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/agdg/ - Amateur Game Development General

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Thread replies: 766
Thread images: 148

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> 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

> Previous Thread
>>163771985

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/wUh6itNN

> 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
>>
>forgot to remove/update previous thread
well shit >>163843869
>>
first for nothing
>>
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>this OP just when I was listening to some vaporware
Get out of my head OP.
>>
>>163920878
that's not even vaporwave you try-hard, that's just generic 80's shit.
>>
post recap
>>
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POST PROGRESS
>>
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>>163921123
Added player and enemy models.
Added some mountains that scroll.
Started working on a store.
>>
>>163921123
>want to post progress
>only worked on lewd animations and mechanics for days
>>
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artist here, looking for work. pic related, a study of a cat
>>
>>163920935
what's the difference?
>>
>>163921123
>post progress
>0 reply
No I've learned my lesson.
>>
>>163921912
just censor them and post them if they actually exist
>>
>>163922078
Tried, but it's not so much lewd as it is hardcore, and I can't really censor them without blocking out almost the entirety of the frame.
I don't know where the line is- I can block out the immediate area of contact, but dry humping or jiggle physics are hardly safe for work.
>>
delta time y/n?
and if yes doesn't shit hardcore break if players get way too low or high fps?
>>
TEN
CARDS
LEFT
MOTAVIA LEND ME YOUR STRENGTH
>>
>>163922193
upload them to pomfcat and link them here.
>>
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Made a new skill screen that is not just a giant sprite.
Also some progress on NPCs
>>
>YIIK is not even out yet and it probably has one of the best soundtracks of all time
hold me
https://soundcloud.com/ackkstudios
>>
>>163922483
http://gafferongames.com/game-physics/fix-your-timestep/
>>
>>163922483
Yes.
Unless your playerbase is autistic about frames, like with fighting games.
>>
>>163921123
Still doing this. Discarding most of the stuff I put in and redoing
>>
>>163922483
>>163922745
>>163922807
Also, I added a frame capper using the chrono header in C++ to stop my computer from sounding like it's dying while I test shit out and for some reason any time I try to cap my max frame time around 16.6_ms Windows forces it to exactly 15.6ms causing me to get around 64fps avg. Is there anything you can do about that shit besides using Linux?
>>
>>163923105
Check if the delta time is lesser than your intended minimum. If yes, sleep for the remaining time.
>>
>>163923105
Try using steady_clock instead, also these clocks will always be inaccurate, it's a big deal with audio programs especially.
>>
>>163922483
>>163922745
>>163923105
How does Vsync work exactly, anyhow? If you push a frame too early does it just hold it until the blanking period? What if you push in two frames? Does it queue them or does it just render the most recent one?
>>
>>163923403
> If you push a frame too early does it just hold it until the blanking period?
yes

>What if you push in two frames? Does it queue them or does it just render the most recent one?
it pauses your program until the driver gives you a go again
>>
>>163922672
it's alright.
>>
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>>163923205
Just tried that, it's still wrong but I'm getting 61.4fps now so that's an improvement.
Here's my code, just applied it to the SFML example to make things ez.
http://pastebin.com/Y60AhvqT
>>
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diving into handpainted, i feel nervous already
>>
help with c#

in an inherited class, when i call a base function from within an overriden function, it uses the baseclass variables instead of the childs

the virtual function in the base class looks something like this


public virtual void f(){
if(a == 0) return;
}

the override function in the inheriting class looks like this

public override void f(){
base.f();
dosomethingelse();
}

when base.f() is called, a has changed from its default value but it's still use the default because that's what it is in the base class. please hlpe
>>
>>163923721
eevee and vulpix have been getting it on
>>
>people say nice things about your game
>still a depressed loser
>>
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>>163921123
I got walking, running, punching animations down.
>>
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>0-3 UI
>4-7 population
>8-9 something actually productive and worthwhile
>>
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Should I be using A* for this or is there an easier solution? Basically the AI would only jump over short walls and drop down short drops like pic related (blue line means it can reach the player). It won't try to jump over gaps, jump up onto a platform or anything like that. If it can't reach the player via those rules it just patrols left and right.
>>
Best way to code in game level editor for a side scroller in Unity?
>>
>>163924219
keyboard
>>
>>163921123
Seriously just tweet this shit to Christine Love and mcclure111 already and enjoy your free twitter (you)s. You've absolutely nailed the aesthetic. Make buck.
>>
Hey /agdg/,

Does anyone ever find themselves getting stressed out by setting themselves over ambitious projects, or even just ambitious projects?

I find myself getting stressed just planning out very large projects, and worrying is the thing even going to be fun after putting in the huge amount of work it will seem to need. Also hoping i don't overlook something critical and waste tons of precious hours working on something that won't work how I want.
>>
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>>163921123
Added the black haired villager girls. Blondies are next, and then different colored dresses.
>>
>>163924183
I always thought 2D platformers used navmaps or navmeshes or whatever
>>
>>163924407
start with a smaller project
>>
>>163924494
I know, but I find myself getting attracted to big ones. Dream projects.

I wish i could just assess these projects mentally for feasibility and just not get stressed about them if I think they would be to hard. I'm like these with other projects too, not just game dev. bleh.
>>
>>163924407
Yeah all the time. That's why you always have to start with a smaller goal. Work your way on it, and when you finish that you can move on a bigger one or make that same project grow by pushing the goal a little further.
>>
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Post great names for non-existent games without any ideas
>>
>>163924407
you wouldn't build a skyscraper before you've built a wooden garage. Furthermore, no one would be surprised if you failed.
>>
>>163924407
i get incredibly anxious when i decide to make something that supposed to sum up everything i learned
>>
>>163924585
good advice desu.

>>163924737
true. I guess I set myself goals that are ultimate too hard for my current skill level.
>>
>>163923727
Only instances have values stored in variables. An instance can't have 2 variables with the same name and type. So "a" can only refer to one value per instance
>>
>tfw there's a game with roughly the same mechanics as yours on steam
>it has negative reviews that apply almost word-for-word to your game
>>
>>163923727
the base class a and the current class a are the same variable.
>>
>>163924407
>Start a simple project
>People start to play the demo and eyes are on it
>Get feedback and suggestions about being more ambitious
>Keep adding to the game until you get burned out

Happening to me right now
>>
>>163924407
You never waste time while working on something. If you at some point decide that it's not the way you expected the project to be at the start, you can re purpose most of what you've made for it for the other game in addition to the knowledge gained.

>sushi captcha 2/3 of the time and I'm not even asian
>>
>>163924878
at least now you can address those before releasing the game, avoiding the negative reviews
>>
>tfw you're a mediocre programmer and non-artist so you can't make anything similar to any other successful game because you'll never make anything nearly as good
>tfw mediocre idea guy as well so can't come up with unique ideas
>>
>>163924828
so how do i call the base function using the variables of the instance of the inherited class?
>>
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>>163921123
Learning how to rig on a Guilty Gears character. I am only in the range of 160 bones and already want to run away and hide. I can't believe real characters have over 300 bone setups.
>>
>>163925143
If you're using an engine, learn 3D modelling. It's not really that hard, you can grasp blender in 2 days as long as you focus on learning the shortcuts, which are a must. For textures you can just download some free ones and filter them or something, or use just one color per poly and bake AO maybe.

Animations are somewhat more difficult but not really, just takes a bit more time.

As for idea guy,y ou don't need somethng groudnbreaking. copy some old game, simplify it to what makes it fun and maybe put your own twist to it.
>>
>>163925154
I am not aware that what you are describing in the original post is possible as a problem. You must debug or execute the same code from within the calling function. If you query a before you call the base function, it will have the same value as inside the base function (outside of multithreading of course)
>>
>>163924983
>You never waste time while working on something.
But I mean in terms of having an idea for a game that you'd absolutely love to create, but it's very hard to justify all the time it will take, but you could just about do it maybe if you kept a tight schedule..

But if you spend a lot of that time working on it, but realise you made a big mistake. Bad architecture, framework doesn't do what you need, langugae you picked is not appropriate, game engine not stable/fast enough etc.. and you need to scrap a lot of what you did and start over.. then you know you'll probably never be able to find the time to finish it.

I guess I just should know better, but it's hard not to try planning out uber projects...
>>
>>163925228
a lot of those are hair and are partially animated through physics.
>>
>>163924407
make a prototype first
>>
>>163925417
If you're a 1MA and aren't doing this being funded by someone else who expects results by some date, I don't think any of this is relevant.

If you are making something new, as opposed to copy-pasting something that exists, you can't know what is the correct way of achieving anything and the only way to find out is by trying. It's like an optimization problem, the landscape of which you don't know how it looks like and you are trying to find the highest hill.

Something is not working? Change it to make it work.
>>
>>163925228
I'd call you a retard and say they most likely use motion capture or just taiwanese slave animators who work 16 hours a day for months but I don't know for sure so I won't call you a retard for trying to animate 300 bones, because that's totally logical for an indie dev to spend time animating needlessly complex armature systems. Retard.
>>
>>163924416
What engine is that?
>>
pls give me "idea guy" game pitches
i cant think of anything ;-;
>>
any agdg kickstarters up or coming?
>>
>>163925228
a lowpoly character like this shouldn't have a complex bone system.
id call for 20 bones at best
>>
>>163925943
you're in public and you have to shit

but there's no toilet in sight

you're trying to hold it in but you realise that it will come out soon

find a spot to shit in stealth
>>
>>163925943
A game where you build and manage a research lab and use genetic engineering to develop killer insects that you then send out and control in isometric real-time tactics missions contracted by the government to kill foreign leaders and enemies of the state
>>
>>163926190
>48k tris
>low poly
Sorry time-traveler, we're not that advanced yet.
>>
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>>163925943
game inspired by blockbuster Nolan film Memento where you are suffering from severe short term memory loss and have to take polaroid pictures of items and npcs to remember them, otherwise they are randomly regenerated when you leave the screen
you only have a limited amount of polaroid film, can you figure out what your goal in life was before you run out?
>>
>>163926280
isnt that just impossible creatures
>>
If I join agdg community on itch.io, will I get shunned by other people on itch.io? because of 4chan
>>
>>163926190
where is your 3d model
>>
>>163926321
>he thinks the amount of polygons allowed in lowpoly will change as the technology advances
It's a minimalistic style, it's not about the limitations.
Besides, 48k tris is pretty low for characters these days.
>>
>>163926380
why do you care and why would it matter?
>>
>>163926380
Nope. No one cares. And if someone does care they're probably an idiot and not worth even acknowledging.
>>
>>163926380
yes, you're a white supremacist nazi misogynist who hates refugees
>>
>>163924416
Anon, I might be colorblind, but which girl is supposed to be the one with the black hair?
>>
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>>163925943
Euro chair stacking simulator 2017
>>
>>163926613
the one with the red hair in the center-right
>>
>>163926497
48k isn't low poly no matter which way you look at it.
>>
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>>163926330
P. good

>>163926158
Is there any point to Kickstarter nowadays? I thought that ship had sailed.
Most of the successful projects I see there nowadays have very large marketing budgets (they appear on major news outlets and shit), and it seems like the platform has shifted from a project funding to a pre-sales use.
>>
>>163926568
yes, but what would THEY think that I am?
>>
>>163926859
so that's where skyrim got their face models
>>
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Blondies are in. Dress colors will be next.
Reposting because I dropped the pic like an idiot

>>163925810
Game Maker ... 6.1
>>
>>163926321
48k tris doesn't look like that
look like a 3k tris model at best
>>163926482
right here
>>
>>163926859
people supported my kickstarter so i always like to help other people out, especially now that im close to release
>>
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>>163925517
Those will still need to be set up correctly in the engine which has proven to be quite time-consuming for me.

>>163925786
That was very kind of you to provide such valuable feedback. I will keep that in mind, thanks.

I plan to have a single base mesh and use attachments (e.g. current mesh has 60 bones dedicated just to hair all of which will hopefully be driven by physics) and this is just a training session in getting good.

I am eagerly looking forward to your pixelshit creation in the near future.

Yours truly.
>>
>>163926534
because when I release my game, I don't want to be known as "he is probably a sexist nazi pedo"
>>
>>163926738
so what's low for you these days for a character do you think? Even league of legends characters have 30k+ tris
>>
>>163927032
I do think it's interesting you are using reddish blacks for outlines, but why? Is it for strategical reasons (like the game having predominately black backdrops so colored outlines help sprites stand out) or did you just like the way it looks?
>>
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>tfw you start a new project and you get shit on the screen
aw yiss
>>
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>>163927206
>not being a sexist nazi pedo
>>
>>163927206
who the fuck that is worth interacting with actually cares, though? do you think you need approval from Rami Ismail's indie clique just to be successful?
>>
>>163927235
a lowpoly character should be 12k polygons.
mgsv characters have about 70k more or less

should give you a rough estimate
>>
>>163927206
oh no wittle baby got called names
>>
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>>163927206
Notch put a shout-out to /v/ on Minecraft's starting screen. You see anyone giving him shit for that?

Also captcha recognized me.
>>
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>>163927206
>i will not post me game because people will say i date the sim loli pedo dev btw i have a game guys really
>>
>>163925228
why? you didn't even make the model
>>
>>163927235
Low poly is 10k or less.
>>
>>163927553
but I have a game, really
>>
>>163927428
Haha no
Do you remember what happened to Palmer Luckey? You remember how a year ago he was on the cover of Time magazine and almost daily there was stuff about him everywhere. When it came out that he used his Facebook shekels to support Trump, Zuckerberg axed him immediately and he hasn't been seen anywhere since
>>
RIP (You)
>>
>>163927549
To be fair Notch is widely hated now that it turned out he's a gator scumbag.
>>
>>163927609
not true, low poly is 15k or less
>>
>>163927526
>>163927609
>>163927689
source?
>>
>>163927749
i read it on 4chan
>>
>>163927749
lowpoly is completely subjective, there is no rules for it. But calling 48k lowpoly is still dumb.
>>
>>163927862
>lowpoly is completely subjective

We could, you know, use some games as samples, combine and then divide their number of polys and settle on an "average poly number". Then everything below it would be low poly and everything above it would be high poly. No need to fall for the "everything is subjective" meme.
>>
>>163927639
being the outward face of an industry mogul and getting caught being involved in dirty political schpiels is pretty far removed from simply being an independent developer who likes hanging out on a website that also happens to be used by nazis and pedos, though.
>>
>>163927259
The second one, mostly. I tried with a black outline before but didn't like too much how it looked on some sprites, and since I'm working with a limited amount of colors and sharing them between all the characters I needed an outline that looked good on all of them.
I'm not sure if there will be a black backdrop at some point, but if there is, it will save me from recoloring the sprites for it too.
>>
>>163927749
i consider things to be low-poly if i can make out individual polygons. that's a good definition.
>>
>>163928035

or you could, you know, make a game
>>
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>>163927862
there's really 2 types of low-poly
there is the low-poly aesthetic with low-res textures, which makes things cute and nostalgic
Then there is what the industry knows for low-poly, which is a mode that will work in the engine.
Most 3D models are made with really high poly count. To the point where you don't see polygons at all. Then they reduce the polygon number so it runs on the engine, and use the high poly version to make normal maps, this type of "low-poly" used with normal maps (made using the very high poly versions) make the 3D models with low polygon count look like very high polygon count.

15k or less is good for using on a game engine (depends on the game and other factors of course)
but the cute, nostalgic, low-poly is far less (pic related)
>>
>>163927689
>>163927609

This is retarded, it makes no sense to talk about low poly in that context. Usually when people say low poly they refer mostly to the style.

In technical terms low/high poly depends entirely on the application so there's no rule there. Also, to increase performance game devs usually create a high poly model, but only to create the normal map that they then use on a lower poly count character.
>>
>>163928161
that picture is actually lowres, not lowpoly

lowpoly is an aesthetic
>>
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>>163928310
>271 tris
>not lowpoly
>>
>>163928102
What about some mobile games like Injustice? All the characters are below 8k, really low for today's standarts, but you can't make out inividual polys on them, and both smooth shading and normal mapping makes them look like they have more polys than they actually have.
>>
>>163928310
lowpoly, low number of polygons
>>
>>163927235
A few years ago when I ripped Irelia's frostblade skin, it was under 9k tris. Things might have changed now and you are probably right considering how detailed new Poppy's face is.

>>163927564
Why not? You can't get everything right from the first try. I can model but this mesh was licked to death by japs and allows me to focus on learning rigging/animating plus I can look into topology.
>>
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adding more interactivity to shield, you can push into enemies without causing them damage
you can also now avoid picking unwanted weapons this way so it's a neat little thing i guess

in other news i've been doing some editor work but that's barely displayable
>>
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>>163923884
>>
>>163928597
is this pokemon ranch models?
>>
>>163928541
Probably that you are in the wrong thread.
>>
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>the current year
>worrying about polygon count
>>
>>163928643
what is pokemon ranch?
gonna start multilayer painting and adjust some topology
>>
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>>163927684
I so love this rich smug fuck
>>
>>163928731
pokemon "game" for wii that had extremely lo-poly pokemon models
>>
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>>163928716
It's about the aesthetic, not the hardware. Although low poly games can also run better on toasters and mobile platforms, so it could help with having a wider audience.
>>
>>163928752
notch's only crime is that he stopped making games
>>
>>163928842
lowpoly modeling first starting at the N64-PS1 era when artists had to come up with solutions to limited hardware specifications and it became a style at some point. now mostly used in mobile games
>>
>>163928805
I remember playing the demo, it was fun.
>>
>>163928842
modeling like this is actually just as hard as doing high poly stuff, you need a really good understanding of silhouettes/design/use of triangles

beginners often underestimate it because less polys is thought to be less work
>>
>>163928805
That looks extremely amateur.
>>
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>>163924350
I will with the new demo but who are they
>>
>thread full of no-gons arguing about polycount and modeling aesthetics
>1 dev posts his own model
>>
>>163929037
This is exactly the same for pixel art. Since it's so few pixels people think that means it's easy to make good quality pixel art, but in reality it's hard to make a small sprite look good because each pixel is more important to the overall shape.
>>
>>163929320
You should also tweet it to Junji Ito, he usually retweets thinks like edits, cosplay and fanart, so he probably will love it.
>>
>>163929320
Christine Love is a vidya dev with ten gorillion followers. She made Digital. mcc is her girlfriend. They like old Japanese PC games and cute girls and old Japanese PC games with cute girls.
>>
>>163921606
reposting in the new thread, though i'm not sure the pastebin's still up
>>
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>>163930813
>famouss twitter lesbian devs liking old jap games
perfect
>>
>>163928752
I guess the red one is minecraft
>>
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Blending the idle and the punch animation gave me this interesting result
>>
>>163931094
That's a nice roundhouse kick!
>>
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Some non progress mockups. Keen to make a game that's a mix between CMANO, xcom and evangelion. Eldar gods fuck up half the world, you gotta hunt and defend the ~ruins of humanity~ using modern weapons.
You run something like Nerv from evangelion, but if they had no budget.
>>
Say I want to decouple rendering from updating.
>A) one render state and overwrite that once per frame after both rendering and updating finished(so the updating part sweeps through the game state and copies whatever it finds that needs to be rendered to the renderer's state)
>B) double buffering for the render state + a flag that says if the back buffer is ready for rendering/finished updating. So the updating part has a pointer to this back buffer and does stuff to it while it updates, then sets the flag when it's finished. While this is happening, the renderer just uses the front buffer until it finishes dumping shit to the gpu


A or B?
>>
>>163931521
Sounds like an insane scope
>>
>>163931714
for you
>>
>>163931521
>if they had no budget

That was a recurring theme in the show
>>
>>163931919
NERV did have a budget
>>
>>163931094
is that a penis/balls?
>>
>>163932379
looks to be the hand from the arm that is towards the camera
>>
Whoever the Anon that posted that boss fight progress

>>163912336
>literal MS Paint adventures
Looks somewhat stylish.

What's the player avatar supposed to be? I think he would fit better if he was also a mspaint-made sprite.

>>163922065
But progress is good even if no one replies to it, Anony-kun.
>>
>>163931521
So what are you modeling stuff off of? Making it up?

Because CMANO is to some extent, quite realistic in that it's modeled off of real life specifications in regards to shit like radar power, RCS, missile range, etc etc

Or are you not going for that much of a simulator/realism?
>>
Help a retard please?
Basically I need to store a database of items for my game. I was thinking of using either Json or XML.
My problem is, different items will be different classes all deriving from a generic Item class. For example, all items have names and descriptions, but only potions will have a "heal amount" value, only equipment will have stats, and key items won't have a price. How am I supposed to serialize all these different child classes?
>>
>>163932860
This is your brain on OOP.
>>
>>163931521
>low budget mechas
Damn that looks amazing
>>
>>163932913
Thanks for the answer to my question anon, that shows how smarter than me you are.
>>
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how do I properly export a multi-take fbx with motion builder? the file is like 50mb and I cant convert that. pls help
>>
>>163932850
Going to use the CMANO database as a resource for weapons and whatnot, but i won't be able to approach the realism of CMANO.
Really want to play around with radar systems after seeing CMANOSs so this is an excuse to do so, most of everything else will just be tweaked to be plausible and play ok.
>>
>>163932860
>>163932979
Haha sorry. I shouldn't have posted that without also providing help.
I guess I don't really see the issue. Why not do this manually, or just have one generic container? The format you save the files in isn't really important since you can parse them yourself however you want to. My save files are just plain text.
>>
is there a way a dev can get direct type of funding for his game.

i don't mean like crowdfunding or donations. i mean like when a publisher or individual gives you.
i assuming that don't happen alot but i believe is possible
>>
>>163932860
maybe SQLite and a table for each class
>>
>>163932860
super easy. Implement a serialize() method on your items. Json doesn't give a fuck about the contents as long as they are properly structured.
>>
>>163933145
>>163931521

I honestly have been wanting to try something like this for a while, if you're interested I would be down to team up on this
>>
>>163933324
yes
>>
>>163932860
need more info
>>
>>163933169
>>163933357
>>163933460
Thanks, while reading my post and your replies I realized I was thinking about this the wrong way.
>>
>>163932763
Oh hey didn't actually expect anyone to reply.

It's the symbol for sagittarius zodiac since the guy is supposed to be an archer, I'll work on the character sprite if I finish everything else by demo day.

Though it's not supposed to be something serious, just a learning exercise and actually finishing something for once, as small as it may be.
>>
>>163932860
You could just use a map and you wouldn't have to worry about types.
>>
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haha oh no
>>
>>163934081
It's amazing that people still put up with this piece of shit.
>>
>>163921123
Is there a demo anon?
>>
>>163934160
Odd questions, but how come I don't see (You)'s anymore? All I see is the reply number with dotted lines under neath it, makes it difficult to search for replies to my posts after I leave the thread for a bit.
>>
>>163934081
Is this while baking stuff or just normal use?

>>163934253
They were removed
>>
>>163934253
People probably bitched on /qa/.
Appchan X/4CX still have them though, vanilla-chan is ass.
>>
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----[ Recap Complete ]----

-------- SCORES
24 ... Monolith
22 ... Skylarks
14 ... Crystal Chrysalis
12 ... Clarent
12 ... Throbot
6 ... Saigo No Shinwa
5 ... Not a School Shooter
4 ... VikinGirl RPG
4 ... 23/Prometheus
4 ... Helleton
4 ... [Placeholder Title]
4 ... Super Space Jam Jetpack Robot Turbo
3 ... jamos
2 ... Project Rocket
2 ... card tactix
2 ... Ancient Saga
2 ... Space Carrier Ops
2 ... RAD Ross
2 ... Catgirl Pool Party
1 ... Kairo The Gryphon
1 ... Space Corgi
1 ... Whimp the Bold
1 ... Abenaki Autism Simulator
>>
>>163934294
>>163934330
Well that's fucking dumb, I can't even imagine what the complaints could be, and why not throw it under settings.

>>163934294
Actually trying out a world generator, need to move it to a co-routine but having issues figuring out where I should do it.

>>163934391
Based
>>
>>163934223
yeah, https://panstas.itch.io/world-of-horror
it's shit though so you can wait for DD12
>>
>>163933654
if i end up getting anywhere i'd be keen, but just want to make sure i won't flake before dragging others into my mess haha. If i'm posting in a month then yeah
>>
>>163934391
>2 c++ users
>same 2 christmas tree users
really makes you think
>>
>>163934391
>melle

I misspelled melee, plz just fucking kill me
>>
>>163934460
there's already an image of custom css to get the (You) back.
>>
>>163927684
He's hated by SJWs, not people who actually
play video games.
>>
>>163934625
Not him but where?
>>
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>>163920750
>trying to make something similar to ridge racer driving
>failing horribly
>still have to post progress
https://www.youtube.com/watch?v=gXBcGfytyO4
>>
I need some motivation bros.
I always dreamed about being an artist, and then I started to gamedev, I love it, but then I became older (I'm 28 now), and I just want to start having an income and leave my mother basement and get a gf, but right now I'm a failure.

Luckily I'm now enrolled in software engineering in my local college, but I want to be an artist.
Sadly the alternatives (writer, painter, musician) are so dire, so I'm stuck with games.

I don't know I simply need some motivation, like everything will be ok in the end.

>inb4 notch
>>
>>163934572
No worries, if it doesn't seem fun I have no issue of someone flaking, especially with just a simple idea.

I have the https://forum.unity3d.com/threads/world-map-strategy-kit.378592/

If you wanted to use it which I think could be a big help
>>
>>163928525
Your game doesn't look amateurish at all. Also, that artstyle is pretty good too. What's the name?
>>
>>163934813
http://i.4cdn.org/qa/1482930233415.png

go to custom css:
.ql-tracked:after{
content:" (You)"
}
>>
>>163935050
Thanks, got it working
>>
>>163934972
art games sell just fine nowadays m8.
>>
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More menu stuff.
>>
>>163934972
artist here.
the pay is highly unrewarding and you might regret it.
the only artists that make over 100k or anything close to that are the 0.1%.
programming have lots of job openings and the market is growing constantly. companies are afraid to invest in games/art because its not safe
>>
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Getting close to finally getting a new world gen in. The tut was nice, but getting it work with my current system has been a hassle
>>
>>163934972
Anon, you've pretty much listed all possible art form, and you stated you didn't find any of the appealing to you. It's still a debate if game dev is an art form or not. Coding is a mathematical and logical process, graphics fall into the drawing category, so are left with game design, which is basically idea guying.

I would say, finish your education, get a job, move out, meet with other people to meet some gf material, and in the mean time, try to decide what you really want, because from your post, it's clear that you have no idea.

And yes, if you want something and work not only hard but well for it, then you can create something beautiful.
>>
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>>163935020
thanks
game's name is umbrella warriors
>>
What are some games with good 2D top-down sprites that I can take inspiration from?
>>
>>163936293
Zelda, Binding of Issac, Google "Top Down RPG (sprites)"
>>
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>>163934972
Wait, so you want to make games because you think it will be easier?
I'd recommend you not to do it if it's not something you truly enjoy.
Heck start selling shit on amazon and you'll make money without all the risk and stress involved in commercial gamedev.

And about comparing yourself to Notch, that kind of pretentious of you, that dude worked in software/games until his early 30s, if you think that one or two years of college will get you to his level you are insane.
>>
>>163935676
>The tut was nice
what tut?
>>
>>163935676
That's some damn neat looking terrain alright.
>>
>>163936794
http://www.gamasutra.com/blogs/JonGallant/20160128/264595/Procedurally_Generating_Wrapping_World_Maps_in_Unity_C__Part_2.php
>>
>>163937216
>unity
subhuman
>>
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lazy artist looking for lazy coder who is working in a game with:

- no backgrounds
- no robots
- no platforms
- no vehicles
- no gameplay
>>
>>163936794
Basically moved it to multiple meshes instead of one, as well as adjusting the tile data struct, making sure that biomes keep track of every attached tile of the same biome type, easily scaling of world size, and continent tracking.

For example my picture is just a way zoomed out picture of about 30 different meshes, this way I can have my player walk around it loading the meshes as it comes

>>163937361
No bully
>>
>>163937381
i want an artist as my bitch

can you be my bitch
>>
>>163937480
- no bitches
>>
>>163937381
show art
>>
>>163937381
post art
>>
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I replaced every while(true) to while(!false) in my code.
Who else is /mad/ here?
>>
>>163937361
Also, I'm pretty sure he made a C++ version as well, its what I was originally using in a project a while ago, so I highly recommend looking around for that as well.
>>
>>163937381
I think we will have to discuss the game play part, but if you can draw nice waifus, we could make a deal. And, opposed to the other anon, I would gladly be a bitch of an artist.
>>
Artists, what tablet should I get for drawing
>>
anyone remember that old pixel art tutorial that was hosted on some guys blog?

it was posted as a picture set at one point
>>
>>163937728
Check the Google Drive folder, maybe it's there.
>>
>>163937728
>old pixel art tutorial
Can you be more specific?
>>
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>>163937650
Stop using imperative languages.
>>
>>163937728
There are like 500 tutorials which would match that description, what was it specifically about?
>>
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>>163937650
You've got our stamp of approval!
>>
>>163937717
Can't go wrong with wacom intuos
If it's out of your budget, I'd recommend shipping huion h610 pro from china, which is what I got.
>>
>>163937717
Microsoft™ Surface™ Studio™
>>
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>>163937605
>>163937637
>>163937675
>tfw too lazy to post art. I did that demo day 9 big art thingie

>>163937717
I use an intous.
>>
>>163938057
>I did that demo day 9 big art thingie
well, I don't know you
>>
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oh god fuck yes, finally I am finished with the goddamn upgrade-system

This was absolutely soulcrushing
>>
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Post games you dropped
>>
>>163938227
Sweet
>>
>>163938263
It would be easier to post games I haven't dropped.
>>
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Some progress, finally added ability to die and reset game.

I will release the demo and source for next demo day. If you guys want to help, new arts, pull requests and ideas will be welcomed after that!
>>
>>163938057
>I did that demo day 9 big art thingie
No fucking way. I'm in love with that style ever since, and dream to have a game with characters like that. No motion or anything, just stills like in a visual novel. I'm also pretty lazy, because I'm a normie and only have a few hours a day to dev, so we could make a perfect couple. I'll naively leave a connect info here in hopes that you are not some sort of master troll anonk at protonmail dot com.
>>
>>163938509
jeez, suck his cock already
>>
>>163934583
SGDK is C (not C++)
>>
>>163938509
>>163938057

Link to it because I'm not seeing it
>>
>>163938631
and qt is C++ (not C)
>>
>>163938790
I do. no homo thou
>>
>>163938790
No, I like futanari
>>
Let's say hypothetically that I made a kickstarter for a game that I already completed, but the kickstarter doesn't say that it is.
Now let's assume that I got 100k+ for a game that is more or less done which I plan to release a year from now

If I decided to put full voice acting in, how much would that be?
>>
http://www.strawpoll.me/11975355
http://www.strawpoll.me/11975355
http://www.strawpoll.me/11975355
>>
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I live again.
>>
>>163938915
could be 100 dollars, could be 10000 dollars
>>
>>163938790
where's your game fagoot
>>
i'll do it for a piece of gum
>>
>>163938915
thats between you and the voice actors and how much time will be involved recording, and if you need to book a studio
>>
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I have a clear goal and maybe you guys can point me in the right direction.

I wanna make a basic as fuck FPS style game with about 8 players where they have to deduce a spy-type character hidden among them without all dying. It would need scripting ability so that doors and lights can be powered by generators which require gas-cans.

I thought about doing it in Gary's mod to get a basic prototype up, but I'd rather spend my time learning something that can lead to other things.


What engine would best facilitate this for a relative newcomer to all this with a dickload of freetime for the next two months?

Thank you i love you
>>
>>163938915
Depends on how many words, the length of the game, the quality of your talent and which portions you want voiced.

Voice Acting is pretty pricey if you don't use amateurs.
>>
>>163938927
top left for draw operations and top-down level design
bottom left for sidescrolling platformer level design
>>
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>>163938963
>>
>>163938857
This
>>
>>163939067
UE4

The default FPS controller is good and networking is easy
>>
>>163939121
Does this mean you have zero animation going on?
>>
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>>163939218

No.
>>
>>163939067
I would agree with UE4, it's got blueprints as well, which makes it easy to script simple things.
>>
2d lootfest dungeon crawler: 8d movement realtime like tboi, or turned-based grid like dungeons of dredmore
>>
>>163939293
How meaty does your shotty sound?
>>
>>163939370

I'm using Doom shotgun sound as placeholder for now.
>>
>>163939336
Exactly
>>
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>>163938792
True ,but it can also work for C
>>
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>>163939416
>>
>>163939336
3d lootfest dungeon crawler: 16d movement realtime like tboi
>>
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>>163939647
4d juice: screenshake which begins before the thing which causes it has happened
>>
>>163937381
>- no gameplay

Count me in. I'll program the best game with no gameplay you have ever seen.
>>
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>>163938263
>>
>>163938963
>>163939121
>>163939293
Are you the guy who is making that fps SMT game? How are things going?
>>
Should bosses have frame traps?
>>
>>163940551
You mean a trap which causes fps to go to 0 and when the game unfreezes you're dead?
>>
>>163940551
Yes.

>>163940641
No.
>>
>>163940153
you're gonna want her to go up onto the ball of the foot for her pivoting leg--would also make it look less like she'd snapping her fucking knee.

also trim out some of those windup frames to make the kick come out faster. makes it look more powerful and much snappier for the player.
>>
>>163940906
>giving someone advice on assets for their dropped game
I think he probably knows it's not perfect, buddy.
>>
>>163941042
didnt see it was in reply to the dropped games post, my bad.
>>
>>163940547

SMT? Shin megami tensei?

No. Do you have any Pictures from that game?
>>
>>163940641
no a frame trap is a move or sequence of moves that is inescapable once caught in it.

for example let's say that the player has dodge animation that last 20 frames and i frames on the first 5 frames, and cannot be cancelled into any other animation once started including the dodge animation.

If a boss has an attack that has a hit box on the first 5 frames and follows up with an attack within the 15 frames after. The player would be unable to dodge that attack completely and would be trapped.

>>163940809
why?
>>
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>>163938263
>>
Are there any other game development communities that I post my game/progress
>>
>>163941254
that idle animation is nauseating
>>
>>163941239
That's not what a frame trap is.
>>
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almost there
>>
Newest humble bundle is called gamedev software bundle.

Anything worth getting?
>>
>>163941254
why everyone looks like rapists
>>
>>163941529
no
clickteam fusion have bad reputation
>>
>>163940906
>>163941107
As that guy said I won't bother fixing it. Thanks for the critique anyway.
>>
>>163941457
then what is a frame trap and what am I talking about?
>>
>>163941828
https://www.google.com/search?q=frame+trap&ie=utf-8&oe=utf-8
>>
I'm going to make a steam developer account.

how easy is to get a game on steam and make money?

simply by having a quality game that isn't complete garbage?

Do 5 minutes games count?
By 5 minutes I mean a game like the first super mario bros.
>>
>>163941529
>2017
>paying for anything gamedev related
Godot, Blender, Aseprite, Krita, BFXR, Audacity. There's also some free music programs, but I haven't tried any.
There's no reason to pay for gamedev anymore.
>>
>>163942112
>steam
>quality
>not complete garbage

high lel
>>
>>163929067
That's wiiware in a nutshell
>>
>>163942048
did you seriously just trace an ass being fucked and called it a game
>>
>>163942112
>how easy is to get a game on steam
not difficult
>and make money?
extremely hard
>simply by having a quality game that isn't complete garbage?
even if your game is excellent, there's no guarantee it will make a single dollar
the time of free money for simply getting a game greenlit passed quite a while ago
>>
>>163942048
Is that the finished version?
>>
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https://www.youtube.com/watch?v=IbxIYwtatqs
>Literally rubbing the software like a magic lamp to make it work
The industry standard
>>
>>163941334
Bunch of dead forums, Reddit and Twitter. Don't expect much.
>>
>>163942261
Sorry, guess there was no gameplay visible.

>>163942513
Nah.

Not sure why I posted in hindsight, sorry lads.
>>
>>163942921
I think there's a market for it
but I also think it is a small market, looks too realistic to get much interest from the hentai community
>>
Should I start making demakes?

Will a Resident evil in 2D be popular?
>>
>>163943139
no, that's an awful idea
>>
>>163943139
>Will a Resident evil in 2D be popular?
no
>>
>>163943139
I can personally guarantee it would make a million dollars
>>
>>163943139
Ask the GBC RE
>>
>>163942680
>>Literally rubbing the software like a magic lamp to make it work

My programming experience in a nutshell.

Especially every time I have to use anything math-related, quaternionsor whatever. I literally just copy-paste stuff from stack overflow, then keep adjusting the values and moving them around until I get the result I want.

At the end of the day I close the class and pray to god I never have to open it again, like a black box put together with voodoo and lots of duct tape.
>>
>>163943139
Yes, spend your time making a demake of an already licensed game and series for months and receive a C&D without ever receiving a single dime, notoriety or anything special.
>>
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>>163943139
>>163943213
>>163943229
>>163943245
there seem to be no other games in steam with demake tag.

I'm planing on making a sort of 2D/3D hybrid remake of RE with 2D graphics in a 3D engine.

Something like this.
https://www.youtube.com/watch?v=gQ9zXdowkPw
But not crap.
>>
>>163943394
>he can't even do a parody
lmao pleb.
>>
>>163943496
that is a horrible idea. how anyone with sane mind can think that is a good idea?
>>
>>163943496
Because legally you can't call it an 'X' demake unless you owned the rights to X
>>
Is that guy who wanted to make a secret society /gsg/ here
>>
>>163943496
I don't know, anon. Ever since Nintendo took down the fan Metroid projects, I'm sort of scared to mimic anything with a big company's name on it.
>>
>>163943629
>>163943692
>>163943803
read about copyright law faggots.
Parodies are covered by fair use.

>but I'll remake another company IP what could go wrong
fucking retards.
make something similar.
>>
where exactly does lua look for the .lua file when you "require" a module?
>>
>>163944042
same directory
>>
>>163941503
Cute
Is this the game with the dancing pot?
>>
>>163943887
I just meant searching 'demake' in steam isn't indicative of anything because calling a demake a demake would be silly
>>
>>163944178
it should appear as a tag, right?
>>
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Fairly sure I'm not going to use half of these, but hey fuck Yagni!
>>
>>163944042
really? cause right now i have a file called keycodes.lua:

local t = {}

t.SPACE = 32

return t

and another lua file that requires it:

VK = require "keycodes"

if KeyDown(input, t.SPACE) == 1 then
MeshTurnX(mesh, 0.01)
end

and it's not working right, i know the problem's in the first line or in the module somewhere beause if i comment out the first line and replace the second arg of keydown with 32 then the script works exactly like it should
>>
kung fury was a pile of fucking garbage and if you enjoyed it your game is probably shit
>>
>>163943887
>>2d RE is a horrible idea
>read about copyright faggots
I don't understand.

Also try to make a clone of RE without parody in it and try to call it "but it is parody! so fair use". please do
>>
>>163921123
I didn't get any work done, but I thought about a lot of things :)
>>
>>163944436
meant for >>163944083
>>
>>163944370
Really nice, how are you making those effects?
>>
>>163944335
Why?

Most games are just an assortment of stolen ideas anyway, the only reason to make a demake is to directly ride on the popularity of a franchise, which most people generally try to hide.
>>
>>163944370
You already had plenty of rixels and now you have graxels too!
>>
>>163944482
>is too hard to make a good game inspired by RE in 2d
>but being inspired is not the same as a parody
fucking retards, life is not in black and white.
>>
>>163944119
no, i don't make games lol
>>
>>163944638
code
>>
>>163943139
if it's good
>>
>>163944642
what's wrong with being honest about copying other games as long as your product is good?
>>
>>163944649
>graxels
Que?
>>
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GIF .gif
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>>163944697
Thanks!
>>
>>163944803
another buzzword used by nodevs, ignore
>>
>>163944370
still waiting for you to implement dixels
>>
>>163944803
Gradient pixels.
>>
Also I have big and small text, and I'm able to execute code.

>>163944638
I explain it in my devlog
https://forums.tigsource.com/index.php?topic=53776.80

>>163944649
That's a new term to me. Please explain.
>>
>>163944867
Obviously, but I want to know what it's supposed to stand for.
>>
>>163944792
Nothing, but what good is that as a search criteria on Steam? Especially if you can't specify which game you copied.
>>
>>163944436
>>163944557

Maybe it's because of local t? I sword that local meant it was only accessible in the same file, but it's been a while.
>>
>>163944905
>>163944649
>all these autism words
Guess what you fucks, people don't mind. The game looks alright.
>>
>>163945017
nope, still booty blasted :(
>>
>>163944924
Oh right. Actually I try to dodge gradients in my game, so I just realized that I'm probably not going to use that effect.

>>163944905
Another new term! I can't keep up with you people.
>>
http://store.steampowered.com/app/292500/?snr=1_5_9__300

wow
>>
>>163945193
F
>>
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>>163944927
Don't bully the bunny!
>>
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>>
>>163945494
Pure beauty.
>>
What sprite resolution do you guys use?
>>
>>163945193
what's wrong with that? looks kinda cute from the trailer and people seem to like it.
>>
>>163944370
wobble could be fun for drunk folks, wave for upbeat characters or greetings, shake could be good for scared people, etc etc
>>
>>163943615
Enjoy making nothing from a """parody""" and getting zero notoriety from it because it's nowhere near the quality of the original.
>>
File: you_cant_tell_me_what_to_do.gif (3MB, 960x540px) Image search: [Google]
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>>163945493


>>163945887
Oh I like the wobbling for the drunk. Hadn't thought of that one.
>>
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>>163945615
Thiefdev here, back from like 6 months off.
I'm going to change the project to be a Tenchu-like Ninja game. You'll sneak around Japanese castles and shit and assassinate targets.
>>
>>163946093
could be fun
>>
>>163945776
I just draw then use whichever resolution the drawing comes out as
>>
>>163945776
32x32
>>
>>163946057
Diabolical.
>>
>>163945820
It was made by Pixel and that guy is butthurt because [pick a reason].
>>
>>163946093
The world needs more pure stealth games. Looking forward to your game.
>>
>>163944370
wave:glow2: buying gf 200gp!!!
>>
>>163946512
Tenchu wasn't pure stealth though.
>>
>>163945494
>mfw I'm copying tender arms so this is basically fanart for my game too. :^)
>>
>>163946595
You could ramp up the stealth though.
>>
>>163946093
Solid.
>I'm going to change the project to be a Tenchu-like Ninja game. You'll sneak around Japanese castles and shit and assassinate targets.
Shame, would have liked to see someone pull off a modern Thief. Hard to make one without endless hacking since modern sensors and security measures are insane compared to medieval times.
>>
>>163946659
Not how it works kiddo
It would be easy to copy 2hu and claim you have tons of fanart
>>
>>163946093
>you can see the lasers

Dropped
>>
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>>163946659
i've made other stuff. too bad he moved on.
I'll stick to games featuring squares.
>>
Should i learn 3d?
Does it save more time than 2d?
>>
https://2016.vidyagaemawards.com/awards#lifetime-achievement
i am entitled to this.
>>
>>163946981
If you want to make 3D games.
Depends, but probably no.
>>
>>163946981
Depends if you want to make a 3d game or 2d game
>>
>>163946967
You are our unsung hero. Godspeed, square drawing anon.
>>
>>163928525
I love the chaotic look of your game, twitter or devlog?
>>
>>163946981
3d does get more efficient for bigger games
>>
>>163928525
Is this multiplayer? This looks like a dead ringer for a dreamcast co-op game
>>
>>163946981
3d is less efficient for smaller games
>>
HOLY SHIT I'M GONNA HAVE MY ENGINE DRIVE ANOTHER ENGINE
>>
>>163937650
what happens if you pass something other than a bool into a (!false) wouldnt that mistakenly set it off?
>>
>>163947915
wut
>>
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Nice the hat pic work flawlessly

>>163934583
For Godot the C++ knowledge is almost required, at least read and understand the source because documentation sucks 50% of the time.
>>
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Still doing menu work.

>>163945494
Any reason for not cropping the black parts?
>>
I don't know shit about making games but is this humble bundle got good shit to start off?
>>
>>163948595
scale, I suppose
>>
>>163948663
Nope.
>>
>>163948663
the $1 tier pixel art photoshop thing is decent

and clickteam fusion aint bad for people who want to 2d :)
>>
>>163948883
what 1$ photoshop thing?
>>
>>163948943
some shit barely with one dollar
>>
>>163948663
First rule of making games, don't take people seriously when they recommend clickteam fusion.
>>
>>163948943
Pyxel Edit
It's like Photoshop but for pixelart and sprites
>>
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>>163948705
I mean, bam, a postcard.
>>
>>163949098
Anybody know if it's good?
>>
>spent the past 9 hours running around in circles pretending I'm doing something productive with my UI
>it's literally nothing
I want to kill myself
>>
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Finally made something in a behaviour tree that works in UE4,
But still fighting with it.
My guy checks if he's hungry, then if there is a tre with food around, then it goes there. I'm working on the guy eating the food now... I still don't completely understand how this works
>>
>>163949356
Joke's on you, I spent 5 months and 2 weeks doing nothing related to vidya dev
>>
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>>163949409
>Blueprint

good luck
>>
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>>163947295
thanks
https://twitter.com/herr_jak
>>163947462
multiplayer, local only planned right now unfortunately
>>
>>163949409
what is this? coding for kids?
>>
>>163949812
Do you think the material editor is blueprints too?
>>
>>163949220
Haven't tried it.
There was an Anon who posted a webm of it and it looked pretty good.
>>
>>163949881
does it matter what is blueprints and what isn't?
>>
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>>
>blueprints aren't blue
>>
>>163950298
Does anything matter?
>>
>>163949812
Salty enginedev that got labeled as obsolete spotted.
>>
>>163950460
Oh my
>>
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>>163950503
>>
>>163950503
Dev and progress. Nothing else matters.
>>
>>163949812
You can write normal code that's just as bad. It's not like Blueprint has no abstraction.
>>
>>163949876
Actually Behaviour Trees are a pretty cool way to program AI, much more intuitive than state machines.
They don't necessarily need to be visual, but it helps to visualise what the AI is supposed to be doing.

If you have a state machine, you kind of have to have transitions between the states, BTs have priorities, and are always checking if something with a higher priority is required.
>>
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>>
>>163949812
It's a shame that in many companies blueprints is a requirement ;_;
>>
>>163949812
>>163949876

I just talked about behaviour trees in UE4, and suddenly shitposting everywhere
>>
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>>163950474
>>
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>>163949812
My eyes

MY EYES

IT'S CALLED FUNCTIONS

You only need the EVENTS calling the FUNCTIONS on the EVENT GRAPH. Contain the LOGIC inside the FUNCTIONS.
>>
http://www.dinofarmgames.com/a-pixel-artist-renounces-pixel-art/
>>
>>163950764
It's a classic shit-stirring image, don't try to reason with these people
>>
>>163949812
>he dosent know you can collapse nodes and simplify your blueprints
>>
>>163950764
>mfw anon lives in third person
>>
>>163949409
Kind of a long shot, but maybe it's because the Service is on the end of a tree.

Maybe the service doesn't consider itself to be executed because the Sequence isn't going anywhere.
>>
>>163950460
>>163950630
>white bunny is sluttier than black bunny

Explain this bullshit.
>>
>>163949812
>hey mom wouldn't it be an awesome idea to program an open world RPG with Assembly
>>
>>163951337
>neither are actually bunnies

explain that bullshit
>>
>>163950745
visual programming of any kind triggers aggy dag hard. blueprints are particularly triggering I guess because they are widely considered useful and a success
>>
>>163951337
white = bleached hair gyaru slut
black = yamato nadeshiko pure maiden
>>
>>163949409
Sequence doesn't fire the next child unless the earlier child succeeds.

Maybe it's not hungry, or it doesn't find a tree with food, or the sequence inside there isn't happy. Something isn't succeeding, view it at runtime.
>>
I've been thinking of switching to Unreal, but these UE blueprints don't really appeal to me to be honest. Is that an important part of UE development? Or is that like a side thing for people who can't program? I prefer the Unity method of just writing a script myself and it does everything I need it to.
>>
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Working on that anti-boku mob now, I made little nooks on the sides of the town that the player is able to hide in since the mob moves faster than bokus roll speed.
>>
>>163951775
I can program but wouldn't dream of using UE4 without blueprints, they're really good, plus doing everything in C++ would be a pain.
>>
>>163950298
Well the thing that guy posted is the behavior tree with blackboards and tasks from UE4, it's not related to blueprints just like the animation editor is not related to them, so the blueprints response is a bit unwarranted.
>>
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>>163951739
>>
>>163951775
>Or is that like a side thing for people who can't program?
No, stop propagating this meme. You can use C++ exclusively but it will hinder your progress for no reason. Use blueprints to block in things and refine with C++ as necessary. AS NECESSARY. If you are such a great programmer you should be able to run circles around what artists do with blueprints. Stop having autism.
>>
>>163951967
People have started shit about blueprints in response to material editor screenshots, shitposters just like to start shit.
>>
>>163951843
>he made a whole game based around a mario party mini-game

mad

lad
>>
>>163951843
what are you using to make this?
>>
>>163951843
https://files.catbox.moe/5fr7q1.webm
>>
>>163951209
Thanks for replying, and that makes sense. The only things that should be on leaves then should be tasks?
Not what I learned when reading about BTs though, but you're probably right in the UE4 implementation

>>163951762
I did view it at runtime. And the version on the right works.Just that change made it work.
But like you said "unless the earlier child succeeds" and maybe that child doesn't succeed because it doesn't have any tasks or decorators that return "success".
"Services" don't return anything really, they just "sense" things, and change the blackboard accordingly.

I don't know, anyways, I'm going to bed and keep working tomorrow. Thanks for the replies.
>>
>>163951843
you need to work on that background, looks so bland compared to the rest of the game.
>>163952241
there's Unity ui in the webm so I'd say it's Unity
>>
>>163950460
>>163950630

wheres your game
>>
>>163948595
Are there any other characters in the game?
>>
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Still working on this dude. About to start on his face, and give him some nasy teeth!
>>
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>>163952710
Not sure how to address that, since in 90% of levels the background is a moving colored sky, (differently on every level to match the pallet) and a skybox.

If I had crazy backgrounds it could ruin performance since the games focus is on the diorama like puzzle levels in the center which use all the polished art since gameplay is there and thats where the player is to be looking.
>>
>>163949125
10/10 would send.

"Dear Calra, everything is fine in the undergrounds. Skulls and sorcery as usual. How are the kids? Kisses, yours truly"
>>
>>163946981
Don't fall for it. 3D is better in every way but also takes longer in every way except maybe animation.

3D is so fucking good you'll never be able to look back to 2D. You'll be stuck making 3D models forever.
>>
>>163953532
If your game is already pushing 300k tris on a scene (looking at that stats window) dont push it further the background looks great as moving clouds, but I'd work on getting more skyboxes to keep levels fresh for those that look at them.

Not worth ruining performance for a game that looks good already.
>>
>>163953680
>3D is so fucking good you'll never be able to look back to 2D. You'll be stuck making 3D models forever.
Fucking word man. This is a redpill you don't want.
>>
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So my pepe game got pulled from the app store.

Should I use wojak (feels guy) or spurdo for my next game?
>>
>>163953819
The Reddit alien might be more your speed.
>>
>>163953870
I could get sued for stealing copyrighted material
>>
>>163953532
Ah, I guess it's alright, it's just the top down perspective seemed just very blue
>>
>>163953819
>tumblr nose.

Welp we all know where this image came from.
>>
>>163946981
Might be the learning cliff is higher for 3D, but after that it's quality sailing.
>>
why is 3d so hard
>>
>>163950764
funny thing is, they arent really using those too much in their official videos
>>
idea guy here
garrys mod 2
>>
>>163954234
Because not only do you need to make a model that looks good, but you also have to UV unwrap it well to be able to texture it, which you also have to make look good, then you have to create bones and weight them so it deforms properly. Finally you have to animate.

And if you want any fancy stuff you need to make shaders in the engine.
>>
>>163954234
3D model, UVs, rigging, animating, sculpting, normals, ambient, texturing, material work, and if one of these sucks you can just flush the rest.
>>
>>163953504
still cute

Those nails don't look like tearing claws though, those fingernails would snap off way too easy
>>
>>163954546

It's fucking hard dude. So much you need to know and master.
>>
>>163952241
Unity, maya for modeling/animation, and GIMP for textures.
>>
>>163954234
Expectations are higher.
>>
>>163954546
And that's just the art assets.
>>
>>163950764
if that is all it's supposed to be for, then what would be the point? that's just one line of code you're turning into a flowchart
clearly you must be wrong
>>
>>163954691
Why not fake 2D by using a low-fov camera then?
>>
is there a market for multiplayer games that are difficult?
>>
>>163954960
can a question be more vague?
>>
>>163954742
You only need the events in there, it's for whatever else you want otherwise.
>>
>>163954937
Orthographic, you mean.

You can mix the two, yeah. For instance, 3D characters and 2D tiles/backgrounds, like NSMB. But then you have the new problem of making them gel together.

2D is simpler and that's what people expect, but that doesn't mean everything is easier. Animations are more work, and it's harder to make complex gameplay.
>>
>>163954960
yes
but the market for multiplayer games that are easy/casual is much more vast
>>
>>163954960
How hard is it to do multiplayer in gamemaker
>>
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>>163954550
Do you think making them narrower and sharper like claws would help?
>>
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Days/weeks of absence and the only presentable thing I have are some bushes that I modeled and added to a stage.

All other progress is related to standardizing some things with events/actions, scripting and learning a few minor tricks in Blender.

Hurray.
>>
>>163955541
definitely, if they are going to use their claws as an attack they really need that structure

it also looks more menacing in general
>>
>>163954960
The number of players who finished any Left4Dead campaign on expert realism was 2.1%, and half of those were likely achievement cheaters.

Somewhere under 5% of players actually engaged in the end-game raids in WoW before Blizz casualized the fuck out of them.

Nah.
>>
>>163955557
One question, what is the biker with a bat doing around those peasants andknights
>>
How do you guys store your dialogs?

I want to store dialogs, but pure XML/JSON is readable. Spoilers can be found. Do I have a XML/JSON and then encrypt it?
>>
>>163955739
>wow population before burning crusade: 8 million
>5% raided
>400,000 raided

That's plenty of people
>>
>>163955409
Don't do it, Unity(and also Unreal) has a official high-level networking feature. By default you only have low-level networking in GameMaker, and there are some third-party high-level networking assets in their store, but they are way more likely to not really work well.
>>
Dreamed about going back to videogame college.
>>
you should watch this https://www.youtube.com/watch?v=G5R4C8BLEOc and https://www.youtube.com/watch?v=TdiN18PR4zk

thank me l8er
>>
>>163955983
Risk of rain was made in game maker and the multiplayer seems fine
>>
GM:S beginner here, having an issue.
If I create an instance like this:
my_bullet = instance_create(x,y,obj_bullet)

I can set its variables like this:
my_bullet.speed = 3;

But I can't do anything like:
my_bullet.path_start(path_bullet,4,0,false);

And the following doesn't work:
with my_bullet { path_start(path_bullet,4,0,false); }

What am I supposed to do?
>>
File: skillo.gif (2MB, 418x286px) Image search: [Google]
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getting gifs of coop progress sure is a pain
>>
>>163955739
But Left4Dead's expert mode involves fighting against AI. Maybe he was talking about PvP games that are hard to master and where skill makes a massive difference.
>>
>>163956062
actually the RoR netcode is pretty fragile, it breaks easily with the large numbers of enemies in later levels

but that might not be gamemaker's fault
>>
>>163956062
As far as I know, Hoopoop hired an outsider professional to just work on the netcode alone.
>>
>>163955929
>wow population before burning crusade: 8 million
0.0001% of this many people will play your demo
>>
>>163955748
He's the guy from the Demo Day 9 video. Ended up making him for practice.
>>
>>163956204
If there is an error message, it's a good idea to post it as well.
>>
>>163956245
What's the gimmick?
>>
Alright idea guys. You just opened up a new shop and you are selling various things. What is general theme of your world, and what kind of things are you selling?
>>
>>163956838
prostittues in candyland
>>
>>163956838
DOUBLE HEADED DRAGON DILDOS TO A MONKEY WITH THREE HEADS
>>
>>163956838
i'm selling marijuana in california
>>
>>163956471
That's a pretty hopeful estimate. Round it down to 40 at most.
>>
>>163956550
The game won't compile using the third line of code (Game Maker says "variable name expected" so I suppose I can't use methods like path_start).

The fourth line of code simply doesn't trigger at all.
>>
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Working on wizard "animations" with Godots animationplayer. Good enough. Time to handle sounds.
>>
>>163956971
On an island
>>
>>163956057
>no delegates in blueprints

fuck
>>
>>163957048
The mechanic is pretty cool.
>>
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>>163956838
Information in cyberpunk city.
>>
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>>163956838
the theme of the world would be modern day with men in black and I would sell exotic creatures
>>
>>163956838
i'm in the kokiri forest and i'm selling nuts and sticks
>>
how do I make game that feels like the first doom?
>>
>>163957406
Make a DOOM WAD.
>>
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>>163957228
>implying that kind of visual obscurring isn't easily defeatable

please explain more about your selling information in cyberpunk city idea
>>
>>163956838
Primitive tools to other cavemen.
>>
>>163957458
I want to make it in UE4
>>
>>163957164
Thanks!
>>
>>163957545
Then watch this.
https://www.youtube.com/watch?v=yuOObGjCA7Q
>>
>>163957406
https://www.youtube.com/watch?v=HQYsFshbkYw
>>
>>163957228
Johnny Mnemonic is a good movie.

360gb was a huge file size in 1995
>>
>>163946967
Im right here anon . . .
>>
>>163955557
this artstyle seems all over the place
>>
>>163957874
get an artist and keep going
>>
>>163955827
I just use a string array
>>
>>163957048
the mechanic seems cool but it could easily ruin the game if it's clunky and you have to trip over yourself just to get that tiny little spark off
>>
>>163957484
Customers are runners, PMCs, competing companies in the same field etc. When people want to buy info, they can do so with credits or other tidbits of information they have that you don't. Selling too much info on one conglomerate will lead to them trying to trace it back to you.
>>
>>163957672
360gb is still a huge file size. How many 360gb files have you seen lately?
>>
>>163958332
He probably meant mb
>>
>>163958332
I meant harddrive size not file size.
>>
>>163958128
I'm trying to do a risk-reward kind of casting. The more powerful a spell, the more symbols you gotta speak. If you want a spell to move faster or do more damage, you can enhance it during casting.
The idea is you can spam low-power spells at will, with little risk of backfiring, or go for the big guns and risk fucking up.
There is also no delay between symbols (for now), so you can cast as fast as you can type.

One concern I have is that it becomes too much of a Typing Of The Dead kinda deal, so I'm looking to establish a rock-paper-scissors relationship between spells. Like fireballs melting thrown iceshards or gusts of wind throwing the fireball off course.
>>
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>>163946057
shot dat jizz on her face then went all over the place
>>
>>163937650
Try
[code]while(<>True)[/code]
>>
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>>163958937
>code tags in a gamedev thread
>>
>start new project
>can't think of a project name

damn
>>
is there a game where you can be a stock broker?
>>
>>163959223
yep
neopets
>>
>>163959223
There are shadow stock markets where you can trade imaginary money on real stock prices
>>
>>163959013
Sorry, use to dev things having working code tags, sorry that /vg/ doesn't support something /agdg/ should have
>>
>>163957048
I've been working on the exact same magic mechanic for a while now but i cant figure out how to make it look nice without going sidescroller
>>
>>163959708
>how to make it look nice without going sidescroller
What have you attempted so far and why are you dissatisfied with it?
>>
>his health statistic is an integer range
This is why you're not going to make it you uncreative slob
>>
>>163956838
on the internet selling other peoples work and taking 30%
>>
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>>163959210
I code-name them after traditional Romanian dishes.
>>
>>163960610
>gogem is butthurt about steam
>>
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Sweet. Lock axis by angle, add some damping and you already have a passable result. I take my words back - setting up physics is easy and Yui4 is fantastic.
>>
Like it or not, ideas are the most important part of gamedev. If you're not coming up with 5-6 new ideas per day then you are probably not gonna make it.

Likewise, if you find yourself struggling at all, there is almost definitely a fundamental flaw with your game idea and you should scratch it and begin the process over instead of wasting time with an uphill battle. The perfect game idea will practically create itself.
>>
>>163960610
I was just thinking. Would selling the game on your own without some store front be realistic? Say your game is really niche and you get the word out in that niche community, and they like it and adopt your game. You're gonna have less overall sales, but then, there's no jew dipping their hand in your pockets(on top the government in processing fees and all that).
>>
>>163960889
Nice lowpoly model.
>>
>>163961046
If you make the next Minecraft or Factorio, sure.
>>
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>>163928597
done for today
>>
>>163961046
itchio exists.
>>
>>163937816
Where's your Haskell game?
>>
>>163961046
Why not both? Make it more expensive on Steam to counteract the fees. If you give the Steam version achievements, trading cards, etc. people will pay the premium.
>>
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Next up is to give him an attack and a glow
>>
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>>163961442
great idea anon

>>163961287
>mfw I'd utterly jew out and give them 0%
>>
>>163936485
T_B_H Notch didn't use a babby game engine, so that's _somewhat different.
>>
>>163961213
nigga's got some mad goiter
>>
>>163961468
I love how he lifts up the bottom like a skirt when he walks
>>
>>163961573
who is bokudev?
>>
>>163961675
0% used to be mandatory so i think it's fine. you can always bump it up later once you feel appreciative to the finest e-sales establishment for existing.
>>
>>163961914
They are making bokube. Where is your game?
>>
>>163938915
>Now let's assume that I got 100k+
Can't image it not being enough for most games' voice acting.
>>
>>163962036
i didn't mean to dis him u idiot
>>
>>163962160
>didn't post a game
>almost definitely has no game
This is a game dev thread, for game devs. You are not a game dev. There's the door. Don't let it hit you on the way out. :)
>>
>>163961806
Thanks, I'm glad that reads well! That was a critical idea, before that the base would split into big feet and it was clunky and horrible
>>
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Progress, made a spearphishing app so you can try to get NPCs to run programs that you send them. One tactic would be to run a webserver on your machine and send a link, then check your logs for the address of the NPC that visits. Or send an SSH server as an attachment, but if the NPC has an antivirus running, or their mailserver has its own antivirus, you'll need to buy a crypter module to obscure what you're sending. Also NPCs will be more wary of emails from addresses they don't know, so you'll have to either steal the credentials from an address you want to send from, or buy a spoofer module. Too bad UI isnt easier to make.
>>
>>163938915
voice acting is expensive as fuck.
only do it when your game have good prospects

>>163962269
you need to get laid
>>
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>>163961984
You might be familiar with tax laws since you've made like 3 sales, and that's 3 more than me.

Does this mean I don't have to register a company/pay tax returns myself?
>>
>>163939067
>It would need scripting ability so that doors and lights can be powered by generators which require gas-cans
Not sure what do you mean. Scripting languages are mostly used for either less verbose code, or for changing code after the heaby parts have been compiled.

>What engine would best facilitate this for a relative newcomer
Anything with high-level networking, which is either Unity or Unreal. That's it for now.
If you need Garry's Mod-style modding, there are free assets for intergrating LUA into Unity. Unreal's asset store is much poorer so there's only Javascript in there.
>>
>>163962541
You should definitely get an LLC to protect you if you want to make a game.
>>
Why cant rotate dev just ignore all his shitposters and keep deving here :(
>>
The incoming LLC stuff is shitposting, ignore it.
>>
How do games with a ton of dialogue keep track of it all? Being able to use dialogue in cut scenes and when talking to different NPCs, being able to swap words, for example inserting the player's name, or the name of an item or something.
>>
>>163962792
Have fun getting sued even while you're in prison for tax "evasion".
>>
>>163962541
the fuck would you register a company for? that shit costs more money then you'll make.
they handle international tax, they nicely charge more to people from shit countries to cover the tax without affecting your returns (unlike steam which forces your game on sale for shit countries and then takes out the tax then there 30% then has you cover the difference when they inevitably abuse refunds)

>>163962693
pussy
>>
>>163962867
templates and trees
>>
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>>163962867
it works precisely the same as any other script, except instead of names, it's variable strings that the player can fill with their desired name

or in a lot of games they just dont give you the option and its just a script
>>
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>>163961468
Neat
>>
>>163962867
There is a handy thing with many languages where you can have a string like "Hello, {0}, my name is {1}" and you pass it to a parser like
string.format(introductionString, playerName, npcName)
and it will spit out
"Hello, Anon, my name is Shopkeeper Smith"

So swapping out words is not too hard
>>
>>163963023
>that shit costs more money then you'll make
It costs 12 pounds here, or about 2 big mac menus. I'm an EU citizen living in Britbongland, so I can still use that for the next couple of years.
>>
>>163962867
I've found the best way to structure dialogue is with coroutines. You can load the actual strings from files for easy localization, and use format strings for substitutions.
>>
>>163962376
It looks really cute!
>>
>>163963152
Where is your game?
>>
>>163961914
You must be new to agdg. How about I recommend you a site that you belong in better? Perhaps; reddit?
>>
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Would you play a game where you just kill goblins?

There seems to be no good D&D inspired games.
>>
>>163961213
That guy can't even spell Growlithe, what a loser.
>>
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>>163964312
>no good D&D inspired games
>>
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>>163964312
>There seems to be no good D&D inspired games.
>>
>>163964312
Their kind hates ice and fire both!
>>
>Few days till next term starts
>If 0-5 Work on game
>If 6-9 Play the original system shock for inspiration

Roll!
>>
>>163964239
nah. anyone who had the balls to actually make a game and go through with it is not posting here anymore.
have fun at this stifling echo chamber
>>
>realise I was checking if an enemies target was its current location to get a new target every frame when I have a method that runs at the start of each turn
Hurr
>>
>>163964618
If dubs or 0 you get back to work
>>
>>163964312
Where have you been for the past 40 years?
>>
>>163964738
>is not posting here anymore
>says who is bokudev even though that dev posts daily to these threads progress

Wew sourcedev get out.
>>
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Been gone for 4-5 months, has the shitposting lowered at all yet?
>>
>>163953971
Erm, Googem?
>>
>>163965071
nah its still going, but since it hasn't changed its super easy to filter
>>
>>163965071
Nopepe
>>
>>163965071
Nope. It's just a different flavor now. Not my preferred flavor really.
>>
>>163963392
Only americans need LLCs, to protect them from patent trolls and the IRS.
>>
>>163965054
i was posting here 2 months ago but then my dota addiction relapsed until the new patch hit and i quit the game
>>
>>163965071
How about you just post progress instead of caring about stupid shitposting?
>>
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>>163965171
>>163965175
>>163965191
Whelp, figures.

>>163965310
You can't tell me what to do.

Here's some of the decor finished over christmas.
>>
>>163965071
I REMEMBER THIS ONE
>>
>>163965071
Its worse than before, actually
>>
>>163965071
It doesn't happen often, and luckily it's only one person so as long as you report, filter, and hide the posts it becomes a non-issue.
>>
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>>163965071
Source poster
Furry shit like this video is the new shitposting
https://www.youtube.com/watch?v=vwOPx7wuBEw
>>
What's the best free program for texturing models?
>>
>>163965984
blender?
https://www.youtube.com/watch?v=rT3JdHSxROU
>>
So I just read one of the trillions "fantasy setting but with rpg mechanics" works out there and it does something that would make for an amazing game but I'm worried it would be too obvious of a rip off. What do.
>>
>>163966056
how do you know its him?
>>
>>163966081
Does it let you work with layers though?
>>
>>163966145
make the mechanics more intresting
write down everything
>>
>>163966223
We have ways to see you, sourcefam. :)
>>
I need a little help understanding UV's of a unity mesh renderer.

Basically I have a mesh with a texture on it. I want to divide this texture on to an array of other mesh renders at a given size per pixel.

To explain further. I have mesh that has the texture on it, I want to take this texture, and divide it among a 10x10 array of other mesh renders withe very pixel of the first texture, corresponding to a block of 100 pixels on one of the 10x10 array of meshes.

So what exactly are the values of a UV from a mesh renders? I see that it's a Vector2, but what does the X, and Y values stand for? Is this not what I want to be editing?
>>
>>163966248
yes you can layer paint just duplicate the existing texture and load it to a new paint slot.
>>
>>163967406
>>163966843
>>163966709

I'm surprised after people found out who you were IRL, that you still do this
>>
>>163966709
HES ALIVE
>>
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Progress: I implemented several faster-paced variants and loose matching methods to see how they play, seen in webm.

Tetris Attack style: stack grows from bottom, plus gravity
For matching, small matches could propagate their colors to adjacent blocks, then you need to supply one more to get a full match. Alternatively force adjacent blocks to unify its colors, or remove whole squares

Block spawn could also be from inside instead of having gravity.
Next I will experiment with some special blocks
>>
>>163965071
see for yourself, we're experiencing a meltdown right now
>>
>>163961468
always wanted to play as a sentient bong
>>
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>>163966709
>he uses source
>he thinks he's a yesdev
>>
>>163967498
post the dox so we all can start sending some letters to the authorities about his behavior

this shit has to be illegal
>>
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Well... this is done.
I could make a crafting system like Arx Fatalis/Ultima did with this.

...but I wont. Because crafting is stupid-ass timesink bullshit that draws your attention from the actual gameplay.

Unless of course /agdg/ can convince me otherwise.

Certain craftable items that change gameplay aspects do make sense (like a high jump potion - stuff that can only be used in certain situations and helps you solve a certain problem - that's fun). Crafting regular consumable items (health potions etc) or weapons feels like a huge waste of time in my opinion though.
>>
>>163970842
Where is the game? I don't see a game here.
>>
>>163970842
no i agree fuck crafting
i always ignore it and in games where i cant aka subnautica i dont fucking play them

its always much more interesting to find the item rather than find 5 parts of that item first
>>
>>163970989
but... wat is gaem?

Is myst even gaem?
>>
>>163970842
virtuadev?
>>
>>163971116
though if you do include arx-fatalis style crafting youd probably get some comfy tards to cream themselves and spam cooking webms everywhere for free advertising
>>
>>163970842
Is there any reason you have to go through the menu and select it like that rather than simply interacting with the pipe?
>>
>>163971589
artificial puzzles
>>
>>163971589
It was like that in Resident Evil.

Where is your game?
>>
What's the best engine to make a realistic, like real retro game.

C++?
>>
>>163966709
thanks doc

>>163972190
Assembly.
>>
>>163972190
C# is the best engine.
>>
>>163972289
C is basically less retarded assembly.

>>163972436
C# is fine but I think is too high level.
>>
>>163972190
unity obviously
>>
>>163972190
give me an example for realistic retro game
>>
Why is Steam Chat always dead?
>>
>>163972289
>he's changing his posting style mid-post

Ughhhhh. So gross.
>>
>>163972575
cave story.
la mulana.
>>
>>163972585
Because you're on a anonymous message board, so why would anyone here ever want to associate this persona with a named community?
>>
>>163971589
Its a regular inventory item you find somewhere in the level, much like the items in a point and click adventure. The valve is just an example.
>>
That's right, reekpham. No (You)s for you! :)
>>
>>163972575
half-life 2
>>
>>163971589
Whoops. Just realized what you meant. Not really. Could as well just attach it right at interaction.
Just implemented it like this cause the system can be generalized for puzzles with different inputs.
>>
>>163973260
Why have an inventory at all? Why not just make a flag set when you find the valve, allowing you to inspect the pipe?
>>
>>163971341
No kingsfielddev
>>
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>tfw to intelligent for unity
>>
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will draw fan art if requested
>>
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>>163973675
This is you. This is literally your ""work"". Still feel proud of it? Lol. :)
>>
can I make a retro game on unity?
>>
>>163972951
So I don't have to keep coming back to /vg/ and can just talk in something that's always open.
>>
>>163973403
That seems less fun somehow.
Also i'm reusing inventory code.
Another reason is of course that you'd need a flag for every single item. You could introduce some kind of key map in your player data model, but to what end if you can just use the inventory?
You just slap a regular item to pick up into the world and compare IDs in interaction.

The inventory itself is there because you can equip weapons from it.
>>
>>163973807
please pick random progress posts from this thread and make a crossover
>>
>>163974023
>Another reason is of course that you'd need a flag for every single item.
So? You need an inventory object for every item anyway. If you wanna talk optimization, a single bit flag is smaller than a whole inventory object.
>>
>>163973871
fuck off mothdan
>>
So this isn't really my game, because it's just the Unity tutorial with added UI, but it is the first game I've ever finished programming.

https://www.mediafire.com/?yk4o8h5qoaw2evk

What do I do next? Should I keep going through tutorials or should I try to make something of my own?
>>
>>163974823
shan't be clicking this virus!
>>
>>163974625
Keep mewling that name, retard. I own you. :)
>>
>>163974874
>Not being behind 7 proxies and letting some poor schlub's computer get infected instead
>>
>>163973871
>it's a 0fps furniture shooter
why would someone ever post this in the first place
>>
>>163974367
Yeah but i already have the system for the inventory up and running. This was a minor addition that allows maximum mechanic expansion.
Bloating the code with a new concept isnt necessary and gives less possibilities.
Besides it isnt about runtime optimization IMO. It's about keeping the code lightweight and readable. Whether its a bit or an tiny entry in a struct array (which it is at the moment) really doesnt matter much.
>>
>>163975339
>bloating the code


>changing literally one bit to set a flag is "bloating the code" compared to having a fully fledged inventory system for what could easily be handled by simple event flags

wew lad
>>
What engine to use for a 90's style sprite based FPS?
>>
>>163975479
Any

You could easily fake it with billboards
>>
>>163975479
doom engine
>>
>>163975479
Unity is the only way to make that kind of game.
>>
>>163975551
Really? What do you mean by faking it with billboards? Sorry I'm new and only have an idea and no experience.

>>163975561
I did think of that but I worry it might be too graphically limited. Also I want to add some light RPG elements (think the game Strife), and don't know how hard that will be to implement.
>>
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Reminder that comments literally make your code less readable and even less maintainable.
>>
>>163975908
unity has the easiest pipeline. just disable AA,mipmaps,realtime light,and turn off shadows. unlit materials as well.
will take some time to setup but im sure its possible
>>
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I gave this forest level some vines and leaves in the skybox since this level theme is a garden as well.
>>
>>163976068
Why not just do it in 2D?
>>
>>163975467
Again: the inventory is not just for that stuff. Its a regular RPG inventory. With all the shit you can do in a regular rpg.

I have a datatable with a shit ton of items. One kind are those combinable items. Why would i rip those out of the table and handle them in a completely different way than regular items?
>>
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>all these people saying to use Unity when you can actually unironically use the engine Doom used to make a Doom clone

you're all retarded

especially >>163976015
>>
>>163976257
because you need 3D environment. essentially flat planes with alpha images.
you could use only 32px textures or something like that
>>
>>163976227
Do you still think THE SOURCE POSTER is trying to fake your death to discredit you?
>>
>>163976427
I do think hes still posing as me from time to time, but hes for sure not trying to fake my death anymore after that proof picture I made.

He always used my waifu block 3d platformer project, and I have not posted that project as much really.
>>
>>163976263
>Why would i rip those out of the table and handle them in a completely different way than regular items?
Becuase they are not regular items at all, and are in fact more akin to buttons that simply activate other buttons?
>>
>>163976378
Just create and destroy images as they get "closer" or "farther" away.
>>
>>163976634
So what you're saying is that you literally unironically believe in real life that this source-using boogeyman of yours is or at least was literally trying to convince people you died, and you had to make a "proof picture" to make him stop.

Have you considered getting a mental health assessment for these delusions of yours? Are you the one posting source images just to shit on them every day, too? Seek help.
>>
>>163976792
this youll need a different sprite for every range away they could be

just despawn and respawn enemies as they "move" towards you to simulate range
>>
>>163976015
Who the fuck actually comments their code?
>>
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For that anon that posted the sprite thing yesterday, or the day before, thank you.

The palettes for the shader, at least for default skins are good to go. I had to make the default sprite, which is grey scale, much more darker first, and then the lights lighter, as it wasn't using the whole range of colors from the palette.
>>
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>i-it wasnt me i swear!!

Oh, Reek. We have proof! When will you learn?
>>
>>163977096
This. If you comment your code, you're probably a nodev.
>>
>>163977473
>we

its just you, bud
>>
>>163977748
It's all archived. For everyone to see. Especially the police.
>>
>>163976792
i assume the way the engine draws the texture is different.
in unity its gonna be smooth, which sucks
>>
What's a good way to see how many lines I've written? I used to havea python script but I lost it.
>>
>>163978089
Using any editor that isn't notepad?
>>
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>>163974106
>>
>>163978165
I mean in the whole project.
>>
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First progress I've made. The bullets and explosions are placeholders from Blaster Master for NES, which is the kind of game I'm going for.

I'm going to have Sophia style ground vehicle which can later be upgraded to mecha.
>>
>>163978165
Notepad++ and MSWord don't show it either though.
>>
>>163976649
>because they are not regular items at all
And yet they lie around in the world, they have individual meshes, they can be picked up, and they need to be stored somewhere and they can be inspected and they need a description and a name and so on and so on.
All of which has to be saved in a table anyway. So why not take the one thats there and the blueprint system that already handles all that shit?

Besides, lets just assume i didnt hate crafting: I wouldnt be able to pull off an Ultima styled crafting system with a regular flag system. With this system i would be. And i assume many other things can be done as well with it.
>>
>>163978474
thanks, doc
>>
>>163978089
Waste of time. Number of lines mean nothing. What matters is how well those lines make a game work.
>>
>>163978474
Looks alright

>mecha
I'm invested. I am looking forward to future progress
>>
File: comparison.webm (2MB, 1280x480px) Image search: [Google]
comparison.webm
2MB, 1280x480px
working on a shmup were you can't shoot and must capture and crash together enemies. unfortunately i can't decide between a tractor bullet or a tractor beam.

here's a side-by-side comparison of the two.
>>
>>163981485
Beam, no question.

>>163978474
Nice programmer art colors.
>>
Hahahahahhahahahahahahaahahahaha
>>
>>163981485
Beam makes more sense, it's easier to tell what's happening.
>>
>>163981485
Second one.
>>
>>163982131
i missed this meme
>>
>>163926613
The one at the top right on that gif.
>>
>>163928805
That Rapidash on the far left looks like a pony.
>>
in game maker I have background I need for a room. Theres just one part of the background I need, however. I selected the region I need, so is there a way to delete/cut everything else from the image and just leave what I have selected?
>>
>>163938963
That ammo belt is awfully close to his arm, looks weird and wrong
>>
File: colors.gif (457KB, 504x440px) Image search: [Google]
colors.gif
457KB, 504x440px
Progress
Different colored dresses implemented. You can villagers with the 2 different dresses and the 3 different hair colors in this gif. Probably will use another color to mark the special and more rare kind of villager that will carry power ups

>>163984305
draw_background_part
>>
File: 1482272132400.jpg (5KB, 206x212px) Image search: [Google]
1482272132400.jpg
5KB, 206x212px
>>163941239
>no a frame trap is a move or sequence of moves that is inescapable once caught in it.
lmao thats entirely incorrect

>people who don't even understand how to play games in charge of making them
>>
>>163981485
Don't listen to the nodevs telling you to use the beam because it "makes more sense" or whatever other Full Sail nonsense. Use the bullet. It's the standard for games like that for a reason.
>>
>>163981485
Beam obviously

>>163985565
>Full Sail
Well meme'd
>>
>>163981485
Bullet, then have a beam connect when it hits.
Make sure you can carry multiple enemies for maximum fun.
>>
Anyone know what "pathfinding" (using that term loosely) implementation Terraria used?
>>
>>163985352
then what is it
>>
>>163981485
Why not both? Shmups are known for having upgrades and characters with different weapon types/ patterns.
>>
>>163986773
Probably some modification of A*.
>>
>>163981703
>>163982360
>>163982418
>>163986108
capturing multiple enemies (like suggested by >>163986771) was why i was even considering using tractor bullets. if i was to do the same with a tractor beam, then it would end up looking like flies on one of those fly glue sticks.

>>163987656
i was thinking of doing something similar to that but with difficulty modes. easy mode would use tractor bullets than you can use to capture multiple enemies while hard mode would use the tractor beam which can be used to capture only one enemy.

i was also thinking about allowing the player to capture the bullets that enemies shoot as well as some environmental pieces (stray asteroids that are floating around etc.)
good idea?
>>
File: mfwlewdischeapandshit.jpg (18KB, 480x480px) Image search: [Google]
mfwlewdischeapandshit.jpg
18KB, 480x480px
>>163920750
>AHHHHH MONOGAME/C# OR GAMEMAKER? I WANNA MAKE GAME IN A REASONABLE TIME SPAN BUT I'M ALSO A CONTROL FREAK AND DON'T LIKE SOME OF GAMEMAKERS FEATURES!?!?!
>>
I don't have good ideas, wat do? Everything has already been made, only better.
>>
>>163988097
>fly glue sticks.
>Fly Genocide Simulator 2017
>>
File: Work In progress.png (253KB, 413x544px) Image search: [Google]
Work In progress.png
253KB, 413x544px
Randomfag here, just came here to say that you're all awesome and you are fully capable of finishing your game. Just believe in yourself and never give up. Eventually you'll make it
>>
>>163988386
Go with monogame but use https://github.com/craftworkgames/MonoGame.Extended so you don't get too caught up in reinventing the wheel/ engine dev.
>>
File: rogue.jpg (54KB, 696x435px) Image search: [Google]
rogue.jpg
54KB, 696x435px
>>163988386
Use monogame and nothing else, then spend 2 months reinventing wheels until you're so fed up with everything about your life that you give up on everything but breathing and doing the bare minimum to pay your bills.
>>
File: thinking-face.png (53KB, 256x256px) Image search: [Google]
thinking-face.png
53KB, 256x256px
>>163989916
>>163989484
>unironically telling someone to reinvent the wheel with monogame instead of using unity
>>
File: mechaprogress.webm (2MB, 768x720px) Image search: [Google]
mechaprogress.webm
2MB, 768x720px
Less eye rape quality now. Did these tiles real fast so they look kinda shitty.

Here's first attempt at making mecha. The mecha will be customizable to some extend (like you can get booster to make it fly instead of jump and get different weapons and some extensions like missile pods). Probably will add high speed melee version too.
>>
>>163992158
the mech design reminds me a bit of Metal Mutants and the game sounds fun, looking forward to progress
>>
File: SOLID.png (468KB, 684x452px) Image search: [Google]
SOLID.png
468KB, 684x452px
>>163992158
>>
>>163992158
pretty good progress
>>
holy shit I love enginedevving.
>>
File: 027.gif (2MB, 433x100px) Image search: [Google]
027.gif
2MB, 433x100px
do you hear that?

it's the sound of juice
>>
>>163994992
Jooocy
>>
>>163958152

>PMCs

pre-order revoked, pirated instead. bad luck chuck
>>
>>163995213
Juice is a shit meme and for phoneposting plebs
>>
>>163995551
*tips engine*
>>
>>163995551
Go play with Microsoft excel
>>
>>163997336
holy shit I love Microsoft excel
>>
File: 0000-0335.webm (3MB, 1280x720px) Image search: [Google]
0000-0335.webm
3MB, 1280x720px
s t y l e
>>
File: screenshot-01.png (231KB, 1855x1056px) Image search: [Google]
screenshot-01.png
231KB, 1855x1056px
>>163992004
>Not getting your compiler to generate a reinvention of the wheel for you
>>
File: poisonPondForestLevelWIP.webm (2MB, 800x416px) Image search: [Google]
poisonPondForestLevelWIP.webm
2MB, 800x416px
Started work on a new forest level, to take place of one I scrapped.

Its a poison pond, where you ride little boats to get around it a bit.
>>
>>163953504
his arms would be huge if he could really weild those hands in a terrifying way.

really his entire upper body needs to be reworked to look like a monster and not a fit college dude who accidentally became a demon.
agreed with the nails != claws comment too
>>
Where do you host games that you want people to try out?
>>
File: 1359584310676.gif (2MB, 500x335px) Image search: [Google]
1359584310676.gif
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>>164000324
>>
>>163973871
I feel like I'm being gaslit in Chinese water torture fashion. People (person?) posts this ever degrading picture while I swear the first time I saw it it was running smoothly.
>>
File: latest[1].png (1MB, 1236x1468px) Image search: [Google]
latest[1].png
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>>164000408
>>
I just released a 38 music loop pack, with everything from boss music, to solo piano stuff.

Thought some people might find it useful, it's royalty free, but you can pay if you want too. The only requirement is giving credit if you release it with my music on the project.

https://daydreamanatomy.bandcamp.com/album/royalty-free-loop-pack-vol-1
>>
File: azimuthal_2.webm (3MB, 584x580px) Image search: [Google]
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Would /agdg/ play a game with non-Euclidean geometry?
>>
>>164002465
sounds like a million dollar idea if pulled off correctly
>>
>>164002465
>>164002574
just make it le eipik drug meme shit and post it on r*ddit
>>
>making graphic adventure game

>no adventure

Fuck. Don't base your games around cool story ideas if you aint got the gameplay.
>>
>>164002202
Thank you, anon! You are an angel!
>>
>making first person shooter

>no first person

Fuck.
>>
>>163978391
Beautiful.
>>
>>163973807
You should do one for bokube
>>
>>164002465
ACID HARE KRISHNA MYAAAN
>>
File: 1437720451432.jpg (190KB, 853x480px) Image search: [Google]
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>tfw you're in one of those "what's the point of making progress, I'm never going to finish my game anyway" periods
Let it end soon
>>
>>164003393
make it a second-person shooter
>>
>>164003634
>have a moment of clarity and reasoned thought
>hope for it to pass so I can get back to my delusions
>>
>>164004318
https://youtu.be/5WMFMwBoWU0
>>
new thread when?
>>
>>164003328
np, I release royalty free stuff from time to time, it mostly makes it onto shitty mobile games I never hear of.

If you guys need royalty free music feel free to repost that album, I don't dev games, so I don't see this thread much.
>>
File: CfdtgoCUUAAd8Bj.jpg:orig.jpe.jpg (31KB, 321x252px) Image search: [Google]
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>>163977305
I can fap to this
>>
>>164002465
I have played hyper rogue so...
>>
>>164004541
or instead of playing as the enemy, play as a secondary character that gives hints and spots enemies for an ai-controlled main character to help them survive and succeed
>>
>>164004541
you play as a drone or spy satellite operator, who has no authority to intervene and can only watch and catalog the shootings as they occur
>>
>>164004963
https://www.youtube.com/watch?v=OvYs9BLhxmU
>>
>>164005191
mite b cool
>>
>>164005517
a game where you accompany a sniper. you have to give the sniper correct distance, wind speed, angle etc. in order for him to hit the target. you only get one shot before your position is compromised.
>>
We're prunning this thread with no survivors
>>
>>164005519 new thread
>>
>>164000408
Looking good and polished as always Bokudev, love the rapid content
>>
>>164004680
source?
Thread posts: 766
Thread images: 148


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