189
not true m8. amateurs can be masters as long as they don't receive payment. amateur has nothing to do with skill level. on the other hand, you can be totally shit at something and still be considered a professional because you're making money.
>>
>>163746676
race with no sexual dimorphism, or with strict rules of dress (i.e. all wear the same outfit, just recolor them with a shader to distinguish them)

make your animations gender neutral and just have everyone use them.
>>
>>163746676
Buy it all from the ue4 asset store
>>
>>163746676
Don't make a 3D game if you don't have the ability to make assets for it.
>>
>>163746919
Amateur also means somebody who is less proficient at something, depending on context.
Dictionaries should be banned
>>
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Progress!
Now there's a "listen" capacity.
Basically it works the same than "see" capacity, with the only difference being that listen not only show more things on screen but also make ambiant sounds/musics (that doesn't appear on this webm because it's muted).

...I promised to share my progress when this appear but since I shared progress only two days ago that feels useless...
>>
>>163746919
you need to graduate out grade school and realize that words have multiple meanings depending on context. In this thread it means beginner level.
>>
>>163747569
Bretty gud
>>
>>163747653
No it doesn't. you think it does to justify your being bad at it.
>>
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Happy Holidays /agdg/. Apologies for not being able to post last week's recap, but thankfully I got back just in time for this week's recap.

-------- AGDG WEEKLY RECAP
Fill out the form to be a part of the weekly progress recap. Be sure to respect the format and pay attention to any customization options that might be available.
Submissions will be accepted for roughly the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Holidays:
Progress:
+ ...
+ ...
- ...

* Added 3 new options to the Holidays field. Your choices are now candy cane, snowman, santa hat, gingerbread, reindeer, or tree. Not case-sensitive.
* Images are scaled and cropped to fit 16:9.
* For webm files I use the thumbnail.
* You must attach the image with your post. If you forget, delete and try again. Do not reply to your own post with the image.
* You do not have to reply to this post for the scraper to catch your entry.

-------- SCORES
23 ... Monolith
21 ... Skylarks
13 ... Crystal Chrysalis
11 ... Clarent
11 ... Throbot
9 ... Cybership
7 ... Vampire's Bit
6 ... Wannabe Nintendo Clone
5 ... Saigo no shinwa
4 ... Not a School Shooter
4 ... Babby's first 3D game
3 ... VikinGirl RPG (temp)
3 ... 23/Prometheus
3 ... Helleton
3 ... [Placeholder Title]
3 ... Project M
3 ... Super Space Jam Jetpack Robot Turbo
2 ... jamos
2 ... BONE LORD
2 ... Space Dementia
2 ... Scavenge
1 ... The REM Project
1 ... Project Rocket
1 ... Locked Masts
1 ... card tactix
1 ... Slime Box
1 ... Working title
1 ... Cyberpunk-y detective simulator
1 ... Space Carrier Ops
1 ... Bout O' Wizards
1 ... RAD Ross
1 ... Catgirl Pool Party
>>
>>163746919
you can be a professional at something and still not get paid. So that reasoning is idiotic. The terms you a re looking for is hobbyist, and even then there is a amateur hobbyist and a professional hobbyist.
>>
>>163747748
Merry Christmas, recap guy!
>>
>>163747698
that doesn't even make sense. You are going to be bad at whatever you are trying out for the first time. Also you are the one who is so butthurt at the name that you want to call the thread a "hobbyist" thread because it hurts your sissified feelings to be called an amateur/novice.
>>
>>163747787
>professional hobbyist
oh lol
>>
>>163747748
Holy shit, that recap was worth the wait. Merry Christmas dude.
>>
>>163747787
In my eyes you are a professional once you get money for what you do, no matter what skill level the person has. If you do something for free, it's your hobby, a professional always takes money for the work
>>
how easy would it be to get variables out of a gamemaker game?
>>
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>>163748002
I made a shitty mobile game in like a week and a half and made $3k off it. Am I a professional?
>>
>>163748047
is it your profession?
were you charging for the game or with ads?
>>
>>163748047
Yes. You would not be a professional, if you hand your game out for free
>>
>make games for years for fun
>not an amateur according to some retards ITT
>>
how much should I charge for my matchmaking gamemaker script?
>>
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>>163747748
----[ Recap ]----
Game: Kairo The Gryphon
Dev: Theonian
Tools: Blender, Unity
Web: http://theonian.tumblr.com/
Holidays: santa hat
Progress:
+ officially began development of Kairo The Gryphon
+ made progress on vertex animation
+ made a transform-to-owl animation, a flatten animation and a couple of other things
+ acquired music (https://soundcloud.com/user-273497596/kairo-the-gryphon-ost-sample)
>>
Is anyone else really indecisive when planning out a game. I keep flip flopping and it really hinders my progress.
>>
>>163748296
no, planning games is a trap.
>>
>>163748293
Still no codebro though, right? That's a huge shame. I hope you find someone good soon.
>>
>>163745989
is this Microman?

nice
>>
>>163748047
How long did it take to make 3k?
>>
>>163748293

What is this game about
>>
>>163748293
Nice Spyro mod
>>
>>163748293
Also, is your game about the plague doctor dead?
>>
>>163747787
"professional" implies that the subject described as a professional is seeking payment for his services. yes, it's possible that the subject falls victim to a scam and doesn't receive payment. that doesn't mean that he's not a professional anymore, that means he's been ripped off.

hobbyist is actually a perfectly valid synonym for amateur. and no, you can not be a professional hobbyist. you can make your hobby your profession however. i hope you understand that there's a difference.

>>163747893
novice implies that you are new to something. a novice isn't necessarily an amateur. ever heard of entry level jobs? most of these go to entry level people, i.e. novices. or beginners. beginner and novice are synonyms.

here's a really easy example. when michael jordan retired from the nba, what did he become? he did not become a beginner or a novice. michael jordan became an amateur. despite him still being good enough to be a professional in the nba.

your english just sucks and/or you're retarded.
>>
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>>163748378
Thanks, Anon.
But I think it's time for me to realize that I need to learn programming myself, or I'll never be able to complete a game

>>163748510
Spyro-clone, basically - Although I probably will add some original mechanics (such as the owl transformation):
>>163726453


>>163748532
Hah, I take that as a compliment
>>
>>163748296
when I have an idea for a game I try to imagine the feel of the game and then write down & draw whatever I think captures just that.

I figure the gamefeel is the most important anyway so changes (which are bound to happen) should always cater towards that goal.

Honestly tho I think this question is better suited towards professionals cuz im pretty much a nodev.
>>
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>>163747748

----[ Recap ]----
Game: 23/Prometheus
Dev: GrandFaker
Tools: GM:S, GIMP, FL Studio
Web: -
Holidays: Reindeer
Progress:

+ Did much work on passive tree (finished many symbols etc.)
+ Working on 2H sword
+ Made some skill symbols
+ Made mechanics for 2 new spells
+ Did much work on dialogue menu (still needs upgrade, pic related)
+ Working on first level boss

- time flies, I need to work harder
>>
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>>163747748
>----[ Recap ]----
>Game: RAD Ross
>Dev: Apollo
>Tools: GameMaker Studio
>Web: https://apollo.itch.io/
>Holidays: Reindeer
>Progress:
+ Added more weapons
+ Added several enemies
+ some NPC sprites
- Started working on a boss but its not going so well
>>
>>163748745
Why did you post his full name? Are you hoping people will dox him or something?
>>
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----[ Recap ]----
Game: Saigo No Shinwa
Dev: Trapdev
Tools: Game Maker/FL studio
Web: None
Holidays: reindeer
Progress:
+ "See" and "Listen" are made
+ Dialog system fully made to
- Dang I still have a lot to do...
>>
>>163748791
I just didn't think.
He's not a bad guy or anything - He just got too busy with school ;_;
>>
>>163748789
I've already said this, but this game reminds me of old DOS platformers I used to play for some reason.
>>
>>163748856
probably something to do with my art style. Hopefully its a good thing.
>>
>>163748950
If the game is as fun as those were then it's definitely a good thing.
>>
new guy here again, running into an issue where my spawner (creates rock instances in random locations at the top of the screen to fall onto the player) is also teleporting around to random locations in the top half of the screen when it creates a block, and is also subject to gravity. for some reason.

spawner code thus far:

http://pastebin.com/x5cyBfc8

I mean, It's still doing it's job so I'm not mad, but not knowing why or how this oddness is happening seems like it could bite me in the ass going forward.
>>
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>>163747748
----[ Recap ]----
Game: Clarent
Dev: Arikado, PHI
Tools: GM:S
Web: arikado.itch.io/clarent-demo
Holidays: snowman
Progress:
+ still working on 1h weapons
+ fixed inconsistencies on weapon ranges
- progress has been incredibly slow due holiday season
>>
>>163748002
thats retarded logic and an insult to people like professional chefs. With your logic in mind someone who is selling candy apples and burnt fucking pies on the street is as much of a professional as chef Ramsy or any other chef that owns and runs a professional restaurant.

That's not how it works.
>>
>>163748620
thats not what a professional is, are you guys retarded? You don't become a professional just by selling toilet paper with shit stains on it. Please rethink the meaning of the word, it is skill based.
>>
>>163749082
This sounds like an easy issue to fix.

Your spawner has a colldier/rigidbody on it (why it's affected by gravity)

Also you're spawning these objects, which also have colliders, inside of your spawner collider making it bounce around
>>
>>163749251
>>163749318
best to ignore these neophytes on AGDG. They like to throw around the word "professional" so it makes them feel good that they made a crappy ass game and sold it for $1 on google play or some shit.

Speaking of which, this thread should be called neophyte game dev general, maybe then they will actually know their place.
>>
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I need more curses and status ideas
>>
Has anybody got the infograph that shows how to make a quick desert/rock in blender?
>>
>>163749251
the guy who sells candy apples is a candy apples salesman. ramsey is a great cook. that doesn't mean that there aren't terrible cooks. bad cooks who take home paychecks each month are still professionals. your mother might be a really good cook without getting paid. which means even though she could be a professional cook, she's still only an amateur.

>>163749318
actually you do become a professional by selling toilet paper. you probably work in retail, which makes you a professional loser.

i've offered plenty of examples proving that someones skill level can not be inferred by the simple fact that he describes himself as a professional. nor can it be inferred by the fact that he describes himself as an amateur. which means i'm right, you're all wrong and amateur is actually not a derogatory term.
>>
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>>163749478
see, that's the weirdness: the spawner doesn't have a rigidbody or a box collider--according to the inspector, it's just the transform and the blockspawner script.

also the blocks are neatly spawning at the top border and falling, while the spawner itself is popping around like crazy (teleporting, not bouncing).

I'm attempting to use WebMCam to show what i mean, but it keeps cutting off huge swaths of the right side of the screen, regardless of whether it's attached to a window or what it's manually sized to.
>>
>>163750085
i believe it's because your blocks have rigidbodies and if you parent them to your spawner he'll act on it

try not parenting your blocks to the spawner
>>
>>163750228
yep, that fixed it. thanks for the help.

(still not sure what's up with webmcam that it'll record outside it's own borders but never on the right/bottom sides)
>>
How do you figure out how much you should pay people you are commissioning? I have no idea what a sound designer makes and the internet shouts widely varying numbers at me.
>>
>tfw want to make a wave-based game with classes but it'll probably play exactly like RoR and everyone will call it a clone even though I've never played it
how can I make it different? maybe proc gen the levels? or would the different class variety and different enemies make it feel different enough?
>>
>>163750393
>but it'll probably play exactly like RoR and everyone will call it a clone even though I've never played it

You're saying like this is a bad thing, remove your ego from the mix and appreciate that some might go

>Hey! have you seen this new game? It's awesome it's like RoR but it¨'s got these cool things etc etc
>>
>>163750503
>>Hey! have you seen this new game? It's awesome it's like RoR but it¨'s got these cool things etc etc
that literally never happens
>hey have you seen this game? it rips of ror LOL what a loser dev
>yea IKR? LOL, let's go give him shit reviews for epic lulz
>>
>>163749751
>Pregnant
>Shattered Hip
>>
>>163750578
low tier bait
>>
>>163744818
2 monitors is a standard setup in the industry, but if you feel you could make good use of 3 then go for it. Documentation isn't necessary all that often that it needs its own monitor for most people.
>>
>>163750390
you can get lots of amateurs to do it for free (although they shouldn't do that)
professionals can make hundreds of thousands of dollars
so, somewhere in between there
the fact that you're the one coming up with a number and not the guy himself means he's not a professional
>>
>>163750390
I've been quoted $5000 and $300 for the same amount of music

Have fun
>>
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>>163747748
----[ Recap ]----
Game: Super Space Jam Jetpack Robot Turbo
Dev: nurikabe
Tools: unity, tiled, sai
Web: https://nurikabe.itch.io/jetpack-robos-dd11
Holidays: reindeer
Progress:
+ improvements to player movement
+ started working on better tutorial
+ dynamic bullet trails
- lots of physics problems still
>>
>>163749958
a salesman, not a professional. please stop.
>>
>>163750503
i guess it's been long enough that releasing something similar wont be too bad

hopefully he isnt making ror2
>>
>>163751038
i will stop now. you're wrong, i'm right but you're too stupid to understand so this argument is pointless.
>>
>>163751001
Music at least has some general estimates, you know? I'm looking for a sound designer i.e. the person who designs the sound effects accompanying footsteps or bullets.
>>
>>163751038
He made money with the profession of selling something. He is a professional. That word does not build around your personal judgment of how good someone's ability of something is.
>>
people seem to not understand that definitions have multiple meanings and because of that it is all context based.

amateur

inept or unskillful.
"it's all so amateur!"
synonyms: incompetent, inept, unskillful, inexpert, amateurish, clumsy, maladroit, bumbling
"their amateur efforts"

in this thread, regardless of if you like it or not, amateur means someone that is not skilled at game development and is seeking help to get better. That is why this general was created in the first place. It doesn't matter if your amateur game was steam greenlit, you will still be seen as a a amateur until you start churning out more games.
>>
Any openGL experts here? I have a question. I come from /dpt/
>>
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Got around to trying implementing palette changing. Not as dead easy as I thought as some things still use hard-coded colors.
>>
>>163751246
depends entirely on the person you hire
if they do it for a living they will tell you how much it costs (at least an estimate), and they will tell you up front before the work begins
if it's an amateur/student/hobbyist then anything is possible; free, name in credits, $1/hour, minimum wage, flat $10 per file, etc
>>
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>>163747748
----[ Recap ]----
Game: Crystal Chrysalis
Dev: Kada
Tools: Unity, Blender, GIMP, Zbrush, Topogun
Web: https://kada.itch.io/ https://twitter.com/KadaScopic
Holidays: santa hat
Progress:
+ fixed models
+ redesign spider character
>>
>>163751175
>>163751318

Not the guy or guy(s) you are arguing with, but you two seem to not understand the purpose of a definition in general. You are picking and choosing the definition without first looking at the context.

>>163751332
This guy pretty much gets it. You HAVE to look at the context of this general. This general is in regards to unskillful or beginner work on game development, regardless of if you make money on a crappy game or not.
>>
Should i use gamestudio or gamestudio 2?
>>
>>163748623
looks awesome have you tested the level yet?
>>
>>163751552
both
>>
>>163751246
Get quotes

You could also check a freelance site.
https://www.fiverr.com/categories/music-audio/sound-effects?source=category_tree&page=1&filter=rating&ref=service_type%3Asound_effects

These people offer between 1 and 15 sounds per $5
>>
>>163751528
not the guys ur arguing with but thats just ur opinion man
>>
>>163751513
A spider girl!
https://www.youtube.com/watch?v=HEXWRTEbj1I
>>
>>163751857
Thats not an opinion, that's a fact. Did you not pass the 4th grade when they started teach you about context clues or what? This is basic shit they teach you in elementary school when they force you to write the definition of a word 3 times each. The fuck man? Do you remember being taught vocab?
>>
>>163751980
embrace the degeneracy
>>
>>163752032
listen bro don't be mad at me just because you don't understand what an opinion is, blame your mom ok?
>>
I have a character design in mind for my game but I don't know how to settle on an art style. I don't know even where to start and just randomly trying to make sprites isn't working because I'll never be satisfied. How do you people settle on an art style? I could probably use some examples of RPG sprites if anyone has any favorites to share, currently using MM Battle Network sprites as reference for proportions.
>>
>>163752175
Problem is you are mistaking a fact for an opinion because you want to be seen as a professional for making a shitty 2 cent game that is probably a mario/sonic/pong copy.
>>
>>163752484
Frankly, your taste is probably shit so it doesn't really matter what you do, just pick something you like so you like working on the game.
>>
>>163752618
whoa, calm down on the edge there bud.
>>
>>163752590
really what's a fact and what's an opinion
>>
>>163752705
Using context to determine a definition for a word that has many different definitions is a fact.

Very very basic example is the word "gay". It has different meaning depending on how it is used.
>>
>>163752693
It's not that edgy, he's more likely to complete a game if he picks an art style he really likes, despite it being shitty or not.
>>
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Project: MMOTB4XRPG
Progress: zoom/pan, plot fleets, randomly generate planets
Next: draw starsystem view/plot planets
>>
Holy shit, I love video games!
>>
>>163752693
Fuck off. This is 4chan and this is how we act. Want to be coddled? Leave this website then.
>>
>>163750085
The 3d gizmo that keeps popping around like that in your webm is because you have the display set to Centered, so the centered position is the average of the positions of all the child objects, see what happens if you set it to Pivot. (Which represents the center of mass, of the object selected)
>>
Next themed jam when
>>
>>163752862

/b/ is

<---

that way buddy boy.
>>
>>163752818
ok listen here bro
remember when i told you that it was just like ur opinion man
i want you to explain, sentence for sentence, how everything you wrote in that post is fact and not just like ur opinion man
>>
>>163751357
Not an expert but ask away
>>
>>163753329

>>163752862
Hes right if you cant have thick skin and not take everytime someone calls you out on shit in an "edgy" way and not understand that everything said in 4chan should be taken with a grain of salt/not seriously at that point then you need to go back to sites where people language police.
>>
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>>163747748
----[ Recap ]----
Game: [Placeholder Title]
Dev: Ogier
Tools: GM:S, Aseprite
Web: http://ogierdev.tumblr.com
Holidays: santa hat
Progress:
+Finished first iteration of fire mode moveset
+Making more rectangles to finish adding the minor moves
+Various move adjustments
-Keep getting forced to play video games
>>
How can a dev make his game comfy?
>>
>>163753889
Try lube and stretching it out with your finger first.
>>
>>163753368
You are literally quoting the explanation.

I can't tell if you are being retarded or honestly don't know what "context" means because you dropped out of school.
>>
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god fucking damn it, dev is just eating so much fucking time, i have been working for so fucking long and today and have made shit all, i know exactly what i want to do, i know how to do it and i am doing it, but even though i am experienced with the tool it still goes slow as fuck because there is only much speed with which a single human can work
it is so fucking frustrating looking out of the window and seeing the sun setting fucking again and you making so little progress despite working yourself to the bone
>>
>>163753889
Needs atmosphere
>>
>>163754012
ok so you read that post and now you realized that a key part of it was just like your opinion man and now you're providing a strawman
it's ok bro just stop you mistook an opinion for a fact it happens no big deal ok
>>
>>163753686
>Keep getting forced to play video games
How does that work?
>>
>>163754025
make a tool to automate the usage of the tool
then you can do the things you want to do in fewer steps
and if it still takes too long
make a tool to automate the usage of your meta tool
>>
>>163754141
Friends wanting to play video games. It is meant as a joke mostly.
>>
>>163752618
Well up yours bud, guess I'll stick to programmer art for now, I'm done with the basic gameplay anyway.
>>
>>163754198
>Friends
fucking normalfag
>>
How should I implement things like slows, stuns, roots, etc? I was thinking of each unit having a list of effects like SlowEffect, StunEffect, etc which would do something like this

public class StunEffect : Effect {
public void Begin(Unit unit) {}
public void Tick(Unit unit) {
unit.CanMove = false;
unit.CanCast = false;
}
public void End(Unit unit) {
unit.CanMove = true;
unit.CanCast = true;
}
}

Which would handle having multiple stuneffects so one doesn't override the other. For slows I'd have some separate movespeed stat elsewhere which can have multiplicative modifiers applied to it (e.g. unit.GetStat(Stat.MoveSpeed).AddMod(0.5) = 50% slow) which a SlowEffect would add on Begin() and remove on End();

Is this an acceptable way?
>>
>>163754157
not possible i can't automate creativity in modeling from my imagination etc
we won't have this technology for at least 100 more years
after that strong AIs will do everything for us but right now? life fucking sucks
>>
>>163754212
Fuck you too, fag.

Programmer art is fine.
>>
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Alright chucklefucks, Christmas is over. No more slacking off. Get back to devving. Post that progress!
>>
>>163754198
Yeah, familiar feeling.
>>
>>163754260
It depends on gameplay considerations. For example if stun time would be different for different units getting stunned you might need a different system than if every unit gets stunned the same way and length of time.
>>
>>163754459
Sorry, Motavia. I just had another "how to into art" melt downs. I don't know how will I put myself together this time to get back into deving.
>>
>>163754459
>post progress
>nobody cares
No I'm done you post progress instead
>>
Where do the lot of you get your sound effects from?
>>
>>163754713
From the OP.
>>
>>163754108
Well its confirmed, you are retarded. My sincerest apologies.
>>
>>163753557
Someone kinda answered me on /dpt/, but I still don't fully understand it.

I'm wondering if it's possible to have a large number of textures in GPU memory. Like thousands.

I know there's often a limit on how many shaders you can "bind" in OpenGL, like 16 or 32.. and I gather that just limits how many textures I can render with one draw call. But I'm wondering if I make 100s of draw calls a frame, can I a thousand different textures without having to copy them to and from GPU each time I change the bindings?
>>
>>163754291
maybe your scope is way too big? this applies to modelling and art just as much as it does to programming
you may have to make things simpler if you're a 1ma
>>
>>163754713
Universal Sound FX
>>
>>163754490
>For example if stun time would be different for different units getting stunned you might need a different system
Hmm, maybe instead of making CanMove/CanCast a bool I can just make it an int and the effects can add/subtract 1, that way the stuns aren't getting unset by other stuns finishing. If you're stunned CanMove/CanCast would be > 0 Would that be ok?
>>
>>163754317
But I've gotta work on equippable armor and shit
Fuck
>>
>>163755030
>2d
>equippable armor
enjoy never finishing your game
>>
>>163754896
Sure, it sounds like a semaphore. But let's say one unit is more susceptible to stuns, in that case you might need something in the unit's code, or in some central location. But it might also be irrelevant because such a case is not part of your game
>>
>>163755394
>more susceptible to stuns
I don't think I'd have anything like a % of not getting stunned, but I might have units that can't get stunned/slowed/etc. In that case I'd suppose I'd give each effect a unique ID (stun = 0, slow = 1, etc) and each unit would have some flags that show what effects it, then when unit.AddEffect(eff) is called it ignores whatever effect IDs match the flags.
>>
What's the best service for putting ads on a mobile game?
>>
>>163754887
Looks neat. Do you know of any commercial games that make use of it? What is your experience with it?
>>
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>>163755765
just have it play a youtube video from your channel that starts with an add and then close it right after the add finishes
>>
>>163754836
Well I'm sure there's some limitation, but you could do glgentextures(1000, x) and I doubt your computer would complain. I don't think OGL textures are guaranteed to stay in GPU memory but in practice as long as your GPU has the space for it you can put as many textures as you want. You have to differentiate between a texture unit and a texture itself. The texture unit is where you bind the texture when you want to read from it, and there is a limited number of those. But the textures themselves don't have the same kind of limitation.
>>
>>163755805
That sounds brilliant, if the video is a trailer for the game and the views making it get more attention by high click numbers
>>
>>163755805
That's pretty jewish.
>>
>>163754260
StatusEffect Struct with
>CastDisabled bool
>MoveSlowPercent float

character base class with
>CanCast bool
>MoveSpeedModifier
>StatusEffect[] list
>a generic add(StatusEffect) and remove(StatusEffect) function that adds/removes from the StatusEffect list and also calculates and sets CanCast and MoveSpeedModifier

Now every buff/debuff/ability can add and remove a StatusEffect and everything will stack properly.
>>
>>163755870
>glgentextures(1000, x)
What will that do?

>But the textures themselves don't have the same kind of limitation.
Sure, but how do i draw 1000's of textures a frame then? Someone recommended Array Textures, which might be a good idea. But is that the only way?

Specifically I'm wondering what the cost of changing the texture the texture units are bound to many many times a frame. If the GPU has the memory spare, can all the textures be in GPU ram at the same time, or will OpenGL tend to remove unbound textures from GPU memory?
>>
>>163755765
admob
>>
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----[ Recap ]----
Game: Project Rocket
Dev: boustrophedon
Tools: GM:S, Graphics Gale
Web: http://boustrophedondev.tumblr.com/
Holidays: santa hat
Progress:
+ Finished placeholder sprites for obstacles and main character
>>
>>163701141
The cow does nothing. The flies are the ones who attack.
>>
NEXT THEMED JAM WHEN
>>
>>163754258
>>>/r9k/
>>
>>163757008

right now

5 minute jam

you have 5 minutes to make a game, starting now

in 5 minutes, reply to this post with a webm of what you made

i will be judging all the entries. winner gets a (you)
>>
>>163757015
>>>/soc/
>>
I miss the old Unity particule system. I can't use the new one for shit.
>>
>>163757317
time is up, no entries. which means i get a (you)
>>
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>>163757317
Here all I done in 5 minutes
>>
>>163756098
That would create 1000 texture handles you could then associate data with

Whether textures stay in memory or not is going to be down to drivers, but I doubt any driver will remove textures from GPU memory unless there really is 0 memory left

The naive approach to rendering 1k textures is to just go through all your meshes and bind their associated texture. But binding is an expensive operation so if it can be avoided you should. So a first optimization is to sort your meshes by texture used so each texture only has to be bound once. Then you get to array textures, which are practically like sprite sheets: one texture containing multiple textures. This way you only do one bind but draw multiple textures. On top of that you can add partially resident(aka mega-)textures, but that's probably out of scope.
>>
>>163757796
What makes binding expensive? Is it because can only draw 16-32 textures at a time, no need to break up the rendering into multiple draw calls?

Is there any other reason?
>>
>>163758006
It's just an expensive operation for the GPU in general because the driver has to do a lot of stuff before binding to ensure it doesn't fuck anything up. It's expensive no matter what you're binding, be it shaders, programs, buffers, etc.. Most modern rendering techniques focus heavily on how to reduce the number of binds.
>>
>>163758135
okay. So even if I have 1000 textures on GPU memory, it can still be slow to render them by binding them to unit textures because of the overhead in changing the bindings?

I presume this makes Array Textures massively preferable performance wise?
>>
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>>163747748
>----[ Recap ]----
>Game: VikinGirl RPG
>Dev: SquareDev, Raflosti
>Tools: Unity, Blender, Paint.net, Photoshop CS2
>Web: squaredev.tumblr.com, raflosti.tumblr.com
>Holidays: gingerbread
>Progress:
+ Enemy spawning algorithm works fairly well but needs polishing
+ Added some victory animations
+ Fancy new pause menu
+ Battle results at the end of a battle
+ Added a sword
+ Made a save location
- It doesn't do anything yet
>>
>>163758361
Yep
>>
>>163758407
okay.. that helps.

One other thing..

What I'm planning to make it similar to a google maps like zoomable map. I'm thinking of rending it with tiles. As the user zooms in I can replace each tile in the view port with 4 smaller tiles, and recycle the ones that have left the viewport. In this way having and Texture Array of many square textures of the same size sounds desirable.

But one thing is I want to do a lot of rendering on these tiles. So I basically want to be able to make any of the texture in my texture array a render target. I've read doing a lot of this can create synchronization problems.

Does this sound sane?
>>
What are some good games where you punch things?
>>
>>163758929
MineCraft
>>
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>it's yet another post about ECS on leddit
>>
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Would click-to-move instead of WSAD ruin your fun in a game?
>>
one punch man
>>
>>163758929
Punch Out
Urban Champion
>>
https://www.youtube.com/watch?v=H5j8uxOdSGo
Its taking shape, added states for attacks.
Next I will add crouching.
Source code available here:
https://gitgud.io/stephenlynx/LynxVania
>>
>>163759050
I watched some not 20 seconds before asking the question
>>
>>163759050
God Hand
Sleeping Dogs
>>
>>163758929
New Doom.
>>
>>163759045
I hate click-to-move, so I would vote for WASD.
>>
>>163758380
>Raflosti
The guy with the ball game? How did you two hook up, if you don't mind the question? Seeing cute dev couples are my fetish.
>>
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>>163759045
click to move only makes sense if you have multiple characters like in an rts
i would want to ideally play your game with a controller
>>
>>163759045
both can be fun
>>
>>163759045
If the move ability is an attack-move, maybe that's cool, but only really works if the character has little interaction anyway.
This is only really working out in point and click adventure games, where you don't have to reacto to something
>>
>>163759045
I love click to move, reminds me of action RPGs or real time tactics. Gives it a more strategic vibe too, whereas WASD is sort of free-to-play Korean grinder tier
>>
>>163758762
I don't know enough to help you much here but the one thing I know you're gonna need to think about in this case is you can't simultaneously read and write a texture (at least not on Intel and probably not AMD GPUs), so if you e.g. want to do some post-processing on a tile you're gonna need two textures for it and "ping-pong" back and forth between them.
>>
gib me some game ideas
>>
>>163759045
Ehhh, point to click is okay but really wasd works bette in the majority of cases, point to click works well wiht games that envolve lots of micro managment like dota or starcraft, because it lets you automate your movementm, letting you focus on other stuff.
>>
>>163759435
>>163759561
>>163759638
>>163759753
>>163759815
>>163759874
Thanks for the feedback guys, it helps a lot.
>>
>>163759867
Google engine heart, grab a few of your friends, play a game of it and make that into a game.
>>
>>163759867
Steam trading cards clicker game(Every click you generate cards and then can automate it, like AdVenture Capitalist)
>>
>>163759816
Interesting

Know any good resources for reading up on this shit?

I'd like to get a really solid foundation in how OpenGL works, but most stuff I've found is pretty cryptic to read and doesn;t make the concepts particularly clear.
>>
>>163760027
learnopengl.com
docs.gl

And the OpenGL red book
>>
Are you still alive, AGDG? Or some autists still shitpost here like motherfuckers?
>>
I program for a living, so it's really hard to come home after 8 hours and motivate myself to program for another 8 hours. Even on weekends... it's like, impossible.

I've done basic Unity demos and training, I get how it works and I've made some simple games. But structuring a game well is just way too much time - by the time I get AI navigation done, I'm just burnt out. I can't even make the content I want to.

Is there a free starting point for a 3D RPG that's good (not coded like shit)? Or am I basically stuck quitting my job to make what I want?
>>
>>163760103
Thanks my man
>>
>>163760180
i predict the next wave will begin in 3-4 hours
unless you're the autists, then now i guess
>>
>>163759045
>Would click-to-move instead of WSAD ruin your fun in a game?

Yes, you can bet it would.
Dude, click-to-move is absolutely disgusting.
Any game with click-to-move is garbage by default.
>>
>>163760241
No, I used to post here since 2013, but then the autists came and this threads became horrible
>>
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Fucking Christmas, girlfriends, and family getting in the way of progress.

But at least it works now, sends damage too, just looks dumb as fcuk
>>
>>163760215
Since I dropped out of college and got a job I've actually found myself spending much more time on my own projects.

I look at the shitcode at work (mostly C89 + WinAPI garbage thrown together hastily 15 years ago) and it just makes it feel like absolute bliss to come home to a codebase where I know everything and I can change anything without being afraid it'll break something else in a 5k LOC function where every variable has full scope.
>>
trying to make movement a bit more enjoyable

just making it more broken instead

sorry for the awful editing, im not good at this

https://www.youtube.com/watch?v=KwCDcBKdJ3U&feature=youtu.be
>>
>>163760326
>thread is going fine
>people posting progress
>people discussing gamedev
>hurr durr is this place even alive? Is the sihposter still around?

Honestly you probably are the shitposter, that's exactly the sort of thing he does.
>>
>>163759037
Extra Credits has plenty of good episodes.
>>
>>163759513
Squaredev here, I'm not cute at all. Sorry.
>>
>>163760540
Sorry, maybe I was wrong
>>
>>163760629
I'm talking about entity-component-system memery
>>
>>163760739
not familiar with that show
>>
>>163760739
The only thing wrong with ECS is when people try yo use it in literally every system in their entire game. That kind of shit is pointless. But using an ECS for characters, items, spells, whatever, that makes more sense.
>>
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>>163747748
----[ Recap ]----
Game: Space Corgi
Dev: Corgidev
Tools: Godot, Aseprite
Web: http://www.kemonogames.com/
Holidays: santa hat
Progress:
+ Fruit System
+ Bonus System
+ Combo System
+ Holidays Assets

- Holidays Assets
>>
How do I go from a basic idea to a full game concept? I have working mechanics but I have difficulty turning it into something fun and gamey, more than just a framework
>>
>>163761569
pick one of the 5 or so existing genres (platformer, shmup, etc) and apply your idea to each one in your head
pick the one that works best in your mind and make that game
>>
>tfw fingers are too cold to game dev

m-maybe tomorrow...
>>
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This is my first webm
I just got the camera frame working
That's my progress for the day
>>
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>>163737575
Holy shit you went and did it, you madman.

It looks really nice now.
>>
>>163761689
I mean I have a basic prototype for the game idea, but it's abstract and soulless, there is no real goal to achieve and no progression, no start and no end, no characters.
>>
>MFW even my alcoholic father who's living alone tells me i can't be around people
I just wanna be NEET again :(
>>
Reposting since I got no replies the last time.

ScriptableObject
+Item
-+EquipmentItem
--+Headgear
--+Body Armor
--+Leg Armor
--+Weapon
---+Sword

Does this make sense as an inheritance relationship? Is it uselessly complex? Help.
>>
>>163762024
If you're using Unity, why not take advantage of the ECS?
>>
>>163761883
Don't you wait too much for the screen to move? I mean, you are almost reaching the side before it starts to follow the character, leaving almost no space to look ahead. I guess it makes the player very vulnerable.
>>
>>163762121
What is ECS?
>>
>>163762197
EnCapSulation
>>
>>163762121
How exactly? Oh wait you're memeing, nevermind.
>>
I couldn't figure out why my game was stuttering on Windows. Turns out it was my hotswapper checking my 120 files for any changes.
>>
>>163761883
https://www.youtube.com/watch?v=nsbwXl-EuHw
>>
>>163761917
start with just one thing, for example one game area, and create an environment for it
then start to fill it in with things to make it feel not-empty
when you have that, you may be able to come up with a player character who would fit in such an environment
then when you have that, you might be able to come up with some sort of motivation for that character
and then you put obstacles in the way, and that's your progression
work backwards and forwards from there until you find the start and end
>>
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>>163747748
----[ Recap ]----
Game: Abenaki Autism Simulator
Dev: Anonescu
Tools: C++, Opengl
Web: -
Holidays: tree
Progress:
+ started(sprite/text rendering, input)
>>
>>163747748
>I'm not on the recap again this week

Okay anon, how have you changed the parser? I've been doing it the same way for years and suddenly now my shit ain't showing up.
>>
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Useless gas planets
>>
>>163762024
it might be needlessly complicated, depending on the game. You have the right idea, but if the only difference between headgear, body armor and leg armor is that they are equipped in different slots just use an enum to define what slot it goes into.
>>
>>163762024
it's fine
I'm not sure I would make each type of armor into its own class, but maybe it makes sense in the context of your game
also, unless your game makes each kind of weapon a completely different style of gameplay, then you probably should also have only one weapon class
>>
>>163761883
Yeah I know ,this is still an early version.
I'm thinking of having the camera center more on the catgirl wnen away from the sides of the screen.
>>
>>163762253
Attach Equipable script
Attach Melee Weapon script

That's all that's needed
>>
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>>163762253
>ECS is a meme
>>
>>163762668
anime is a meme
>>
>>163760423
That's great... I work in C++/C#/JS/Python, with the code being excellent or abominable depending where you look.

The problem with me is my lack of attention. Like, I'm too impatient. If I had a base to build from, I'd feel more motivated, but I just hate putting together basic UI crap when I want to program mechanics and AI and more complex stuff.
>>
>>163762330
Alright thanks I will see what I can do
I guess I should also add art at some point so the game doesn't look like shit
>>
>>163762668
My favorite thing about my ECS setup is that literally everything is playable. Aww yiss.
>>
idea guy here

mmorpg with neural networks
>>
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>tfw all engines including GM are garbage for pixel art games and don't have native pixel perfect physics or pixel perfect camera
>tfw the only solution is to use C++
>>
>>163762448
>>163762494
Good points, thanks a lot.
>>
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>fap to your game more than you work on it
>>
>>163763124
it's not too uncommon for old NES era games to use subpixels for collision detection and stuff like that
>>
>>163763201
>using subpixels
kys
>>
>>163763262
do you not like mare-ee-oh games on the nes, anon
>>
>>163763124
dumb frogposter
>>
>>163763262
do you not like saw-nec games on the sega, anon
>>
>>163763262
how would you get slopes to work on pixel perfect collisions

i dont think you actually know what you want
>>
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>>163747748
----[ Recap ]----
Game: card tactix
Dev: alloyed
Tools: love, aseprite
Web: alloyed.itch.io
Holidays: gingerbread
Progress:
+ New enemy: heal totem deals damage except backwards
+ Added a new AI type to totems, so they don't try to fall asleep or focus specific units
+ you can zoom the camera in/out in the editor
+ level generator now randomly places mspaint tables to annoy you
- tables can block you and make the level totally unwinnable
>>
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>>163763342
i call bs anon
>>
Any recommendations for a dev chair that doesn't turn into a torture device after a couple months? My current chair feels like I'm sitting on plywood. I was hoping memory foam chairs would be mainstream by now, but apparently it's mostly just high end chairs that use it.
>>
>>163759045
Just do both. I used to play a game called spiral knights that had both enabled, felt pretty comfy.
>>
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>>163763502
you're in for one hell of a ride
>>
>>163763502
TASers write up about shit like that all the time
https://kb.speeddemosarchive.com/Super_Mario_Bros.
http://tasvideos.org/GameResources/NES/SuperMarioBros.html
http://forums.nesdev.com/viewtopic.php?t=8361
>>
Anyone have resources/tips for doing low-poly 3d art? I'm a programmer first and foremost but I have access to Maya and Blender.
>>
Idea guy here
>make a roguelike
>every object is made of components
>make tons of components
>every object you spawn has a random set of 3-4 components, there is no preset objects
>you'll never know what will appear
>>
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>>163747748
----[ Recap ]----
Game: Ancient Saga
Dev: Plessy
Tools: Monogame
Web: teamessell.tumblr.com
Holidays: snowman
Progress:
+Did a lot of character assets.
+Did all the concept art I'll need before the first public alpha release.
+Created the palette tool.
+Added 26 palettes to the game.
+Fixed some misc bugs here and there.
>>
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>>163763673
>>
>>163763781
>theoretically this can be fun you can never be sure
>>
>>163763673
>>163763839

Alot of this isn't really the engine though, just the specific variables set.

That's like saying 740 is the max speed of the Source engine because that's the max speed of the fastest character
>>
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>>163763839
>>
>>163763781
you're describing the borderlands gun system
>>163763938
the point here is that the engine is capable of subpixel movement, because these variables literally describe subpixel movement
>>
>>163763673
>>163763839
Can you point out where it specifies collisions are handled on a subpixel level? Subpixel calculations for velocity/acceleration etc. are basically required in any game so its not at all surprising SMB has them. But subpixel collision really fucks with player's expectations so I don't see them doing that. WEBM is an (old) example where the player moves a bit and falls despite no visual change in the sprite position.
>>
>>163763159
>not fapping while working
Get on my level
>>
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texturing is going great so far
>>
will enrolling in software engineering will make me being able to understand and remake other games?
>>
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>tfw fucked up on my source control and now i cant finish

atleast i learned stuff
>>
>>163765009
No.
>>
>>163762416
That's weird, can you link to your recap post?
>>
>>163763159
mom must be proud
>>
>>163765175
explain.
>>
>>163765262
learn by experience
>>
>>163765009
you'll gain the base knowledge that you can then build on in your own spare time to get to the point where you can 'understand and remake other games'
>>
>>163765362
>experience will teach me how physics, linear algebra and calculus works
>>
>>163765262
College is awful at teaching actual software development. Teachers are completely out of touch with the industry. And anything remotely useful they can teach is so basic that you won't have a hard time learning by yourself.
>>
>>163765459
game physics is dead simple
if you need more complex physics you'd use a physics engine like bullet to handle it for you
and you never have to use linear algebra or calculus making a game
>>
>>163765459
mount stupid
>>
>>163765624
This
>>
>>163765262
software engineering is usually just computer science with a couple of classes changed
they don't teach you how to develop software as that's really not the intended purpose of the degree
>>
Artists > Programmers
>>
>>163765992
technical artist >
>>
>>163765628
>and you never have to use linear algebra or calculus making a game
I never learned about vectors or matrices until calculus, those are fairly important

I'd also argue that understanding what derivatives/anti-derivatives are and rates of change in general is a good thing to understand, even if you aren't actively deriving or integrating things
>>
>>163765992
artists == programmers == musicians == sound designers == writers

Gotta create a synergy in your game, bro
>>
>>163765992
>implying programming is not an art
>>
>>163696741

be careful guy, it could be dangerous to open your cockpit in space !
>>
>>163766050
technical artist is a meme role that doesn't really exist. it's just a place to put useless people with a mishmash of skills that don't really know how to apply it without direction
>>
>>163766159
>those are fairly important
maybe if you're enginedevving a 3D engine
but for someone actually making a game, especially 2D, they never need to be used
>>
>>163766292
then how do you get technical art done
>>
>>163765202
I'm not sure. What's the archive site again?
>>
>>163765202
https://boards.fireden.net/vg/thread/163146856/#q163174435

I found it. Did you change it to require the ----[ Recap ]----? Previously that wasn't actually required.
>>
>>163766754
durrrrrr
https://www.google.com/search?q=4chan+archive&ie=utf-8&oe=utf-8
>>
>>163763776
https://www.youtube.com/channel/UCDbHO-f9CT5xnuR_QT6BWLg
>>
>>163765992
programmer = game with no art
artist = art with no game
>>
>>163767090
Thanks anon. My mind isn't really up to par at the moment, been up to my ass in sprites. Time to take a break I guess.
>>
>>163767227
Games are art. You can have a game without programing but you cant make a game without art
>>
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>>163747748
----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: Game Maker: Studio, Paint.net, pxTone
Web: https://twitter.com/MonolithDevs , http://monolithdevs.tumblr.com/
Holidays: snowman
Progress:
+ Sprited a new enemy
+ Sprited more floor block variations for floor 4
- Antibirth ate the rest of progress for the week
>>
>>163767656
a drawing is not a game
>>
>>163767656
Whats the name of that one game that made a shit ton of money with just 2D boxes as a puzzle platformer with narration? Thats like no art so your argument is kill.
>>
>>163767656
Anon, there are plenty of games without art. Notably text adventures and roguelikes.
>>
>>163767227
I don't know, anon. I have never met an artist who had trouble getting into GM. Even if there's occasional "I can't into coding" posts, "I can't into art" posts are far more common. So this makes me believe that you have better luck with game making if you are an artist.
>>
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>>163762186
I fixed it.
>>
>>163767742
Thomas Was Alone
>>
>>163767791
Nice.
>>
>>163767742
Thomas was alone, but to be fair alot of the things that made thomas was alone worth it was the narration, which is part of a more traditional discipline, in effect video games need to get two of the main disciplines good before people enjoy them, unless the single discipline focused on is incredibly good (With thomas the gameplay is pretty naff but the writing holds up)
>>
>>163766314
>vectors never need to be used in 2D
>he has separate blocks of text for X and Y changes instead of running a vector through one process

>rates of change as derivatives of eachother never need to be used in 2D
>what is Lunar Lander
>what is Asteroids
>>
>>163767754
if an artist can get into GM, they are also a programmer, if only a novice one

the point is that programming results in interactive software and the more adept at programming you are, the technically more advanced games you can make. being able to draw only results in art, your ability to make games begin and end at your programming capabilities.
>>
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Would you play a porn game with this fucking character?
>>
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>>163767656
>text adventures don't exist
>>
>>163768267
Show me the pussy
>>
>>163768267
no
>>
>>163768095
>he has separate blocks of text for X and Y changes instead of
wut.
anyway, you don't need more than basic mathematical knowledge to learn and use vectors, anyone past 4th grade would have no trouble

and you absolutely do not need calculus, ever, to make a game
>>
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>>163767067
Yeah my recaps have always required the ----[ Recap ]---- key. I try to manually add posts that miss it but sometimes I'm in a rush. Thanks for letting me know so I could add you and clear that up.
>>
is transcribing a midi file into FL studio a good begginer exercise to learn music?
>>
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>>163767656
>You can have a game without programing
>>
>>163768128
I wanted to write a long ass argument about why you are wrong, but then I've realized that you are right and I'm just projecting my pain of no art again.
>>
>>163768128
>if an artist can get into GM, they are also a programmer
lol'd
>>
>>163768267
I would play even two games.
>>
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OfficeChair2.jpg
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>>163763578
You have to go with a chair like this, they last for years. Don't fall for the high back executive meme chairs.
>>
>>163768514
I'll keep that in mind, thank you, recap anon.
>>
>>163767656
>Games are programs. You can have a game without art but you cant make a game without programming.
ftfy
>>
>tfw too depressed to dev
>>
Sometimes I wonder what javascript in Unity would be like. Yet I never actually want to try it. All these years in Unity and I only fuck with C#
>>
>>163768638
if your argument was that art is a harder skill to acquire and more "valuable" on that basis alone then I'd say you are correct. it's not like I have anything scientific to back it up with, but I've always felt that learning programming and learning art are two completely different things.

programming is just like maths, it's a set of rules and good practices you have to learn after which you can make anything. you can theoretically read a book on programming then sit down and write perfect code from the start (although you are unlikely to do so).

whereas for art you need to actually practice to get good. books and guidance can help you figure out aspects you have trouble with, but you can only get good by drawing by drawing more.
>>
>>163769118
Same as JavaScript in anything.
bad.
>>
>>163768267
no
>>
>>163767914
>Thomas was alone
This "game" triggers me badly.

https://www.youtube.com/watch?v=LKa75JB0PoE
>>
1-3 overwatch
4-7 dark souls 3
8-0 gamemaker
>>
>>163769432
It's a good game, get over it
>>
>>163699825
yes
>>
>>163769343
your opinion would change if you met the comp sci drop outs that I've met
most people can't into programming because they do not think logically and they have no ability to reason
and there's really no way around that problem
>>
>>163770109
theres not much game

its just some weird dood talking while you platform with squares in generic box 2d physics
>>
>>163769981
You better play someone cool like Reinhardt not a faggot like Mei.
>>
>>163770187
good thing you can mash scripts together from the asset store instead of programming
>>
>>163769343
they are both the same

if you have a good teacher that teaches you good practices from the start your fine

its just rarer in art because most people who think theyre artists are retarded

whereas most people who learnt to code are at least mildly educated
>>
>>163769432
>it bothers me that a game was able to be fun and emotionally engaging without looking like a normal game
>>
>>163770265
i main tanks and hanzo
hate mei and dva to death
>>
>>163770265
What about zarya
>>
>>163769118
all the best tutorials/example code are written in C#

I started unity with JavaScript, and moved to c# after a week or two, don't bother.
>>
>>163770204
Make a game that makes me care about the relationship between colored boxes
>>
>>163769343
Maybe it's only truly more valuable among us and 1MAs in general. I mean I can hardly imagine an AAA team where either artists or programmers look down on each other. But when you are a 1MA, and you constantly butcher your ideas one after another to fit into your scope, you just break inside a little.

Regardless, I agree with everything you've said.

I promise myself each day that my new year's resolution will be to get into art, but I guess the main reason I failed so far was because I simply don't enjoy it. I don't enjoy exploring the lines and shades and shapes. I don't give a fucking damn how can I finally get my proportions right. I just want a person which I can make walk on the screen. While in programming, I do. I love finding new ways to express an idea, I adore planning algorithms on paper. Sorry for the sudden blog post, I don't know what I wanted to say with it, it was just on my heart for some time.
>>
>>163770386
I main Rein, Genji, and Torb.
D.va is quickly become the no fun police with her abilities and shit.

>>163770431
Russian Stronk woman is fine, annoying when her bubble shields cockblock my hammer strikes but she's genuinely a fine character.

To bring this back to gamedev talk: I wonder why no one has made a single player game with gameplay mechanics like the ones in overwatch
>>
>>163770514
>But when you are a 1MA, and you constantly butcher your ideas one after another to fit into your scope, you just break inside a little.

Or you can not and commit yourself to working 6 years on a single game.
>>
>>163770109
>>163770329
The self-aware jibber jab narration schtick always sounds like a brit cuck reading a book to a child. I can't play a game like that long enough to get invested in the story.
>>
>>163770668
>I didn't like it
>so it "triggers" me
got it.
>>
>>163770610
what do you mean by "ones in overwatch"
>>
>>163770668
Does Bastion fall into that category too? I actually enjoyed Bastion for its gameplay, though listening to that narrator's voice was a plus
>>
>>163770741
Characters with a very streamlined set of limited abilities and weapons. Though I guess there's a lot of games that fall into that category, but I'm thinking specifically a single player or co-op FPS
>>
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----[ Recap ]----
Game: Catgirl Pool Party
Dev: Hik
Tools: SGDK, Paint.net, GIMP, Qt Creator
Web: hik.itch.io/catgirl-pool-party
Holidays: Tree
Progress:
+ Added scrolling
+ Fixed camera view frame to center on the catgirl
+ Added a beach boulder rock graphic
>>
>>163770890
Time Squad or whatever the fuck it's called springs to mind.
>>
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>>163770967
you're thinking of super time force ultra?
>>
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planet-plot.png
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Project space MMOTB4XRPG
Plot selected starsystem
Next: Fleet controls & arrival logic
>>
>>163770775
That narration sounds cool, like Garret of the Thief series (is it the same VA?)
https://www.youtube.com/watch?v=VZAuKkv4eZE
>>
>>163771014
Yeah.
>>
>>163770775
pretty sure bastion has other elements to back it up while thomas was alone relies solely on its narration shtick
>>
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>>163770967
>>163771014
That show was great. But yeah, that's a good example, I like it when games offer multiple playable characters that each feel and play totally different from one another

>>163771026
Different voice actor, if you haven't played Bastion I recommend it, it's got a good soundtrack along with the narration and gameplay
>>
>>163771127
It does have some gameplay and puzzles but "a game with just colored squares" is an idea every gamedev has had, it's not really original or clever to do something that most people have the sense not to try.
>>
>>163770890
risk of rain
dark messiah of might and magic
dishonored(?)
i'm sure there's plenty more tho
Talk about one trick pony in Titan souls
>>
>>163771449
I'd argue about Dark Messiah of Might and Magic, every player class kicks just as hard as the next.
>>
new thread
>>163771985
>>163771985
>>163771985
new thread
>>
>>163770738
yes that is the current definition of trigger. congrats on keeping up with language despite your autism
>>
>>163771796
well yea but isn't that what you wanted?
Each class has different weps/abilities and all of them are equally good.
>>
>>163772142
It is, I'm just being a smartass.
>>
>>163772105
I see I see. And here was me thinking you were one of these autists who came up with personal definitions to common words and gets pissed when someone doesn't understand you.
>>
Any opinions on third-hand engines like Defold, Superpowers and the like?
>>
>>163771018
>MMOTB4XRPG
>MMO
*worried*
>>
>>163769052
>tfw to inteliggent to dev
>>
>>163768267
Well yeah but more because of the game than the porn.
>>
>>163772467
well, maybe not that massive, but certainly multiplayer. We'll see how much the server can handle.
>>
>>163763781
So.... a roguelike?
>>
>>163772893
>well see how much the server can handle

if you dont plan every packet before hand your not reaching mmo numbers
>>
OKay bored of overwatch
1-5 dark souls 3
6-0 gamemaker
>>
>>163773216
It's turn based. Turns take 1 full minute.
The social side of reaching mmo numbers will be harder than the techincal side.
>>
>>163773393
>turn based

you would be suprised

if you want the server to remember anything your bandwith costs are going uuuuuupppppp

and if the packets are large and you have mmo numbers you will just end up ddosing yourself
>>
>>163773581
>if you want the server to remember anything
What do you mean by that? The server is stateless, stuff is stored in a postgres instance.
>and if the packets are large
Yeah, that might be an issue. Am trying to send only the delta.
>>
>>163773773
if a mechanic looks at previous turns

you need to remember them

you could do it client side, but then its open for abuse

so then you have to put it server side

which means the amount of data per player in ram becomes much higher
>>
>>163773941
not the guy, but t_b_h you could just send world state only when someone joins, and send the delta in between turns
>>
>>163774383
Nevermind, I didn't read correctly, you were talking about RAM and not bandwidth
>>
>>163774383
The guy, and that's what I am trying to do. Stars and planets don't change much, after all.

RAMwise, I don't think there will be big issues, until I try to implement AI for the NPCs. That could be a limiting factor.
>>
>>163774618
eve has no ai as far as im aware and is a very slow tick rate

yet their main server has

3,936GB of RAM
>>
>>163774959
eve as in eve online?
What about all of their npcs hanging around space?
>>
>>163768271
>>163767742
>>163767746
By definition those are art. If you have any doubts check the definition of art.

>>163767740
Irrelevant

>>163768620
>>163769026
There is no programming in tag yet it is a game
>your argument = wrekt
>>
>>163775171
havent played it in years, i only remember mining for hours and getting killed by other players
>>
>>163774959
Well, let's go with "multiplayer" then and drop the "massive".

Having as many players as Eve (while I'd love to have that problem) is not going to happen.
>>
>>163745957
view size, i have a nifty script i wrote for scaling to a size. if you want i can pastebin it.
>>
>>163775439
Last time I played it they had tons of npc, they are really everywhere, from flavor transport/tradeships to pirates in belts that are worth money.
>>
>>163769432
I personally love it, the game's narration is soothing and i personally found it funny, and hearing about how the games soundtrack was made was interesting, and because the sound track never really goes hard or attempts to express the action of a situation it keeps the soothing atmosphere, and the metaphor's it makes through it's gameplay are also very good, the actual puzzles are a bit naff but the game is very good in certain aspects and can be learned from.
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