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/AGDG/ - Amateur Game Development General

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Thread replies: 770
Thread images: 159

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Gogem is our worst developer edition!

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

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

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

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

> Previous Thread
>>164197665


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
>>
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Recoloring everyone to make them white took a while, but it was done.
>>
>>164252141
Looking better and better.

Refugee simulator?
>>
>>164251974
>making the thread early just to force your new fucked up OP
nice, love this meme
>>
lolidev did literally nothing wrong
>>
>>164252253
thx famalam just trying my best!
>>
>>164252280
>lolidev did literally nothing right
ftfy
>>
Happy new year you fucks
>>
>1.3 seconds to generate 2k unique combinations

ok negro watch me
>>
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>>164252176
>Randomizing is the same as shuffling, and if you want to keep them unique you have to generate a suspect and then check if there's no one like it in the list of already generated suspects, so you are pretty much doing a bogo sort kind of problem, very inefficient.
Honestly, I've been drinking so I misunderstood the original post. A better way to put it would be...

That I would store data in a real number, with each digit representing flag. So instead of eye color and deformations and hair color and height all being distinct variables, it'd boil down to a series of base 10 or 16 numbers stored in one long number. Like, with the first place determining eye color, the next for hair, the next for race, the next four for their height, the next two for their occupation, etc.

I mentioned randomization because I figured that all this data applies to randomly generated characters, which it might not, in the end. I'm not sure. I'm rollin deep
>>
How would you go around designing an ability system that would supposedly be able to encompass most abilities?

For example, the ability to create up to 52 copies of yourself, each one is extremely weak and has a 1 minute respawn timer after death.

The ability to freeze up to 3 simultaneous objects within 20 meters of yourself.

Teleport within 10 meters on a 5 sec cool down.

Immunity to damage for 2 seconds on a 10 sec cool down

Ability to freely control tables
>>
>>164252253
as someone who went out of their way a few times to revert the op from memetastic butchering, i appreciate this and previous ones' attempt at compromise through separating the links with |s instead of newlines, making the whole thing more condensed while keeping the entirety of content
>>
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>>164252643
>this post
>>
>>164252643
>full sail dropout shitposting
Wow. Just wow.
>>
>>164252621
it's 0.001, actually under 0.01 seconds.
started at 1.319, ended at 1.320, check the screenshot.
>>
is he gone?
is it safe to post?
>>
>>164252391
A tileset contains multiple tiles, using set_cell(x, y, 0) on a tilemap will set the cell of the tilemap to the 0 tile in the tileset. 1 will be the 1 tile in the tileset, and so on.
>>
>>164252960
>Time to attack myself like a maniac because I'm insane and think it's a genius tactic
What a relief. For a second I thought you were attempting to interact with game devs as if you knew what you were talking about. Good one. Ebin troll.
>>
>>164253087
He's right there: >>164252643

So clearly not.
>>
while ( dummies.size() < something ) { // or what ever
new dummy;
hair = random_hair();
eye = random_eye();
brain = random_brain();
if ( !dummies.quick_find( dummy ) ) {
dummies.add_sorted( dummy );
}
}
>>
>>164252663
code it
>>
>>164253173
>he's doing this on NY Eve

L... Lol?
>>
>>164252663
How many games have you seen that in, anon? Ever wondered why that is?
>>
Report shitposters to clean up thread early
>>
>>164253068
ok doesn't matter, watch me
>>
How do I start making an electronic TCG? I have no idea what to do.
>>
>>164253314
there are no janitors on new years, sadly
>>
>>164253173
It should be clear by the stupidity of the things he argues that he's just trolling. He says stupid things about math, static lights, game design or whatever and once someone corrects him he tries to turn it into a meme like that will make him right. Bizarre and desperate behavior you might say.
>>
>>164253205
that's close to a bogo sort. The wost possible way to solve this problem.
It's like throwing a deck of cards in the air, picking them up, checking if they are in order, and repeating if not.
It will go very fast for the first couple of values, but as your list grows the amount of checks you need to do becomes the bottleneck.
>>
>>164253308
>have you seen that in, anon?

seen in that?

What do you mean
>>
>>164253387
just copy mtg
>>
>>164253387
No idea how to program a game, or no idea how TCG work? You really need the later more than the prior, honestly.
>>
>>164252663
You can make a super class that has a grab-bag of many different effects where methods implement parts or wholes of those effects. You expose the methods as individual entities of the class and then a new ability will have some list of those entities that it wants.

It is still a clusterfuck, but allows you to mix up abilities. If you can separate different effects into sub-catagories, such as on-hit effect/blah, then the logic of how you can mix them can be a little more manageable.

In the end it is, if you want it then you have to code it.
>>
>>164253439
he's sort of close. the proper way is to encode all combinations into a single number, so roughly like 0 for appearance and 4 for eyes is 0 + (4 + numAppearances).

Now that you have all enums represented by a single value, you have two choices: randomly pick 2000 numbers, storing them in a hashmap and checking if they're been picked yet (O(1) time) or store a counter and increment it 2000 times between the minimum valid number and the maximum valid number - incrementing it randomly by some amount such that you cannot reach the end before making 2000 characters.
>>
>>164251974
For 2017 I want to get discipline so I can stop relying on motivation. I just want to make game.

How do I discipline?
>>
>>164253439
Except we know the amount of dummies we want and we know the possible combinations are much higher than that amount. If we implement our sort and search in any sane way this will run faster than having many nested loops and is dead simple because look at it.
>>
>>164253585
I've played a few TCGs here and there so I understand the basics. I'm just stuck with the programming part.
>>
>>164254024
player vs computer like those single player MTG games, or player vs player like MTG:Online?
>>
Or we can:

for ( some_trait : some_trait_set ) {
for ( random number amount ) {
new dummy
trait = some_trait;
hair = random
feet = random
beard = random
... // so on for as many as you like
add( dummy );
}
}

Still feels bad, but slightly better, maybe
>>
Agdgs, should I follow Sebastian Lague's Unity tutorials or the official Unity tutorials?
>>
>>164254329
Just like make game
>>
>>164254112
Player vs Computer for now.
>>
>>164253693
2000

yeah I want to see this shit.

https://www.youtube.com/watch?v=T6tIf8ZWSFc
>>
>>164254329
put your aggy in my daggy
>>
>>164253829
Tell yourself you'd rather be dead then complete X and mean it.
>>
>>164253693
>2000 times between the minimum valid number and the maximum valid number - incrementing it randomly by some amount such that you cannot reach the end before making 2000 characters.

Oh, yeah. Of course that is it.

Well, my point was just that he was doing it the worst way and any other way you can think within reason is better.
>>
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Of the engines listed in the op/on the AGDG site, which is the most adaptable? Like, which one has the widest range of efficient/practical application? I just wanna avoid learning a program and then finding out it's really only good for one niche of game types. Is there one that has more ubiquitously applicable fundamentals. Once that, once learned, can be applied to other systems, more than the alternatives? Like how once you learn photoshop or illustrator or the like, you can half-way figure out other image editing programs.
My current MO is to teach myself programming and make a simple pong clone or something for practice, and then work on one of two brain eggs; both of which would be 2D (a platformer and an adventure game). Finishing self-teaching by April, and beginning the development of one of the actual two projects by April or May (I'm a student and work part-time too). There are other ideas that I think would make cool games, which something like Unreal would probably be best for since they're 3D and ideally very pretty, but jumping into something like that would be foolish, so I figure I'll start with pong and move into a mega-man/zelda situation.

I already went to teh AGDG site, but it's information is much more general that what I hoping for.
>>
>>164254493
ok, in that case I'd suggest you start with a simpler card game and build up from there
so, make a black jack game
by the end of that, you'll have systems in place for decks, hands, dealing cards, cards in play area, etc
>>
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visual bugs are the best part of gamedev
>>
>>164254793
Game Maker.
>>
>>164253693
that sounds like an absolute number look up nightmare to work with.
>>
>>164254793
>Finishing self-teaching by April
heh
>>
>>164221119
http://store.steampowered.com/app/262410/
>>
>>164254793
if you are sure about going for 3d, then your options are Unity or Unreal, either would be fine
if you really want to learn programming, then c++ and either SFML or SDL
>>
>>164254924
it is not that bad. you write it once and it's done forever, infinitely* scalable (until you go beyond the size of uint64)
>>
>>164254795
(your MC is a QT)
>>
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>>164254189
Chance of dupes there.

>>164253881
>>164253693
I'm too lazy to write a jsFiddle of this right now, but I think it would be worse, and the thing with the O(1) lookup time is that the hash could take a long ass time to compute and you are still going through a list of hashes to get the actual value, so the performance might be even worse (not sure though, Ive only ever used hasmaps, never implemented one myself).

I'm done with it, the solution works, it gives uniformly distributed suspects, and computes super fast anyways, so I think there's no need to over engineer it. I'm now working on a city map generation to diversify the scenery in the game.

Anyways, pretty glad my shitty code got you guys interested.
>>
>>164254795
New meaning to pear shaped figure.
>>
>>164255129
she a pear nigga
>>
>>164255068
If your doing what I think your doing.unnecessary optimization.

that is funny though, reminds me of a time I tried to make a game with the earth to scale down to 5*5 foot squares. I could have did it but thats a lot of squares.
>>
>>164255362
yeah I think the for loops is fine for this case, but the conversation seemed to steer towards theoretical better ways. if it was something that took 5+ seconds or had to be done in regular intervals then you'd want to change it
>>
>>164252663
Make an Ability class. Give the Ability class a list of IAbilityEffects. All these novel effects have to be their own class which implements IAbilityEffect.

IAbilityEffect is a few simple functions like UseAbility(onTarget) and useAbility(onLocation).
>>
Is lumberyard usable? What language does it use for scripting?
>>
>>164255028
3D would be later, if after I finish one of the 2D projects I feel more confident in my abilities than I am about whichever project I didn't do. A 2D platformer or adventure game would be the first order of business after practice pong. And yes, I very much intend to learn proper programming, so I will google SFML and SDL.

Related:
How much of unity's reputation for putting out buggy games is actually the system's fault?

>>164254978
Just the basics. I'm sure I'll still be learning through and past the second project.
>>
>>164254793
2d go with game maker
3d go with unreal or unity

that's really the only defining factor. all three are general purpose engines that should be able to do whatever you want in them.

unless you're trying to make an mmo or some dumb shit
>>
>>164255549
>How much of unity's reputation for putting out buggy games is actually the system's fault?
it's always the programmers fault
>>
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>>164253768

it's a weird room. it actually starts in the water and is completely helpless. fire projectiles evaporite immediately as it fires them while submerged. and since it moves slower underwater and pushes itself backwards when firing the bomb, it will potentially never leave water. (pic. unrelated)
>>
>>164255586
> unless you're trying to make an mmo or some dumb shit
10 years ago I probably would be
>>
>>164255586
>2d go with game maker
it doesn't make sense to recommend game maker to someone who wants to learn programming
>>
It's like the generated everything universe that everyone goes through. If it goes to far you end up with "open sky on steam now". I think everyone goes through that?
>>
>>164255920
bullshit. gm is one of the easier ways to ease somebody into coding/general gamedev workflow. worked for me.
>>
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Some weapons so far, polishing required but it gives an idea of what I'm going for.
I'm the kind of mad man who wants 100+ weapons in this so all suggestions are welcome.
>>
>>164255924
then you get stuck in the big open world simulator, then some crafting game. maybe just me.
>>
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>>164253068
example combos

http://pastebin.com/gCkm8E9f

pic related is times, the 0.003 is when i accidentally ran the algorithm while i was still writing the result of the previous algorithm to a text file. also, my algorithm always produces exactly the amount of unique combos i tell it to and never ever iterates over every possible combination unless i tell it
>>
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>>164256003
>>164255920
I'm going to be learning C++, and probably other languages, as part of my day-job training (Computer Sciences. & Information Technologies). Anything I can do to get a lead is going to help though, so I'll google the aforementioned guides(?) regardless of what system I go with.
>>
>>164255524
Pretty much the only languages that don't use c++ are Unity and Game Maker.

>>164256003
It's one of the easier ways to teach someone all the worst ways to program.
>>
>>164254795
>Bug becomes feature.
>>
>>164256194
wait i made a mistake ignore that
>>
>>164256194
cool, code?
>>
>>164256003
I don't see it that way
it's like recommending someone who wants to be an architect to first spend a few months building things with Legos
Yeah, they could do that, and they might learn something
but it would make more sense to start them on Legos when they were 5 years old, not when they're an adult
>>
>>164256234
Also, how does the legality of the free-versions of these systems usually work? Just be sure to buy the full version before you release?
>>
>>164256489
there is no cost associated with C++ or SFML or SDL, they're free
>>
>>164255084
(I don't get tired of hearing it. thanks!)
>>
>>164256423
>>164256248
What would you guys recommend then, aside from Game Maker?
>>
>>164256602
just learn to program and then use a real programming language
then you can choose whatever you like best among unity, ue4, sdl, sfml, etc
>>
>>164256539
> okay, but what about systems like GM or Unreal?
>>
>>164256602
game maker is good for a beginner. If your plans get to big, you will run up against a wall.
>>
>>164256695
unreal is also free
after your game makes $x in sales, you then start paying y% royalties
I don't recall the exact numbers
GM I don't know
>>
actually i don't think i made a mistake, i'm just tired
>>
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Fixed an issue where planets were actually using the same set of rules for generation so they felt extremely samey, also properly including things like water and destructible "coating" on terrain that you can blast away to look for resources.

Also very unfortunate generation for this clip considering it's an ice planet with everything blue anyways.
>>
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Keep going.
(cleaned it up)
>>
>>164255920


i love this meme
>>
>>164256982
thats pretty cool
>>
>>164257035
cute cubes
>>
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How's godot? and is it something I can learn without prior programming experience or should I start somewhere else?

also, what are some good books to read for learning regular programming languages?

Also is Codeacademy worth it?
>>
>>164257146
for the record this is a different person from
>>164254793
>>
>>164257090
explain how it makes sense to recommend something that isn't a programming language to someone who wants to learn programming?
>>
>>164257221
All weebs are the same.
>>
>>164257228
you learn very basic programming. And maybe a little advanced stuff.
>>
>>164256423
that is not a proper analogy. gml isn't pseudocode, it provides a perfectly valid framework to learn all of the basic programming tasks.

it's bewildering to me that "game maker" is supposed to be too hard to figure out when "just learning some actual code" is both more abstract and still requires you to fuck around with shit like minGW which is about ten degrees more harmful to somebody just starting out.
>>
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>>164256390
i kinda cheated desu but w/e this is all anonymous
>>
>>164257146
you can learn any engine without prior experience. However GML is best documented.
And you can't make a game without prior knowledge until you make dozens of smaller projects.
>>
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So what is /agdg/ buying from the steam sale?
So far I've bought:
> Cluster Truck
> Mighty Switch FOrce
> Shantae 1 & 2
> Hyper Light Drifter
> Oxenfree
-and DB Xenoverse 2, which is the only one I regret thus far. The actual gameplay isn't terri-bad, but it's not good enough to make up fort he terrible [everything else.], imo.
>>
>>164257146
Godot is very good. It's pretty beginner friendly, but of course it helps to understand some basic programming. Godot uses its own scripting language, GDScript, which has similarities with Python.

I used Codeacedemy 2 years ago to learn some Python, it was helpful. I haven't used it since though, so I don't know if it's changed any.
>>
huhuhu...

>entity.Equipment.GetBlockFromCursor().ItemDefinition.BlockData.GetPreview().transform.SetParent(previewTransform)
>>
>>164257228
>something that isn't a programming language
>>164257228

1. GML is a programming language, with data structures, arrays, etc
2. It's syntax is almost identical to Java
3. In order to use GML effectively efficient programming methods and practices need to be used which it eases you into
>>
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Is GML the easiest gamedev language to learn/use?
>>
>>164257326
this is the programmer equivalent to "just draw the rest of the fucking owl".
>>
>>164257664

no it isnt
>>
>>164257664
...isn't it the opposite of, "draw the rest of the owl," in that GM has tools and stuff so you're not having to do everything in raw code?
>>
>>164254795
Where can I find more of your stuff?
>>
>>164257734
you misunderstand. i agree that gml is a good platform to learn coding. i'm just saying that your wording as to how it's achieved is vague as fuck.

you literally just told anon that you learn proper programming in game maker by ...learning programming in game maker.
>>
>>164257420
>"game maker" is supposed to be too hard to figure out
that's not the argument
the argument is that game maker is a waste of time; one should just learn a programming language if programming is what they want to learn
>>
>>164254793
Godot. It can do 2D very well, and can do 3D decently. 3D will be improved even more in 3.0 which will be released early 2017, so it will be here by the time you delve into 3D. The base engine is already good enough to apply to many types of games. And if you really need to you could expand the engine with C++
>>
>>164257035
Who is left cube? Also you missed everyone's favorite placeholder.
>>
>>164257454
it's such low iterations the computer won't even notice. What was I doing there i don't even remember.

https://www.youtube.com/watch?v=wv7Ui4z-ga0
>>
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>>164257268
>>
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>TFW tried to get into gamedev but can't learn GML or even Clickteam Fusion
>feel overwhelmed, might even have legitimate learning disability that I didn't know about until now or something
>suddenly feel bitter towards indie games for being able to do something that I can't
Fuck.
>>
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>>164257835
???
implying that gml is not a proper programming language? anybody remotely familiar with C# or Java basically already knows GML.
>>
>>164257104
For you
>>
>>164257835
personally i found GML a great starting point. Don't discount what people who have used it experienced. You have to put yourself in the mind of someone that doesn't fully understand the concept of Variables yet. You can only read so much before you need to trial and error your way into stuff. And GML gives you a way onto the learning curve.
>>
>>164257969
maybe take a proper online courses, with a qualified instructor and stuff, to learn coding and stuff? Some people are just better at self-educating than others.
>>
>>164257146
I wonder if anime schools in Japan have classes like "drawing cute butts"
>>
>>164257969
Time to take up source.
>>
>>164257639
Lua is pretty easy too
>>
>>164257575
I might pick up the steam controller still, not sure
>>
>>164257846
Not to be superficial about it, but can you point to some outstanding stuff made with Godot? This isn't out of spite, but GM has got HLD right there on it's homepage, and the stuff in Godot's showcase is less than inspiring.
>>
>>164258092
I don't know. I tried following this one guy and taking Udemy courses he did, but after a while I started to feel like I was just following orders on what to type/do and didn't feel like I was actually learning anything I could use on my own.
I think my biggest problem is retention. Whenever I've tried to learn any kind of coding/programming in my life I forgot all of it if I took even a short break, and I can't really afford to devote 100% of my time to it to avoid that.

I just wish UI-based game making wasn't so terrible.
>>
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>>164257478
Yeah, the way my brain works I have to understand the building blocks from the ground up. Which is why I find things like Unity and gamemaker frustrating since they're essentially packaged commands automating things I don't know how to do myself. So I'd very much like to do smaller projects.

>>164257576
I've seen some applications built in python and a lot of people swearing by it. Since I don't know the benefits and ups and downs of each language I'm always apprehensive about anything that isn't stupidly popular. Like when I first decided to give programming a real go, it was around the initial release of Terraria. Me and a friend were discussing features that would make it a better game, found out it was built with XNA and C#, so that was the language I wanted to learn.

Now whenever I mention C#, most people say C++ or one of the game engines instead. It's really hard to find good information online these days with all the ads and clickbait. So I end up asking a bunch of questions like this often.

>>164258115
That's a gainax booty, they are masters of their craft. The studio ghibli of anime butts.
>>
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>>164257969
don't let the nodev mindset consume you
>>
>>164254795
Snake? SNAKE?
>>
>>164257454
That's pretty much the same as the original ,with an additional shuffle for each set beforehand.
>>
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>>164257969
fuck around with it. i found that to be an incredibly efficient way to break down things I didnt understand.

two years ago I literally didnt know how to code lol. t. monolithdev
>>
>>164258403
>Now whenever I mention C#, most people say
yeah, XNA was quite promising for a while
but it was abandoned by Microsoft, so that was the end of it
>>
>>164258403
> Gainax
Gainax Rejects Inc. does not represent Gainax.
>>
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I know everyone here is all about programming languages and shit, but this discussion has me curious; Is there a list/guide to the best UI-based gamedev programs out there? The most flexible, the most user-friendly, etc.?
Shit like RPG Maker, GM without GML, Fusion.
>>
>>164257639
I find GML pretty fuckin weird compared to programming 'normally' with c# or java or w/e.

That being said, gamemaker studio is still a good choice
>>
>>164258403
People have lots of different opinions on language and engine. It really just depends on what you're comfortable with.
>>
>>164257909
left is Tender Arms
>>
>>164258752
RPGMaker is a weird example. It's UI portion is way too restrictive to produce anything good on it's own and the entire scripting ruby system has to dance around it, unless you literally code it to never come in contact with the engine's own systems at which point you could just as well just enginedev.
>>
>>164258403
>Now whenever I mention C#, most people say C++ or one of the game engines instead. It's really hard to find good information online these days with all the ads and clickbait.
Ok, here's solid information that will still be just as solid 10 years from now:
Learn a programming language, not a tool.
If you had learned C# back then, then you'd still be good to go right now. You could just apply your knowledge directly to Unity.
>>
>>164258403
I'll let you into a little secret: you should only change your tools when they aren't meeting your requirements or they're terrible to use. Never change because some autist on the Internet told you they're terrible and to instead use whatever it is that he likes, you'll find that there's always an autist to defend anything... those long winded arguments you often see on threads like this one is what happens when those autists come across each other.

Also don't become one such autist either. A tool is a tool, you're its master, not the other way around.
>>
>>164258752
There is no GM without GML. Drag and Drop is a meme to get people to download the program in the first place. It can't be used to make a game to ANY extent (contrast with Blue Prints)

But Game maker is the best documented, most flexible, great demos already existing, great user base, and lots of money being invested atm (GMS:2)
>>
>>164258752
unreal engine blueprints
construct 2
>>
>>164258382
I completely understand, honestly the Godot showcase should be more curated, it is full of a lot of sub-par projects. The engine is still fairly new when compared to something like GM, so there isn't many big games made with it yet.

Tanks of Freedom is pretty large and well done. https://w84death.itch.io/tanks-of-freedom
RPG in a Box http://www.rpginabox.com/
Also this game on Steam http://store.steampowered.com/app/330420/
>>
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>wonder why your collision detection isn't working properly
>stuck on it for over a day
>finally find the problem
>>
Why is programming so hard for people to learn?

Do you think people would have an easier time learning programming if the classes started with computer systems stuff? Maybe if you learned what an int actually was and how for loops actually worked, it would be easier to visualize what programs are actually doing and people could actually learn this stuff.
>>
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>>164259316
>>
Can you actually filter the thread just using vanilla 4chan and not having to get X? I have tried to use the supposed filter options up top but it has never done anything.
>>
>>164256982
wher do you get generation algorithms from?
>>
>>164258574
it's really not the same at all. the original algorithm used RNG to decide when to add a combination. i.e, if the guy wanted 2000 combinations and the chance of keeping a combination was 130/900, he needlessly ran a lot of iterations. even risking iterating everything and not even ending up with 2000. or ending up with 2000 but since the RNG hit early, there's not a lot of difference between combinations.

think about what i've done, it's much better.

however, it's a complete waste of time since the algorithm runs exactly once at the very beginning and never again. and since the worst case scenario is 7^5 iterations it doesn't matter at all. this would really only be important if the algorithm ran once per frame or something.
>>
>>164259394
>Why is programming so hard for people to learn?
there have been studies done on this
the root cause is that something like 75% of people do not think logically
they can't learn to program because they can't form a consistent model of what the instructions do in their mind
>>
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>>164257823
heyy I got a twitter now

http://twitter.com/_pikopik

>>164258489
>
>>
>>164259394
poor documentation and error codes honestly
>>
>>164259717
What was your lewd Tumblr?
>>
>>164259394
There's a lot of studies about this, it's pretty much the same reason people stuggle with music, math, and anything that requires some level of abstract thinking.
Can't find the link now but I remember reading a study about 50% advanced CS students having trouble understanding variable assignments and pointers/referencing.

The problem is, teaching people how to think in an abstract way is not easy at all.
>>
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>>164258723
So it's more so XNA's fault rather than C#. But I guess XNA is probably necessary part of being able to make games with C# huh?

What languages have survived the longest and are still in use in game design today? C++?

Also say you were building a 3D game via C++, when you start to create 3D rooms that you can roam around in, is that all done within the language itself, or does it plug into something similar to C# and XNA?

>>164258797
That's the thing, I won't be comfortable with anything if I have too many choices I know nothing about. I could try a new language every day without getting toes deep into it and never know I missed out on, or accomplished anything. Choosing the right ones to learn seems more important than anything.

>>164259061
That's what I'm here for, would you endorse C++ as a current language? or am I missing out by not trying something more modern. I've heard vulkan has some serious benefits, but people are probably waiting to see if it sinks or swims yeah?

>>164259069
Good advice, I often wonder what sort of tools and languages were used in SNES/Genesis era programming, then PS1 and PS2 era. Developers were working with worse tools than we have now (at least I assume anyway) and managed to make great things within those limitations. I think the current game industry's lack of creativity might be due to having too much freedom, with less problems to solve. But there were also a lot less languages back then, and I don't know if I'll have a long enough lifespan to learn everything that led up to this point. So I'm doing my best to pick something with broad use and many implications, I might try to design applications for businesses down the line, or just make scripts to accomplish different tasks in bulk, or go into servos and robots. I want to do everything, but I have to get started, and that's the hardest part.
>>
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>>164258680
how does that work?
>>
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>>164178767
created a UI window system with buttons and a background image
>>
>>164259671
I thought you just made a typo in the for loop limits, I intentionally avoided that to ensure a more uniform distribution (and of course, this has a cost).
If that was intentional then your solution is not what I needed as you are just limiting your options and getting a lot of suspects that share a lot of traits and only vary in one or trait (the innermost loop one).
>>
>>164259717
>have a twitter and post on it semi regularly for over a year
>tfw you get 4 times as many followers and 20 times as many likes on posts than I have, in half a month
I hate u
>>
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>>164259802
>and anything that requires some level of abstract thinking.
Yeah, this is pretty much me. I've always been bad at that shit. I can write stories and I can draw, that's about it.
I don't wanna be one of those assholes looking for someone to collab with just to ask them to do all the hard parts of gamedev while I do all the fun shit like asset creation so I just decided to make webcomics.

>>164259717
>>164259784
>lewd Tumblr
I'm interested in this as well.
>>
>>164260023
>What languages have survived the longest and are still in use in game design today? C++?
yes, c++ has been the industry standard for over a decade

>Choosing the right ones to learn seems more important than anything.
it might seem that way, but that's wrong
just learn ANY programming language and you'll be fine. once you know how to program, it's easy to pick up another language on the fly

>That's what I'm here for, would you endorse C++ as a current language?
c++ is fine, c# is fine, java is fine, even python is fine
just start learning bro
>>
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>>164260024
diploma_coding.jpeg
>>
>>164260023
>I want to do everything, but I have to get started, and that's the hardest part.
Unfortunately we can't learn everything all at once, we just have to get started somewhere and then branch off until we get to where we want to be. I'd recommend you start by whatever you think is best for you, which is to say don't start by obscure hobby languages or things like that, start with something more general and widely adopted that will make it easier for you to learn and seek help when needed. As I said you can branch off into those other harder things once you feel the time is right and you have already acquired a level of proficiency you're comfortable with.

I know it sucks but unfortunately skills can't be rushed, all we can do is take one step at a time. Take this new year as an opportunity to start and never stop, keep moving forward always.

Best of luck in your endeavors anon.
>>
>3ds Max scene just corrupts itself
>the already exported and working in-game FBX file is now empty
>previous scene versions I last touched a week ago are now unloadable
The hell is going on. I hadn't done anything out of the ordinary. It literally just self-destructed.
The work is salvaged, I had already exported it so I can just re-import it from the game files, but what the fuck.

I ran out of disk space earlier today, which I addressed and then kept working, but why would the week old untouched files get fucked? And if disk space was an issue, why could I save and import it into the engine without fail?
Close call, but fuck, I thought I was being redundant enough with the multiple files. Never expected it to just clean house on whatever error occurred.
>>
>>164260067
yeah k w/e you need bb
>>
>>164260894
>ran out of disk space
>2017
Nigga, do you know how cheap a gigabyte is?
>>
Happy new year
>>
>>164259613
Unity's tutorial examples, Sebastian Lague, tons of tutorials for things other than unity have good examples to pick up from then make something you want based on what your game needs.
>>
>>164260894
SOURCE CONTROL BRO
>>
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>>164258680
Are the following a cursor? it looks like one group decides to turn and follow the wrong way and gets behind, which makes it look more varied. or am I way off base?

>>164259394
The only programming I got a taste of in school was HTML, and at the time geocities was all the rage and much easier. RIP sweet prince I'd honestly love if teaching was more in depth, they're teaching young kids programming in some schools now with scratch and a few other things. But I think even that masks what the functions actually are a bit too much. I wish I had the Reboot team's knowledge of programming, they were amazing.

>>164259802
Ever since about grade 5 or 6 I've been piss poor at math, I was in the canadian school system and my parents put me in french immersion. But since we moved provinces several times, I ended up changing schools a lot, going from French immersion>English>To an all french school>English>French Immersion again. Not only is the language different, but some of the methods they taught us were a lot different too. So I'll blame that on why I messed up so badly. Fastforward to grade 9 math and I can't understand most of the current workflow, get an in school suspension for being late too much, suspension teacher who's mostly just there to make sure no one leaves, explains whatever I was working on in a way that I can understand in minutes. I wish I had that guy around for the rest of my school years.

>>164260394
>>164260662
You guys are way too nice ;_; Thank you so much. Going to try and find a C++ manual or tutorial right now
>>
>>164260023
>there are devs knowing about the gb FFs
I like you already.
>>
>>164261345
C++ can be a bit overwhelming for a beginner, but if that's what you want to learn then go ahead.
>>
>>164261128
Happy new year to you too, dev
>>
>>164261591
They're SaGa games not FF reee
>>
>>164261343
Pretty much what I've been doing, but it took out the entire line, every version generated through the week, that's what surprised me.
>>
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>>164261705
My bad
>>
>>164261812
>Pretty much what I've been doing
>it took out the entire line, every version generated through the week
Then you aren't "pretty much" doing source control
my house could burn down and I wouldn't lose any work
>>
>>164261345
they follow the cursor, but the homing power decays over time, so inevitably they go stray.
(it's the z var in the code salad pic)
>>
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Hey AGDG!

I got some time to work on the game again. Think I'll tackle the dialogue this time.

Here's a picture of the dialogue graph so far (blue ones are planned nodes that I haven't implemented yet). Right is how I implement things. Each node is a scenario (the file on the right), but depending on the loli's stats and how they match the attributes section of each outcome, it will have different effects (code in result tag), and link to different dialogue nodes (links tag). the message tag is just what's shown.

I'm wondering if this is an okay plan, or if I should think of other stuff?

As I was drawing this graph (it's not complete, there are some coded nodes that I forgot to draw here, but it should show some stuff) I was thinking of implementing some kind of node-inheritence thing, maybe one just affecting the links tag? Or maybe all tags? Since pretty much all the sex acts should possibly link to the too_lewd or tell_mommy nodes, and a lot of common dialogue nodes would want to link to a few common targets.

Do you think this is a good idea? Maybe it could set 'default' values for links and for attributes (maybe). However, this might get annoying since you would be less able to fine-tune things, at the bonus of simplifying the links/etc structure.

I was also thinking maybe of putting in a links tag just for the scenario (node) that all outcomes would follow. What do you think?

Should I allow any outcome to inherit from any random outcome? Or should I make a separate type of file containing just links that outcomes (and scenarios) can inherit from?
>>
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>>164262368
>>
>>164262368
What a fantastic year opening post
>>
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>>164262368
>>
can somebody make a video game about asian cartoons which are set to air this winter season so i can see if there's anything i like
>>
>>164262731
you're looking for asian game dev general
>>
>>164262731
Ask g*
he does youtubes about them
>>
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>>164261345
oh shit, found another one.
>>
>>164262368
>carryfuck
Can you describe the position further? Is it like in all those Piper Perry videos where her spine is parallel to the dude's back (almost like a sitting up position), or is it more like that one Zone flash from back in the day with Jinx and Cyborg, where her spine is perpendicular to the dude's? And is she facing or turned away from the guy?
>>
The power of nested loops, I have an endless supply of suspects now, and it's impossible to just guess stuff.
>>
>>164263532

Well, it was using the old sprites, so it's no longer animated in the game as I don't have sprites for it (same for rapevaginal/anal). It's facing away from him and her spine is parallel to his, with her legs out to the sides.
>>
>>164263660
>It's facing away from him and her spine is parallel to his, with her legs out to the sides.
Fucking TRASH. If I'm raping a loli, I want her to be looking at me the whole time. What's the point of it if you only see her from behind?
>>
>>164263889
To assuage the guilt you should be feeling from being literal human waste.
>>
>>164263950
>Implying I'd feel guilty with my dick in an animated loli hole
>>
>>164263889

It's an old animation that's not even in the game anymore. That's back when the lolis had huge hair only, so if I did that you'd mostly just see her hair. Chill. The rapevaginal animation was missionary (and she cries), if that makes you feel better.
>>
>>164264065
>The rapevaginal animation was missionary (and she cries), if that makes you feel better.
It depends on what kind of face she's making
>>
>tfw too toaster to use unreal

>tfw to smart to use unity
>>
isn't it weird how you can put numbers into a matrix, do some shit to the matrix and then you magically find solutions to things somehow in the matrix
>>
>>164264241

Her face is like 4 pixels big in it.
>>
>>164264679
Okay but if it wasnt, what kind of face would she be making? You'll never make it as a dev if you don't ask these important questions.
>>
happy new year /agdg/
have a progress filled new year
>>
>>164264780

She's making the face her father would make if he walked in on you.
>>
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>>164264917
Pic related?
>>
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>>164265042

More in this direction.
>>
>>164262368
>>164263532
>>164263660
>>164263889
>>164264065
>>164264241
>>164264679
>>164264780
>>164264917
>>164265042
>>164265136
/agdg/ - Amateur Game Development General
"We make games!"
>>
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To think that I once imagined this character "proud and fierce"...
>>
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>>164265948
>>
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OK.

Just one last thing and I think I'm really done with the basics. But damn I have lots of inputs, the player being able to customize them is a must :

Castlevania mapped --- A= Jump, B=Interact, X/Y=Attacks, L=Dash
Depth/Tales --- R=Depth toggle, moving 2D or 2.5D
Settings --- Start=Menu, Select/Mode= Pause
Exploration --- L2/R2=Toggle between Build and Harvest modes. B changes into harvest or place depending on the mode, Right stick to move the cursor around.

>>164265948
>>164266104
Wow we always post at the same time.
>>
>>164266218
Yeah!
It's kind of fucked up, because it's 05:20AM here. I have the worst sleep pattern.
>>
>>164265948
>>164266104
those are some animations m8
>>
>>164266334
It's 5:20AM here too. You wouldn't happen to be French too right?
>>
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>>164261602
I'm almost 28, I need to try even if it's difficult. I'm sure sooner or later I'll develop cancer like the rest of us will, and I want to get something done before that happens.

>>164262085
That's really cool and clever, I guess I wasn't too far off.

>>164263505
I like how the video ends up looping. Each push decreases the size of the area it can move around in? When it got really big it wasn't moving into other parts of the screen anymore.

>>164261591
It was my very first RPG. I bought it for 15 dollars at 'digital world' which marketed itself as an electronics store but was mostly full of guitars and guitar accessories. I made a couple of friends a year or two later who also had the game and we weebed out about it til this day.

I've played all 3, plus adeventure, but that's really just a secret of mana game. I've never played any of the other SaGa games that came after it though.

Also I know you guys probably can't link anything, but I'm trying to find an ebook of Programming: Principles and practice using C++ (2nd edition) by Bjarne Stroustrup. Do any sites give samples of the first X pages etc?
>>
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>>164266407
Thanks!

Incidentally, here's what happened to the previous running animation which I had to trash because I hadn't reset the roll values for the bones.
I call it "roadkill".

>>164266409
Norwegian
>>
>>164266218
What is the benefit of having the depth?
>>
Does anyone know how to texture paint anything similar to what overwatch has?
>>
>>164267035
A E S T H E T I C S
>>
>>164267035
Because it's 3D, sort of, but it's just one depth step.

To be precise, that way you will eventually be able to have, say, your crafting tables or farming plots in the background.
Also to be able to let the player focus on battle on the first plan, and eventually allow some enemies to AI their way or start some attacks in the other depth. I have some plans for the battle system after all.

Also >>164267142
>>
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How's does this look?

Took me about a day and a half, I never animated before
>>
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RIP
>>
>>164267302
And this all translates well given that you can sort of be blocked by things in two different planes and it's not just going to be frustrating and confusing?
>>
>>164267136
Fairly basic textures, nothing too grainy. Colors that are pleasant and bright.
Here's a study of Overwatch art http://polycount.com/discussion/170394/technical-study-overwatch-image-heavy
>>
>>164267319
like a self conscious robot who tries really hard to act human
>>
>>164266556
If C++ is too daunting, give python a try. Python doesn't really give you an "in" to game programming, but it's really easy to learn at first and it's not too hard to get to a point where you can actually do stuff. Stuff like creating/manipulating files and scripting, which is really useful. Also Python will let you get started on Godot if you want, because the Godot language is pretty much python.

Either way, good luck.
>>
>>164267505
thanks
>>
>>164267319
looks like a claymation robot zombie
>>
>>164267319
top half seems good. I think he raises his knees too much. fyi: i know jack shit about animation
>>
>>164267504
Initially I had plans to put some restrictions on the background.
But then I decided that it wasn't worth it, I'd rather have freedom when playing. This is why you can place blocks in all direction around you, even above your head, but only 1 block away.
Besides you can lock your movement on the 2D plane with R, so once you're in a plan you can't go in the other one by mistake. The lock is necessary for crouching anyway.

I think that people will naturally do things on the first plan and use the background for aesthetics like the other anon said.
But having the background will be fun, I'm thinking particularly of restricted areas/arenas (like in Starbound) where you can't destroy blocks. That way I'll be able to sneak some secrets a la FF.

Anyway it's just theory. Once I'm done with one last thing I'll start to add items/enemies and playtest a bit. But from what I've seen with the slime debug and all it's not as confusing as you may think.
>>
>>164267742
let me add that i actually like. walking animations are usually really fucking boring and not interesting at all. if characters in your game all walk like that you'll end up with some character. most of the feedback you're gonna get will drive you toward a realistic, boring af walking animation. i mean, you're a human, you can tell that he walks funny.

i like this, i think people should fool around with goofy walking animations. it's more interesting.
>>
>>164267916
I really don't think it is going to be fun or interesting enough to overcome just how clunky it would be.

The background foreground thing may work if you have it such that generic blocks cover both background and foreground and then you can only put items and other interesting things in the discrete depths. That way you can have the depth gameplay and interesting aesthetic without it being a nightmare to actually play and navigate.
>>
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>>164267319
>>
>>164268149
Wait, you don't just snap back to either the front or the back, once you've unlocked R you move like you would in a beat-em up so technically you can be between both.
The majors blocks are either in the front or the back but I've never said that I didn't have plans for blocks that take up both, in fact that's the "last thing" I'm thinking of, but I need to push that logic in the build mode so I'm brainstorming the good way to do it.

>generic blocks cover both background and foreground and then you can only put items and other interesting things in the discrete depths.
Didn't quite get this one.
>>
>>164267319
The turning of head & torso is too abrupt. That's why it looks so mechanical.

For the first animation ever this is actually breddy gud.
>>
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>>164266695
>To think that I once imagined this character "proud and fierce"...
>>
Happy 2017 /agdg/
I love you guys and all the games you are making. I can't wait to see all the progress this year.
>>
>>164267319
http://i.4cdn.org/gif/1483243893756.webm
>>
>>164258752
probably game maker. the drag and drop shit can't do anything remotely complex but it can get you started. if you're in elementary school and start learning that stuff you'll be a wiz
>>
If you're not getting drunk outside and you're reading this, post your first progress of 2017 anon
>>
>>164271127
>outside
Why would anyone ever want to be outside? It's cold out there!

Currently doing experiments with sounds. I have no experience with sound design and how to implement them in my game, so I'm testing different settings and playing around with Audacity.
>>
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>>164271127
Here you go pal.
>>
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>>164271127
here's your .............
>>
>>164271127
I started making my first original song in FL Studio. Not long enough for sharing quite yet though
>>
>>164271657
Is this Tag?
>>
>>164267339

Why do you censor these? Does it deter edgy kys replies at all?
>>
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>>164271776
it's bowling
>>
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>>164271127
Reusing unrelated assets to make the thing itself work before making unique ones, but just got the base for a boss working.

https://www.youtube.com/watch?v=bsAPO2UQtYA
>>
>>164271489
>Why would anyone ever want to be outside? It's cold out there!
Its not winter everywhere, Amerifat. Maybe they're on the other side of the world like Russia or China
>>
>>164272013
Nice Portal 2 clone
>>
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If you missed it, BONELORD is finished
Go play it here https://spacedoggames.itch.io/bonelord
>>
>>164271657
That style is really good. How did you achieve it? What do your game do?
>>
>>164272219
top secret color palette
cubes
edge detection
>>
>>164272079
>implying people live somewhere that is not within 40km of the planet's poles
>>
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some progress on texturing spider gal
>>
>>164272206
what do you mean finished
finished playable prototype?
>>
>>164272374
ye, it was always just a small prototype
>>
>>164272449
yeah but
since it's awesome and everyone likes necromancers
you're gonna make a full game, right?
>>
>>164272352
consider making her spiderbutt black so it doesn't look like cockroach butt

you've come a long way though, it's looking a lot better
>>
>>164272508
people seem to like it, so probably after I finish my main game
>>
>>164271127
Finished server, no real picture to post of that.

Now I'm devouring this six pack of 16 ounce pabst's. All alone thanks to falling down stairs 2 days ago.
>>
>>164272352
this >>164272538 or give it some markings like a white stripe or something
>>
>>164272578
by then I'll have completed my clone of your game, published it, and made millions
>>164260032
j/k I'm just an enginedev
>>
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some progress on hud, added a new sword and gun model, different character selection menu, so other stuff.

switching characters is lacking feedback not sure what to do there, maybe zoom out and show the characters changing
>>
>>164272682
>>164272538
Thanks I'll give those changes a try.
>>
>>164272896
dude what
>>
>>164257969
i feel like i have a learning disability too desu

actually i think i can learn programming, the thing is i don't know how to actually apply what i learn
>>
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>It's 2017 and he still has no game.

Sad.
>>
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>>164259784
>>
friendly reminder you'll never finish your game and on the off chance you do the market is now too saturated for anyone to care
>>
>>164262368
>>164273640
>>164271565
>>164268470
>>164267339
>>164266695
>>164266104
>>164265948

Oh wow, sourcefam is posting again. What a surprise! Actually it's not a surprise at all. We expected his. And we've forwarded it to the authorities. :)
>>
What are some innovative ideas for a bullet hell game?
I just began using Game Maker and so far I'm good,Graphics are shit but I'm mostly in the coding part but I don't wanna make my game some boring repetitive touhou rip-off (yes it will have qt girls in it)
So I wanted to add a mechanic to the game that would refresh the gameplay.
>>
>>164273640
>17 years
>and this is all he has to show for it
>>
>>164273838
Welcome to life son. Now move outta the way, game coming through.
>>
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Bad artist here, happy new years!

What do you think of my Thicc-monster with the worlds most corrupting dragon dildo?
>>
>game stops loading if I tab out

Not sure why games do this. Can someone explain to me what the fuck is going on here?
>>
>>164273585
Too much reliance on tutorials? I prefer to learn by exploration/doing things the "hard way" ie rolling your own
>>
>>164273640
Jesus christ. How could anyone think that's a game?
>>
>>164274084
I'm gonna guess the game doesn't load everything in one step, so when pausing everything autimatically on focus loss, the next cycle of loading is halted as well.
>>
>>164274093
i don't know, i've managed to do a FEW things on my own, but usually i stop after doing something very simple

for example, once i got a sprite moving with some animation on a C64, i didn't know what to do next
>>
>>164274047
Looks like something from an old point and click but with high production values
ST:TNG A Final Unity
>>
>>164274047
I want to send it back to the xcom boffins
>>
>>164273995
add an rpg and tumblr humor
>>164274047
nice color scheme from the thumbnail
>>
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>>164273640
>there's sourceposting
>anywhere
>ever
>>
>>164273640
To have to open 2017 with... With this? Ugh. May as well not live at all........
>>
>>164273640
>it's 2017 and source still exists
>>
>>164273640
Lol. Just fucking lol. :)
>>
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>>164273640
>that image
>mfw
>>
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Happy 2017, folk. Leave me some requests for the morning!
>>
>>164274971
Would you be interested in doing a one-off title card for a demo day game?
>>
>>164275037
leave details and I'll give it a shot
>>
>>164274971
>Leave me some requests for the morning!
How about you suck my dick
>>
>>164274971
Get rid of source, forever!
>>
>>164268651
As in, the major blocks that make up the game go from the front to the back. There is no different depths for them. Then it is other things that can go in different depths, like furniture, items and enemies.
>>
>>164262368
Ugh. Reek's back.
>>
>>164261591
>gb FFs
delet this

they werent real FF games by any definition, for better or for worse
>>
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>theres source in the thread
>>
>>164257454
i recommend using System.Diagnostics.Stopwatch for performance testing
>>
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>>164275097
>>164274971
nevermind
>>
>>164275828
sad. but I'm happy to see you added that color
>>
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>>164273640
>gif
>doesnt move

>model
>ripped from hl2

>whole scene
>just a hl2 item in t pose
>>
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>>164260070
sorry, I got lucky + cute character + I waited until what I thought was the right time to post the good tweets. we have some real twitter head honchos here though you should ask them for hot tips instead

heres some frog tryouts goodnight
>>
>>164273640
>320x256
Is that his actual resolution?
>>
>>164254793
The one you make yourself
>>
How do we make 2017 agdg great again?
>>
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>>164273640
>320x256
>>
happy new year you virgins
>>
>>164276127
all you need to do is set up a patreon and keep posting cute gifs to tumblr/twitter/whatever
you'll get rich and never have to release anything
>>
>>164272896
this is zany as heck
>>
>>164276484
I trust anon to actually do something, but this being true bugs me.
>>
>>164276361
Start with calling the federal police.
>>
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>>
>>164235705
Definitely the right.
>>
>tfw people sign up on itch.io just to follow your game
>>
>>164277546
>mfw I'll never know this feel
>>
>>164277589
if it helps i feel like shit all day and want to die. i doubt i have it in me to see it through to the end
>>
>open game maker before new year
>try to save anything ater 12:00AM

reeee
>>
>>164277546
I still get random follows even though my last shitty build was for Demo Day 9. It does give me hope that if I drop a real demo it will reach meme escape velocity.
>>
>decide to use some of my sleeptime to gamedev while I can
>didn't sleep at all

Well, they say that the first minutes of the new year influence the rest of the year, might as well spend it making progress
>>
Where can I get webmercator tiles? (Resolutions of 1m/2m/4m... are preferred).
>>
>don't play any indie games because jealous of their success
Anyone else do this?
>>
>>164280062
I am not retarded.
>>
Why would anyone use memeyard when unity and ue are much better?
why would amazon even want to enter the engine market what the fuck?
>>
>>164280229
their own game studios use it
they want to encourage people to use their hosting services
>>
>>164280229
They want to increase usage of the cloud services for games. They are giving free licenses to an engine to do it. Industry people are saying they aren't super serious about the engine thing and they are just seeing what sticks.
>>
>>164280229
Unity took about a decade to get as huge as it is. Amazon has the time and capital to wait that long, if they want to.

>>164280283
>>164280324
This is what unity is trying to do now, too. They launched their collab service recently in pursuit of this.
>>
>>164280324
>aren't super serious about the engine
thats even worse
imagine spending two years of your time on a game and then amazon suddenly drops the engine without even fixing all bugs and shit because "meh i just didn't stick"
and their features are shit also, on their page their big current update is twich streaming implementation, who gives a shit? that won't help you develop the game and to anyone to play the game, that only covers .000001% streames who will play your game literally any game can be streamed without any built in stream support
If they made the engine solely for the purpose of getting their hosting used then they are fucked, because their main objective has to be the engine, if the engine is only means to an end then they will fail miserably and i regret any dev who falls for their meme
>>
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Changed the mechanic - the way to paint surfaces is no longer transferring between two of them. You can only paint a surface once.

The puzzle of the game will be to not run out of ammo while finding a path through levels, and platforming
>>
>>164250584
>>164249890
Alright, thanks for the input, I will rethink the scope of the game and perhaps keep it puzzle-focused for now after all
>>
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Starting off 2017 with my babies first shader.
>>
i give up
>>
>>164281102
>outlines on the characters
>Xray on boku when he goes through a wall

Woah I'm crying tears of joy it took you a year but you finally added them in like we suggested for so long.
>>
>>164281102
Have you seriously gotten this far without writing shaders? truly the power of unity

Happy new year, hope you ship bokube this year! I'm shipping bokube with the brown mouse
>>
>>164281115
https://youtu.be/vc_UVpFayaw
>>
Friendly reminder to use Unity for 2D games because the time you spend doing a couple hacks to make 2D work properly is saved a hundredfold in everything Unity does for you.
>>
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>>164281102
That dirty boi rolling dat delicious ass all ova da place.
>>
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Happy New Year everyone
>>
>>164281592
you might want to make that health indicator bigger
>>
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devstation
>>
>>164281592
Nice. Happy new year!
>>
So how many of you do a component approach where you have something like a Velocity/Health/Team component and how many of you stick it into one class?
>>
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>>164251974

I can now fire green things at the yellow and red things and make them die, the laserbolts hit a wall north of the visible screen area and despawn

next goal is to set an end point for the level, add more enemies, add a score, and make the palayer die if they touch the bad guys and i'll technically have a game!
>>
>>164281713
>january 1
>everyone walking around in shorts
The south is gross.
>>
>>164281873
Oh, and i'll release a work in progress build at the end of the month, i'll try and do that monthly to encourage me to keep working on it on weekends and after work
>>
>>164281923
We have a "demo day" that is exactly what you want.
itch.io/jam/agdg-demo-day-11
itch.io/jam/agdg-demo-day-12
>>
>>164281960
>itch.io/jam/agdg-demo-day-12
Ah i see, i'll try and get my minimum viable product done by then!
>>
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>>164281908
its summer here in aus tho
>>
>>164281186
unsless one man army devs are retarded they never need to waste time by writing their own shaders, there are literally thousands of free shaders to do anything they want and on most occasions you can do perfectly fine with just the ones built into the engine
>>
>>164277076
See You, Space Cowboy
>>
>>164282006
Good luck! if you can, squeeze in a bit of graphics work. Even if everything is built of primitives, a good color scheme will double the number of people who download and play your game.

>>164282173
Maybe I'm biased, but I've found a use for custom shaders in every one of my games, and that's in Unity, which has maybe the largest amount of code out there. Usually I'm just copy pasting code snippets, but I still have to understand how to tweak them and not get syntax errors.
>>
>>164281469
You ok anon?
>>
>>164279549
Bump.
I need just land tiles, no streets/labels/etc. Where should I look for them?
>>
>>164282375
>Usually I'm just copy pasting code snippets, but I still have to understand how to tweak them and not get syntax errors
Was this a joke? I thought the Unity devs copy/pasting code thing was a meme
>>
>>164282375
I use shaders heavily in my game and never have i needed to write my own. The only scenario was where i needed to change some variable limits or combine two shaders into one and shit like that, but there is simply no case where writing one from the ground up is needed unless you use some me heavily specific game mechanic like intersecting multiple dimensions and shit like that
>>
>>164282145
>>164281713
What's your game? Where in aus do you live
brisbane here
>>
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>>164259394
>Why is programming so hard for people to learn?

Because it's boring and time consuming.
It's not something visual or offers up much room for creativity.

If you don't find something interesting or fun it becomes way harder to actually get good at.
If it wasn't for some great learning material by Bob Tabor I would never heave learned C#. Not because it was "difficult" to understand, but because the learning material for programming is fucking atrocious and boring as fuck.
>>
>>164282491
Sort of? I copy a working shader, or the part of it that I need. Then I tweak it until it works. Then later when I need that same code in a different shader, I can write it from memory.

Is this any different than following a tutorial the first time, and copying the code from the tutorial?

Also, in shaders, there is often only ONE correct way to write something, so code will look copypasted anyway.

>>164282565
I don't write them from the ground up either, but there's a difference between never touching shader code, and understanding it for when I need to change something.
>>
>>164282639
This
it's also why things like UE's visual scripting and to a lesser extent gms's dragon drop are so good at getting people into making games
They teach the logical flow while being easy to understand and fast to use, then you can step up to actual code later
>>
>>164282565
Years ago I wrote a shader to intersect 2D sprites in 3 dimensions using Z maps, it was a lot of fun. Since you need high precision to get good results, I actually had to encode/decode the depth value in a 32-bit texture
>>
>>164259394
Thats on purpose. They need to make programming hard to keep black people from learning and being able to compete with the white man.
>>
>>164282627
yeah I live near Ipswich, my game will be "jamos" in dd12
>>
>>164282703
>Is this any different than following a tutorial the first time, and copying the code from the tutorial?
I've never done this, I always thought people were just kidding when they said they did
so, what do people do?
any time they need to figure out how to do xyz they google for "c# xyz tutorial" then copy and paste whatever they can find?
>>
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>>164277076
oops
>>
>>164282965
It's called being a beginner, faggot. You copy and paste and learn how the code works until you can make it on your own.
>>
>>164283026
wow you doxxed me im quitting the internet forever
>>
>>164283059
>copy paste
The least you can and must do is type it in by hand. This forces you to actually interact with the code, laying the foundation for understanding it.
>>
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>>164283059
>copy/pasting code that you personally haven't written
>>
>>164283059
you should go to wikipedia and read about the algorithm or whatever it is, then write the code yourself
you only learn by doing
>>
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POST

COMFY

GAME

IDEAS
>>
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>var event = InputEvent()

>event.type = event.KEY
>doesn't work

>event.type = InputEvent.KEY
>works
>>
>>164280592
Interesting concept. Looking forward to seeing more.
>>
>>164280592
This could be successful. Keep at it.
>>
Is the gamedev Humble Bundle worth it?
>>
>>164283559
Loli lemmings/tamagotchi hybrid
>>
>>164284581
Pyxel in the 99c tier if you are looking for an alternative to GraphicsGale, Aseprite, or what have you.
>>
POST

YOUR

PROGRESS
>>
>>164284706
So Marmoset and SpriteIlluminator aren't worth it?
>>
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>make a bunch of 32x32 sprites
>realize I actually need 48x48 sprites

FUCK
>>
>>164285072
Newfag here, how do you realize something like that? Is there a technical reason?
>>
Alright algorithmbros

I have a pixel grid and want to check whether there is a closed ring of a single color. Should I do this by traveling along the color pixel by pixel and see if I can end up where I started, or should I get a bounding box of the color and then see if I can get out of the box from inside the box without touching the color (like Magic Wand tool)

The problem is the pixels can be arbitrary, so there could be concave shapes, dead ends and lines several pixels wide. How do I check for a ring then when going pixel by pixel? Seems impossible, it's kind of like pathfinding, but you have to find the path to yourself going a particular route that you can't know when you start

Does this problem have a name?
>>
>>164285147
I went to draw a spiky hair style and I realized I couldn't fit it on the canvas. Luckily Graphics Gale is making this easy to fix, but holy balls I should have seen that coming.
>>
>>164284964
>SpriteIlluminator
Have you seen their example images? Do you honestly think that those are anything close to acceptable looking?

>Marmoset
Works for isometric art with hard edges. If you need another ratio for your isometric or a straight edge not on along one of the 6 main axis you are fucked. The animal example images look like ass. Organic forms are a mess.
>>
>>164285232
Thanks friend, I'll stick with the dollar tier.
>>
>>164285189
Flood fill?
>>
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>tfw trying to learn shaders
>>
>>164285189
>Does this problem have a name?
Dunno.

Sounds like a job for algorithms like Deijkstra's for example. I think synonyms are floodfill and greedy algorithms. Just gotta find a way to adapt them to your problem.
>>
>>164285189
https://stackoverflow.com/questions/34395410/finding-closed-shapes-in-c-sharp
Just googled and found this one. Flood fill outside of the shapes will probably get you all of the closed shapes. then you can iterate over the left over pixels and determine which ones are connected and not, forming the shapes. This will only work for binary grids of course, so if you only have a few colors I guess you could do it once per color.
>>
>>164285384
https://www.youtube.com/watch?v=GZWB7qn5N0A
>>
>>164285072
32x32 is tiiiny. Even 48x48 is small.
>>
>>164285384
Are you following a tutorial? If so, which one? I personally found https://thebookofshaders.com/ to be useful.
>>
>>164285547
Yeah. It is. That's what I can produce fast as shit and in high quantities are passable quality, though.
>>
>>164285384
Rounding errors accumulating?
>>
>>164285413
>>164285358
>>164285395
Alright thanks, flood fill sounds like what I am looking for.
>>
>>164285547
I apologize for the poor response in >>164285612. I'm all up in fixing this problem, so I'm giving the bare minimum processing to typing, unfortunately. I just meant I can make decent enough stuff quite fast at that size.
>>
>>164285189
i would go like this:

for each pixel not already filled start a floodfill;
{
here we have our set of pixels part of the current floodfill
check if this set is inside a circle
}

how to decide if a set is inside a circle? this kinda depends of how precise and autistic you want to be, for a first try i would do something like this:
-get the pixel with the highest Y in your set, this should be the top of the circle, lets call him TOP
-order the pixel by X
-for each different X, the number of pixels having that X should be increasing until you get to the X of TOP
-from now on, the number of pixels having that X should be decresing with each X

you can parametrize how much you want the circle to be precise by having something like "the increase/decrease between each X must be K"
>>
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>>164285550
I copied one I found online, but it's not doing what its supposed to do.

That tutorial looks good but unfortunately I'm using monogame and I don't think you can use GLSL shaders with it

>>164285614
No idea, its just supposed to shift the colours a bit
>>
>>164285715
Do I see correctly that you have to flood fill the area that is enclosed by the shape? You cannot flood fill the shape itself, correct? Because that way you would not find several enclosing shapes that are also all connected to each other, like overlapping circles
>>
>>164284667
>loli lemmings
>sending a loli to die
YOU MONSTER
>>
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>>164286117
>>
>>164286117
>letting a loli grow up
>letting it get old to slowly rot alive in her mortal coil
>not preserving her in her purest state, at the pinnacle of her development

Who's the real monster here?
>>
>>164285826
Mind linking the shader?
>>
>>164286915
http://gamedev.stackexchange.com/questions/116598/how-to-do-chromatic-aberration-on-a-transparent-background
>>
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Here is my completed fail state when you can no longer hold the door closed.
>>
>tfw you've spent the last 4 years abandoning half-finished games because you got bored of it, hit a huge roadblock or got to the part where you needed art
i give up
>>
>>164252141
Change it back to black you cuck.
>>
>>164287408
https://www.youtube.com/watch?v=9F5p1_hR2Ws
>>
>>164287401
>attackers now white
There goes the /pol/ audience.
>>
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I went nuts with shaders
>>
to all you faggots that can't program, stop googling "gaem progromming tuts" and "how do i like make my character run in unity" and get a fucking textbook on a language and work through it.
>>
>>164287471
If there's one thing 4chan/AGDG is good at, is pointing out things people will get offended over, which ain't my goal here.
>>
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>>164251974
I wish the lazy faggot that made this game would have the decency to flip the character's sprite when you moved left.
>>
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Finished animating the aftermath of New Year's.
>>
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Does my game look le retro yet?
>>
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>>164288301
what did he mean by this
>>
>>164288301
No. It looks fake retro like you've never played a video game on a CRT before in your life.
>>
>>164288301
It looks like it's a retro game made by somebody who's never played anything retro.
>>
>>164288406
>>164288407
in his defense i could see something like this being developed by an amateur in late 90's for windows 98 or something, just without the shader
>>
>>164288407
>>164288406
Hi /vr/! Thanks for coming by.
>>
>>164288530
It's just an opinion, don't worry about it. I just think if you want an ACTUAL retro feeling, you can make it look much better. But maybe they aren't going for complete retro anyway.
>>
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>>164288406
>>164288407
Just what I was going for
Just playing around at the moment, any ideas for special effects?
>>
>>164288301
Is Minecraft retro? Because your thing looks like shit.
>>
>>164288301
Not retro, but it looks good.
Old game sprites were super complex, there's very few old games with simplistic styles, they strived for realism and detail within the limitations of the systems they were developing for.
>>
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How about a lewd flower girl simulator? Kinda like furries, except....flowers. I google searched and couldn't find even 1 sexy flower girl. You could raise them, put different nutrition in the soil that affect how big their tits are, etc. Could I be on the cusp of creating a new deplorable fetish?
>>
>>164285189
maybe some kind of pathfinding. see if you run into your self eventually. thats a tough one.
>>
>>164288618
Anything but a CRT filter, those are terrible.

I like faux framerate hits whenever you're getting damaged/dealing damage though,
>>
>>164289383
>>
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>>164289523
>flat
>sexy
>>
>>164289697
>deliciously flat
>dem eyebrows
>not sexy
Seriously now?
>>
>>164289697
>not back breaking balloons
>flat
Check the curves from the right armpit and mid chest, then contrast it to the hands.
>>
>>164257639
GML is the worst part about gamemaker, I wish they'd just let you use C# or Lua or some other well-documented language.
>>
>>164289742
>>deliciously flat
there is no such thing
>>
>>164289383
Damn, that's, lewd. And comfy. Gardening is just max comfy. Taking care of the little little flowers, watching them grow, thinking that they love you and are waiting for you to come by and take care of them. Call me the fuck in, anon.

Holy shit, what has /d/ done to me? ;_;
>>
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Added a few more things:
>people now run away from floating items that damage them
>items you can interact with have an outline (green) and message saying what you can do with them (both need proper HUD, just placeholder)
>if you press LCTRL you see HUD, which shows character portraits, health and all the items you can interact with (in purple), HUD is still placeholder
>>
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>>164290990
Also added properties to all objects. Heavier objects can be interacted with, but not really picked up unless you apply a lot of force (which will burn your power).
>>
>>164291074
Uncanney Valley dev?
>>
>>164291112
Yes.
>>
>>164290990
>>164291074
>clumsy poltergeist
That's a nice idea, actually.
The mortal elimination UI and form + color of the sprite remind me of Ghostmaster.
>>
>>164291124
Cool, you didn't leave agdg despite having a game! What was your reaction to Accursed Farms' review?
>>
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>>164291223
Yeah, I looked at Ghost Master and Ghost Trick, but nothing really similar I can think of.

Other inspiration was Neighbours from Hell 1/2 and more open ended "killing" games like Commandos, Hitman, etc., where killing someone is more of a puzzle and making plans. Incredible machines is also something I want to add (place traps on floor that people stumble into and send them flying through windows).

>>164291282
I'm always lurking.

I loved it actually, I laughed a lot. We talked a bit about it in the emails when I sent him a code and he gave me some more criticism.
>>
>>164291391
>I loved it actually, I laughed a lot.
Ross is a pretty dope dude. Getting a positive review from him is way up there. Can't deny I'm envying you. A lot.
>>
>>164291391
>>164291074
>>164290990
Just wanted to say that I really like your games anon. It's always nice to have a successful dev around here.

Keep up the good work!
>>
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>>164291391
>Ghost Master
>Ghost Trick
>Neighbours from Hell 1/2
>Commandos
>Hitman

Based list.
>>
>>164289697
>>164290407
FLAT IS JUSTICE
>>
>>164288301
It looks like one of those carpet playmats I used to have as a kid, but with a hyper-generic fantasy game instead of a town to drive toy cars around.
I like it.
>>
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>>164291514
>>164291546
>>164291658
You're too kind anons!
>>
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How often should a player see an ad on a mobile game do you think? Every 5-10 minutes or something? I don't really play any so I'm not sure.
>>
>>164292241
any time they arent seeing or interacting with an ad is a write off
>>
>>164292241
Depending on the game you can have an ad up permanently. Like a banner on the bottom. Then every five levels a big one. Regarding puzzle games with a large number of small levels anyway. Then offer an ad-free version for 2 or 3 bucks.
>>
>>164292241
Never
>>
>>164292241
Mobile industry does actual research on how to use and abuse its users, even openly so, I think King or some other big company even publishes some of the tricks.

This isn't gamedev though.
>>
>>164292241
>How often should a player see an ad on a mobile game do you think?
Never
>>
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>>164291391
>vision comes from the chest
>>
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Added a new weapon, it explodes into smaller bullets, I like it because it feels like you can do a lot of creative things with it. Also added a slide and some polish on the weapons menu.
>>
Is the Godot compiler dev here? What features does godot have if you compile it?
>>
>>164295254
The main features are visual scripting (very experimental) and high level networking (not as experimental; the demo works). Also "proper" enums, which is nice. That's all I can remember right now.
>>
>>164295350
C# not in yet?

It's supposed to be in the next big update right?
>>
>>164267339
Poor doggy...

But how can a god of death die?
>>
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What's the CryEngine good for? What does it do better than all other game engines?
>>
>>164295417
Definitely in 3.0. It was originally planned for 2.2, but since that wasn't an official stable release, they postponed it to 3.0.
Would never have thought they'd include it though. The github issue to include it is one of if not the biggest for the whole of Godot.
>>
>>164283559
Self appreciation training simulator.

You're deppressed, but you want it to stop by working on yourself to feel better or fapping to lesbian loli butt hentai.
>>
>>164295571
Don't worry he gets up.
See:
>>164288187
>>
>>164286676
Where does that comes from?
>>
>>164295673
I'm happy though, it's one of the only things stopping me from using GoDot, also I love Unity's community, but I'd rather do a 2D game in something a ltitle more light weight.
>>
>>164293945
Level looks alot like "The Adventures of Micro Man". Which to me is a good thing.
>>
>>164283559
you're on your deathbed really high on opioids. you lay there and wait until it's all done.
>>
>>164290721
/d/ is about learning the true meaning of love, frien/d/.
>>
>>164295784
I think it will be a real boost to the engine's popularity. With 3D becoming a non-neglected aspect, I think there will be a few people making the jump from Unity with the boon of not having to learn another language again.
>>
>>164295774
robot girls z
>>
>>164295970
name me some good reasons to use godot over unity
>>
>>164295970
Yep. For me it wasn't even about learning another language, developing in C++ is just generally slower, and the types of games I develop don't benefit from the increase in speed.
>>
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1k lines of code later and the placement of props looks kinda shitty. At the moment the props can either be placed randomly, in the center for bigger props, or along the walls for things like bookcases and candelabras.

I guess I'll have to either 1) Make some handmade platforms or 2) Make clusters of props to place to make it look more coherent. Either way this algorithm could be used to "fill out" with more props I suppose :/
>>
>>164295787
Talk about an obscure reference! I'm getting a lot of replies from people that say it reminds them of old DOS games.

I was thinking of adding a CRT filter but not sure if that's too much of a cliche thing to do.
>>
>>164296187
- It's free. No royalties, license fees, whatever. All yours, it's MIT.
- The editor is written in the engine itself, if you want to extend the engine you can do so with your own or someone else's C++ module and a recompile. It is also possible to code your game in pure C++ using the engine as framework without ever touching the editor, if you're so inclined.
- GUI work is super fucking easy and visual. Seriously, no other engine has made me not want to kill myself.
- Built-in event listening system.
- 2D can handle pixelperfect stuff more easily than setting up Unity due to its dedication to 2D. That said, for 3D you should stick with Unity, at least until Godot 3.0 is released.
- The node system is very intuitive to work with and if you build computationally lightweight games, the GDScript language is a pleasure to work with. Granted, these two points are very subjective.
- The in-built Animator is pretty powerful as it can make keyframes for every single object and every parameter that you can see in the inspector.
- Comes with Android, BlackBerry 10, HTML5, Linux X11, Mac OSX, and Windows export modules. For free.
>>
>>164266556
gen.lib.rus.ec

You can find books there
>>
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I'm panicking guys. I thought I made an easy platformer for the masses but my friends who are casuals couldn't even complete the first level. Like you're not supposed to reach the end of the level without deaths, even I die a few times, it's kind of a you die and you learn kind of game. But even after minutes of playing they just couldn't do it. And it was the easiest level.
>>
>>164296934
>make a game clearly not for casuals
>g-guys why can't casuals beat my non-casual game??
>>
>>164252253
I'm usually against the OPs who try to shorten it, but I think this is a good compromise. All of the links and info are there from the longer OP, except they're just grouped on the same line where it makes sense. I don't mind this.
>>
>>164296934
>even I die a few times
if you can't beat it without taking a single hit then its too hard
>>
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>>164296934
making a good difficulty curve is hard, usually your first level should be almost braindead so the player can focus on how the structure of each level is going to work, and then you pile on extra elements over time
pic releated, SMBs first level
>>
>>164252705
>>164297023
All the info is there but it looks ugly as hell. I'd rather there just be no links than have the links all fucked up like this.
>>
>demo day is in 6 days and 16 hours
Are you ready?
>>
>>164287581
Those stones look like petrified poop
>>
>>164297232
ahahahahahahah
>>
>>164296710
>it's freeeee
You know, there's a reason why people still go for Unity or UE4.

Don't make it sound like that Godot is better than both of those because it's flatly wrong.
>>
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Flood fill works, thanks for the help, but I'm not sure if this mechanic works. It could be nice in a strategy context, but perhaps too slow in puzzle setting.
However it is much faster to expand a color when you can fill in an area, it gives you more blocks to work with to fill other areas.

I made another dumpster mockup, what if you clear blocks to uncover terrain and also get cash?
But first I have to rewrite everything from scratch with everything I learned, what a disaster
>>
>>164296934
I remember one interview by Iwata where he said old games were not usually hard because they were intended to be so, it happened because the people making the games were the same ones testing it, so they got so good at the game they couldn't even tell when things were too hard.
>>
>>164296934
Playable demo for judging?
Try to lead players to the right conclusions before dunking them in the shit.
>>
>>164258752
Construct 2 is a pretty powerful IDE if you don't want to touch any code. If eventually want to get into easy-level programming, I'd recommend GM:S (can't say anything about GM:S2 however).
>>
>>164297519
>it costs a ridiculous amount of money, so it must be good!
Unity will continue to cuck people in 2017. Have fun with your bloated engine that purposefully doesn't include features so you have to buy them from the asset store.
>>
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Added sounds to the game (well 4chan has no sounds, so here is an old webm)

Almost ready for next demo day!

Also what the hell 4chan. they reduced file size to 2mb?
>>
>>164297519
>money should never be an argument for an amateur

>Don't make it sound like that Godot is better than both of those because it's flatly wrong.
I have stated that Unity is preferable to Godot in 3D aspects. There is no doubt about it. And until 3.0 is released, this will not change, and even then one would have to reevaluate. This is what "at least" means.

UE is a completely different ballpark. If you can make good use of its capabilities, by all means, go for UE. But don't use UE for a 2D sidescroller, that's what Godot and GM are competing for.
>>
>>164297792
>2mb
That must have happened this night, because I can recall uploading 2.5MB yesterday.
>>
>>164297519
For 2D Godot is absolutely better than both of those.
>>
>2017
>The Unity meme is still being perpetuated when Xenko exists
>>
>>164296934
I honestly have the same issue, Anon. I feel like my game isn't that hard but when I have somebody else plays it, they have a really difficult time (Helleton-dev). I'd be happy to try out your game and tell you what I think.
>>
>>164296710
i havent used godot but use unity a lot and the build in localization, game saving, and input system look like huge benefits for godot
>>
>>164297985
Post your Xenko game?
>>
>devs surprised that someone with no contact to a game has more difficulty than the guy who created it and played each screen a couple of hundred times for testing
In other news, water is wet! More at 11.
>>
>>164298136
Google "Bravely Default"
>>
>>164298247
It's made in Xenko?
>>
>>164298113
It is pretty good. I can only recommend downloading it and create a Pong clone or similar to get a feel for it and decide if you like it.
>>
>>164298268
What else would it be made in?
>>
Godot is very good. And to extend and modify the editor you don't even need to go to C++ or even plugins. You can designate any script as a tool script and it executes in the editor. That way you can for example add buttons all across the editor if you wish to.
>>
>>164298403
Lumberyard.
>>
>>164298268
>>164298247
It's not made with the engine. The guys who made BD made Xenko.
>>
>>164298425
You can modify the Unity editor with C# scripts too

Not saying I prefer Unity tho
>>
>>164298425
https://www.youtube.com/watch?v=vsxB4L6rufo
>>
>>164298493
Shit really? That's neat.
>>
Why would anyone name a game engine godot? that sounds like a profane
>>
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>>164297985
>engine nobody ever heard of has nested prefab support
>unity still doesnt after 20 years
>>
>>164298631
typical autistic freetards trying to name something baka
>>
>>164298631
http://objection.mrdictionary.net/go.php?n=8335514
>>
anyone has experience with godot? I did the tutorials and it seems pretty comfy, I dont know tho if its worth the switch from gamemaker
>>
>>164297232
No but I'll upload what I've got
>>
>>164299001
Decide for yourself. Not trying to be a cunt, Anon.

If you're already deep into your project, I wouldn't recommend switching until you finish/drop your game. If you're not into a project atm, then just give Godot a good chance to see if you prefer it. Don't let the assholes here dictate what you use.
>>
>>164299001
>anyone has experience with godot?
>thread discussing engines and especially Godot for the last hour
I guess?

Without being a shithead: I made that switch. Never looking back.
>>
>>164299069
Nah no project lined up. GMS2 looks cool but there are no torrents up and its too much money for me. And godot looks pretty gud

>>164299135
well yeah I kinda asked before I scrolled up to read the thread. Maybe Ill just try to make some small prototype to get a feel for the engine
>>
I find myself changing my game ideas constantly and never ending up making anything.

I haven't gotten far in any of my projects, but I realize that the genre I want to make is a colony manager, Dwarf Fortress or Rimworld type. Where once I make the basic stuff, I can keep adding new things for years.
But I'm having trouble thinking of how to make it fun.
>>
Use LibGDX its good I promise!
>>
>>164297232
I'm the furthest from ready I have ever been
>>
>>164299279
I've been there. While making a game on that scale is still a big dream, I've put it back maybe for good and am currently working on smaller games. I just want to finish something.
>>
>>164299359
>should be adding gameplay
>watching australian clockmaker on yt instead
i deserve a rest after 2016
>>
I'm gonna make a game this year!
>>
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>>164299789
>>
>>164299498
I once watched 2 bowling tournaments even though I had a math exam the next day. And I don't even like bowling particularly.
Procrastination is fine but you should keep yourself in check.
>>
>>164299279
I think about this a lot as well.

I want to do a Fantasy version of Rimworld where how Rimworld has expeditions (in the most recent update) I would have quests.

Send a group of adventures to go explore a dungeon, and it plays like a mini adventure game. Or go to a griffin nest and collect griffin eggs, hatch and have baby griffins.

What are some of your ideas?
>>
>>164277546
Feels good man
>>164287401
Dropped
>>
>>164298736
I BET IT'S A BETTER ENGINE THAN UNITY THEN


kys weeb nodev
>>
>>164300346
Not the same guy but the lack of nested prefabs in Unity has always annoyed me. That said, I'm way too used to it to even try to switch to something else now.
>>
I'm starting to wonder if the Godot shill isn't actually the same guy who tried to push his Vulkan shill back then.

There's no game with both of them anyway.
>>
What's the most boring part of making a game and why is it the UI?
>>
>>164300971
ui/ux is fun though
>>
>>164300971
Because you make games with unsatisfying UIs.
>>
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i need to come up with ways for these guys to spawn in

which is better?
>fly in from offscreen
>teleport in with some kind of effect
>something else
>>
>>164301051
Not him but I find it boring too.
>>
>>164300767
>There's no game with both of them anyway.
Bingo. It's always an engine dev.
>>
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>>164301109
thats ok, it's ok to have different interests than other people
>>
>>164301092
Glad you readded the helmet blocking, only forgot the dramatic pause on it.
>>
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Opinion on Clickteam Fusion 2.5?
>>
>>164300346
how can you call yourself a unity user if you do not regularly bully the devs about nested prefabs still not being supported?
>>
>>164301092
Teleporting in with effects is cool, if you telegraph it and add damage to the teleport animation, you can use it to compromise the player's location, which is neat.
>>
>>164301274
lol
>>
>>164301236
>it's ok to have different interests than other people
Don't ever post here ever again.
>>
What if I can code and draw and make music but can't think of game ideas?
>>
>>164301417
Better than Gamemaker right
>>
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post comfy game ideas
I can't think of a comfy activity/setting that still retains the characteristics of a game.
>>
>>164301541
If you don't have game ideas you shouldn't be a gamedev.
>>
>>164301541
Crowdsource your game ideas or make a clone superior to the original.
>>
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>>164301541
Ideas are my speciality. Maybe you've seen some of my posts before.
>>
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>>164301269
do you mean this dramatic pause?

>>164301360
that is a really cool idea
>>
>>164301640
Gardening simulator
>>
>>164301640
Campfire Simulator. Keep the fire alive until morning. Eat some marshmellows in the meantime.
>>
>>164301697
Yeah, I'm not sure if it was as strong, but on helmet block you had something very similar and satisfying.
>>
>>164301670
I have not
Please enlighten me so that I can just like make game
>>
>>164301640
investigation games are p comfy

see: deadly premonition, la noire, etc
>>
How do I imprint a routine into my playerbase so I can make them come back to my game constantly
>>
>>164301782
Maybe you are thinking of the sound? Or the particle effect, which used to look bigger when the resolution was smaller. I can't do a pause/zoom on it though because it would interrupt gameplay.
>>
>>164301968
Maybe, just put it in the dddemo and I'll make sure to complain if it's lacking.
>>
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>>164301824
If you can do everything but ideas, then you are destined to make a game in which you can truly do... everything.

Take an atom. And another. Fuse them into a molecule. Or break them apart to harness their energy! Create complex interactions between different types of atoms! Forces, everywhere! The game is basically creating itself at this point! NO. LIMITS. You are a GOD!
>>
>>164302059
You might even say that there is a God in all of us. Godus, if you will.
>>
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>>164302146
An idea so great it could be my own.
>>
>>164302036
i might have to remove it again since i plan on testing a secretly a tutorial section and dont want to rush features at the player (;゚Д゚)

the plan is to eventually make the helmet an item which sometimes drops from enemies, but then i have a lot of work making animations and syncing them since unity is a pain with 2d animation
>>
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>want to dev
>open unity

>failed to initialize Unity graphics

>update directx, follow every instruction
>still get the same error

I spent two fucking days animating this shit and now Unity won't open
>>
>>164302351
>failed to initialize Unity graphics
The fuck have you done? Are you running a potato or what?
>>
>>164302351
shoulda used source
>>
Why the fuck are you fags one-manning a 3D project

Pixel took 5 years for his 2D game, and you people are trying to square that?
>>
>>164301274
I'm not a fan of the IDE really, but it's not terrible if you are a total beginner and want visual scripting (though Construct 2 would probably be a better choice).

Multi Media Fusion 2 got me into gamedev so I'll always be in debt to it, even if I'm not a fan of it anymore.
>>
>>164302554
It was working fine a few days ago. I have an Intel Core i5-4200U 1.6GHz, 6GB DDR3, and Intel HD Graphics 4400 2GB
>>
>>164302595
It takes about 12 years to make the greatest X of all time. If 2D games are finished so fast, I can not possibly consider it for my magnum opus.
>>
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Do any of you have advice on how to be a community manager when you are an angry man who hates randos and people you don't know pretty much off the bat?
>>
>>164302734
>It takes about 12 years to make the greatest X of all time.
Are you sure you're not confusing that with the "it takes 12 years to master X"
>>
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unit movement, statemachine and ai shit
>>
>>164302595
2D games rely heavily on art.

>b-but dwarf f
Those are called exceptions to the rule.
>>
>>164302773
No, that's 10000 hours.

I was of course referring to the work of Richard Linklater, who has already made the best film that will ever grace a screen, big, small, silver or not.
>>
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made a flag because i'm a bad programmer, it's for you, free
>>
>>164302905
If you have shit gameplay

If you have good gameplay, you can get away with shit art
>>
>>164302957
terrible
>>
>>164302757
a) learn to be happy
b) hide your hate really well and suffer through it
c) pick a different job
>>
>>164302905
>>b-but dwarf f
and y'know, every text game ever, most roguelikes and rogue itself, and any game produced before home computers could cheaply display images in the first place
>>
>>164302905
Undertale had shit art, and did you see how popular that got
>>
>>164303052
yw buddy
>>
>>164302957
>that color scheme
>that composition
You should try doing something else
>>
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>>164302905
the earthbound series has kid with mspaint tier art and people love it
>>
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>>
>>164302734
Greatest is subjective though
>>
i hate screenshake so fucking much and i wish people would stop putting it in games
>>
>>164303385
>not thinking that a film that takes 12 years to make must be objectively the greatest film of all time
>>
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>>164303338
>>
>>164303034
>>164303150
>>164303201
>>164303314
Fine then. Go ahead and make your 2D game with shit art if you're so confident. I'll wait.
>>
>>164303429
There's an option to turn it off in 99% of those games, anon.
>>
>>164303467
Only objective thing here is the time it took to make, so a movie that took 13 years to make should be superior right
>>
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>>164303532
>>
>>164303532
It'll be done in a fraction of time that will take to make your one-man 3D project
>>
>>164303275
show me one(ONE)(1) better flag

here is my commentary on whatever flag you're gonna show me

>that color scheme
>that composition
You should try doing something else
>>
>>164302757
find someone to do it for you

or don't even bother interacting with your community. post updates and screenshots without directly talking to anyone
>>
>>164303860
the difference is that your flag is actually bad and that as laughable as some nations' flags are, at least you can look at them without your eyes hurting
>>
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>>164303923
at least i can look at my flag without my eyes hurting. every actual flag out there hurts my eyes.

face it shitter, my garbage "flag", which was actually just a mistake in arranging hexagons, is actually a totally fine flag
>>
>>164295350
>visual scripting
Holy shit really? I'd probably switch from ue4 to Godot if you could make a full game with visual scripting. Is there a blog or something I can follow for updates on this?
>>
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>everyone talks about how good godot is
>see no games being developed in it
>>
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>>164304327
>>
Is your code compliant with anti LGBTQTPD2 discrimination legislation anons?
>>
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Trailer out.

R8/H8/MASTURB8

https://www.youtube.com/watch?v=xNbOE1ga7ZM
>>
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>>164296691
>>164296840
Thanks friends, I did manage to find a copy eventually last night, but i'll save these for when I need the rest of the reading.
>>
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Rate my pavement, friendos. It probably still needs some colored gravel.
>>
>>164304327
i think there's that one dude who's making that space shooter with a corgi but he seems to be the only one and he's rarely around
>>
>>164304426
holy shit i wish /pol/ would leave

fuck off back to stormfront
>>
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>>164296934
What kind of difficulty is it? like are there thick enemy projectiles that don't match a square hitbox? If you upload it somewhere I could give you some proper feedback if you want.
>>
>>164304441
looks kind of like clay
>>
>>164304419
>only two types of pronouns
>index calculations based on male pronouns
See you in political reeducation.
>>
>>164304231
if you think there's barely any difference between these 2 flags then you must have no sense of design whatsoever. Yours is disgusting and Vietnam's is simple and tasteful.
I guess it could be a flag for some lesser known shithole's rebel army in Africa though.
>>
>>164304426
Well it's no Hotline Miami
>>
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http://store.steampowered.com/sale/2016_top_sellers/
>stardew valley was one of Steam's best sellers
I'm jelly as fuck
>>
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>>164304419

Yes, I support non-discriminating rape of all colours and creeds.
>>
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>>164304426
Green light when?
>>
>>164304823
>find game that was once very popular but hasn't had an iteration made for a while/on a certain platform
>remake it adding little to no of your own ideas
>$$$
>>
>>164304426
What's even the point of making games like these?
Most gaming websites will take this down immediately so very few people will play them.
Same thing goes for loli rape sim dev.

I understand spending a couple of hours making a 2edgy4u throwaway minigame. But this seems to have been a consistent and dedicated effort of at least a week, and in loli rape sim's case, years.
You can't even put this on a portfolio to look for jobs, for fuck's sake
>>
>>164304893
is that the mc's backyard?
>>
I was just told I would be unpleasant to work with because I asked an artist, who applied for my job posting, what they would charge for the work.
>>
>>164304823
>Rocket League
Deserved. Entertaining as fuck.

>No Man's Sky
So they are counting without refunds?

>Dota 2
Fucking hat economy.

>The Division
>Warhammer
Actually surprised to see them this far up.

>TF2
See above. I wonder how effectively Valve is dodging taxes.

>Watchdogs 2
Get the fuck out. This has no right to be on this list. And above Factorio.

>Astroneer
>Battlerite
>Trainsimulator
>Youtubers Life Xmas Special
>Dragonball 2 Xenoverse
>garry's mod
Literally how? For different reasons.

>Controller
Ha!
>>
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>>164304823
Fuck this gay earth.
Why are gamers such beta faggots that they only care about fucking vidya characters and imagining they have some sort of relationship with them? And farming? Makes my blood boil.
I could be making some bottom-feeder bullshit game or afurry porn game and actually make some money since I have the talent but I'm not gonna stoop that low.
>>
>>164304426
is this a Flash game going on Newgrounds or are you really wasting your time making this thinking you'll be able to sell it?
>>
>>164305315
The Division made $330 million in 5 days famalam
>>
>>164305076
Yeah, I thought about that too but most series I care about that are dead already have "replacements" if you will.
>>
>>164304823
this must be a huge mistake, i scrolled through like 8 times and didn't see social interaction trainer

where do i contact valve to fix this flagrant mistake?
>>
>>164304581
Hmm, I think I'll add more smaller bumps and noise and tone down the reflective spots.

Thanks for the feedback!
>>
>>164304426
>cones of dunshire
Who the hell thought having pointy hats was a good idea? They look impractical and not the least bit intimidating.
>>
>>164304823
Stardew deserved it, it's a solid fun game. And it's made completely by one guy. Can any of us ever have that kind of dedication?
>>
>>164304419
You joke but shit like this: https://code.djangoproject.com/ticket/22667 is becoming more and more common.
>>
>>164305480
I played the open beta. Boring as fuck. But Ubi's gonna Ubi, I guess. Siege is actually pretty good and I hope they focus on supporting that instead of making another soulless Watchdogs/AssCreed.
>>
>>164305315
Garry's Mod doesn't surprise me.

It's 100 different games in one, so you get
>people who's friends tell them about a good game mode
>the building autists
>the meme audience
>the role players
There's something for everyone
>>
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>>164305564
Fuck you, I love them. Too bad the KKK had to ruin them in the states.
>>
>>164304231
red and yellow actually go together though, and vietnam's red is more muted than the one you chose which is entirely too bright and clashes that much more with the bizzare blue you chose
>>
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>>164305272

No it;s a random park where I spawned groups of lolis from each gene pool.
>>
>>164304823
b-b-but muh indiepocalypse...
>>
>>164305658
I actually liked The Division until I hit level 30 and realized they had no fucking clue about how the endgame should work. But at least it's a pretty looking version of New York. Could have been great with an experienced developer and without Ubisoft forcing them to shove out 3 expansions in a year.
>>
>>164305329
just do it and get some money
>>
>>164305874
>>164305315
I bought the division just to walk around a pretty apocalyptic new york.

Pretty satisfied with that actually.
>>
>>164305480
Is that a success? I imagine it cost a shit ton to make
>>
>>164305625
>terms may carry racially charged meanings to users
I only use white cased machines as masters.

>>164305681
It's constantly below 10 bucks. Half the time probably down to 5 due to sales and whatnot. I just don't get how they still sell that many licenses after all this time. Who _doesn't_ have that nowadays?

>>164305687
I'm already a big guy. I'd have to readjust or even take it off every time I'd wanna walk through a doorframe. Bedsheet-KKK-ghosts are just ridiculous. Black monks are cool apart from the hats.
>>
>>164305625
How fucking dense do you have to be to even submit a ticket like that? Good god, I though IT was one of the few professions where these retards didn't venture in.
>>
>>164305998
Yeah it's huge. You could even say it's massive.
>>
>>164305329
>le frogposter of honor
>>
>>164296578
If you do, have an option to disable it.
>>
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>>164305329
>I could be making some bottom-feeder bullshit game or afurry porn game and actually make some money since I have the talent
>I have the talent
>frogposter
>talent
PFFFTTTT
>>
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>>164306039
>IT
>not infiltrated by beta males
>>
>>164301092
Oh man, I love the asthetic of your game. Are you a fan of cave story?
>>
>frogposters
>anime
>that weird bald guy

i hate the internet
>>
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>>164306154
>anime poster
>making fun of ANYONE
I made this one myself
>>
>>164306009
>>164306039
https://github.com/apple/swift/commit/8bda440bb919b6b59ce24de8f077dc31211e3f5a

It all started with this. I think it was done ironically (check the guy's name and pic) but people started adopting it on other projects.
>>
>>164306315
I hate you too. Kys

t. the internet
>>
How do I make a good quality gif that isn't massive in file size for sites that don't accept webms (like Itch, for example)?

Whenever I try to make a gif, it always ends up like 5fps, very few colors, low dimensions, and it still takes up like 10+mb. What's the secret?
>>
>>164306357
fight me, nerd
>>
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First proper animation is in for walking. Anything to improve?
>>
>>164306315
give it 5 years and frogposters and wojakposters will be gone
anime however, is forever
>>
>>164306443
>single pixel spaghetti legs
fix dis
>>
>>164306315
By the middle of 2017 you won't be seeing Pepe anymore.
>>
>>164306443
Looks good to me, except the arms should move from the shoulders, not just the elbows. Otherwise good job anon.
>>
>>164306428
Got any examples?

Post it on a hosting site and I'll see if you're doing something wrong
>>
>>164306443
>memepixels
>>
>>164305315
>>164305681
>garry's mod

Stop Posting.
>>
>>164305076
or go with the shovelknight approach, just mash a few retro games together and remove the obvious flaws
>>
>>164306536
This was done intentionally for personality (like the kid is annoyed and dragging his hands behind him). Do you think it looks bad that way?
>>
>tfw you can't compete with these teams of indie devs as a 1MA
>tfw people will compare your game to them anyway and don't give a shit that you're one person
>tfw people have unrealistic expectations of what one person is capable of
>tfw you will disappoint everyone
>>
>>164306618
shovel knight was a fluke

there are plenty of retro platformers that do terribly
>>
>>164306559
I don't have any current examples except my old gifs from DD11. Was wondering if there's a secret method before I go through the trouble of making new gifs.
>>
>>164306458
>anime however, is forever
Thank god for that. I wonder what kind of anime will be made in 2030. Probably full 3D.
>>
>>164306665
Yeah, I don't think it shows the intention properly. If he's just moving his arms from the elbows, he looks more like a robot than anything else. I think a better way to show an annoyed personality is to give him a bit of a stomp or a slouch or something. Maybe give his shoulders a very low bounce (low height wise not bounce intensity wise) when he takes a step or something.
>>
>>164306683
Yeah because they are usually shit and just a 1:1 remake of their original.
Mark Brown explains this really well IMO
https://youtu.be/rHhX5GtWNr8?list=PLc38fcMFcV_s7Lf6xbeRfWYRt7-Vmi_X9
>>
>>164306681
dont worry they do the same between the indie dev teams and aaa teams

since your game has a lot less risk involved you have more flexibility and can look for niches if you like
>>
>>164306428
I use VirtualDub and keep the length and resolution low

i generally do a first pass to encode a smallish avi, then reduce the resolution as much as i can get away with, drop every second or third frame, and hope it's below 5mb or so for posting online
>>
>>164306681
If you have a descent idea, just save up, get art, then do a bunch of pretending and get funding.

And hire more people.

You're goal is to find people who will do a different payment option. For example pay an artist and another programmer 15k to join your project, with expectation that they'll get another 30-40k as the game gets sales.

This "back-pay" system will help you finish the game, and then make even more games
>>
>>164306859
Alright anon, thanks!
>>
>>164306681
As a customer it's not like you're gonna say "Well this game was made by only one guy so I'll spend my money on that even if it's worse". How it was made really doesn't matter one bit to 99% of people.
>>
>>164306154
Don't use the best girl for shitposting
>>
>>164300767
I tried godot, it's actually pretty decent as an alternative to game maker for 2D games. It still has a ways to go for 3D games though.
>>
>>164306690
Seeing something would help.

2D platformers with blank backgrounds are really easy to make small compared to something where all the pixels are changing
>>
>>164306970
Thanks for the tips anon.
What resolution would you say is usually ideal for gifs?
>>
>>164306683
most things in general do terribly, you just dont hear about them


doing something because you think it'll strike big is moronic. make the game that you think will be fun to make and if it hits it big thats nice but dont count on it happening

get a real job and keep games as a hobby where they belong
>>
>>164307164
>doing something because you think it'll strike big is moronic. make the game that you think will be fun to make and if it hits it big thats nice but dont count on it happening
>get a real job and keep games as a hobby where they belong
/thread
>>
>>164306283
yeah, i didnt have money as a teenager so i played many free indie games. cave story is one of my favorites
>>
>>164307164
>implying you can only survive on gamedev if your game "strikes big"
>>
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>>164306681
Just show them the flaws in your work to keep their expectations low
>>
>>164307026
Yea I know, it's just really irritating when people compare my game to something that was a massive effort by a group of people, or make ideaguy suggestions that would add years to the development time.

The average gamer is so disconnected on how much work even the most simple game takes.
>>
>>164307275
Why do you think all the small studios disappeared and we only have big names making mainstream games now? You probably don't live off of gamedev yourself, so you're talking out of your ass.
>>
>>164307341
Because every single game on the market is a game that "strikes it big". You're an absolute idiot if you remotely believe that.
>>
>>164307341
Who is talking about studios
>>
>>164307341
Kemco says hi.
>>
>>164307402
>Because every single game on the market is a game that "strikes it big".
They aren't, which is why those companies go under.
>>
>>164307459
Name 5 indie game developers that have gone under because their games didn't "strike it big" while consistently making games, regardless of quality.
>>
>>164307157
in general, think SD video tier resolution, usually works for me

only retards and schizophrenics get mad about a gif or screenshot having a low resolution

>>164307402
>>164307275
where is your game
>>
>>164307591
Name 80938192843201 reasons you're not a retard
>>
>>164307591
How would I know who they are? They apparently weren't good enough to make any decent games I'd care about, and subsequently went under.

How about you name 5 people who died of starvation today? I bet you can't, but does that mean people don't die of starvation?
>>
>>164307448
Smaller Japanese studios seem to survive better than smaller Western studios. But I think that's because of how Japan's economy works you can survive easier just targeting your own demographic instead of trying to go international.
>>
Where's your economy degree?
>>
>>164307591
Name 1 game you've made
>>
>>164307606
try googling "stardew valley"
>>
>>164307821
Super Mario Brothers.
>>
>>164307821
Google "The Witness"
>>
>>164307591
Name 1 (one) person who lives off of gamedev and hasn't "striked it big"
>>
>>164307821
Paranormal Patrol
>>
>>164307916
https://www.youtube.com/watch?v=JmwbYl6f11c
>>
>>164307916
I thought we were talking about studios?
>>
>>164307916
https://www.youtube.com/watch?v=JmwbYl6f11c
>>
>>164307916
kyrieru

if i'm not mistaken he still lives off sales on the two small games he made
>>
>>164307821
google "kemoket"
>>
>>164307916
Any indie developer who makes games without hitting gangbusters.
>>
When I'm using Game Maker, should I be exporting me game as a zip or a runtime exe? Is there a major difference? Will the average person not bother because zips are too much hassle to them?
>>
>>164307984
>mobile shovelware made for another company
doesn't really count, that's basically just getting a job
>>
>>164308150
I could have sworn those goalposts were here somewhere
>>
>>164307916
Vlambeer. Altough you could argue that Luftrausers striked it big.
Whalenought or whatever the fuck they are called, their games arent big hits but they keep getting kickstarter funded.
SleepyStudios, an indie friend of mine who has never made a hit and still lives of it.
Im sure theres a lot more, check indie/mapping forums there are a lot of really small studios who never make hits and are still able to scrape by.
>>
>>164308150
Most of his games are his own work and release. He even says that freelancer work was less profitable for him than just doing it on his own.
>>
I'm so fucking retarded.
Threw away like 4 game ideas already beacuse i couldn't think of levels that connect.

How do i make lots of levels that aren't repetitive and still follow the theme?
>>
>>164308150
Hahaha, excuses.
>>
>>164308110
It depends. If you put it on Steam, then it doesn't matter. If you put it on itch.io, then it doesn't matter there either, since if someone finds itch.io and capable of downloading something from there, then I'm sure nor a zip nor an exe would cause them any trouble.

Only thing I would request: no installer please.
>>
>>164307957
>>164307960
>>164307984
>>164308023
>>164308084
>>164308229
I said live, not survive.
>>
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>>164308110
>zips are too much hassle
fucking millennials i swear
>>
>>164308334
To live is to survive.
>>
>>164308334
Whats the difference? All the people I named live comfortably while being sustained from their games they make.
>>
>>164308334
for anyone in an art field, surviving is enough

we do this because we don't want to do anything else, we don't want to be wagesalves
>>
>>164308320
Alright, thank you anon. I'll just go with a zip then.
>Only thing I would request: no installer please.
Of course. I can't stand installers unless it's 100% necessary.

>>164308370
Don't put words in my mouth. I didn't say zips are too much of a hassle. I'm worried that the average joe would think that. I've met people who had absolutely no idea how to unzip back when I worked IT.
>>
>>164308418
Being able to buy food for your home instead of going dumpster diving
>>
I am the dangan.
>>
>>164308543
>makes a statement
>gets proven wrong
>continues to try to undermine the claims of other people
wew lad
>>
>>164308514
You're out of luck then since video games aren't art.
>>
>>164308236
counterpoint:

>mobile shovelware
>made for other companies while he was in massive debt from trying to make vidya for a living without having an actual job to tide him over
>went on to just make more mobile shovelware

it may as well be an entirely different field, it's not at all related to the kinds of games /agdg/ makes (i.e. ebin retro pixel platformers and memepoly collectathons)
>>
>>164308648
get out
>>
>>164308521
>I didn't say zips are too much of a hassle. I'm worried that the average joe would think that.
now you're putting words in MY mouth, I didn't say you think that, I am just also worrying that the average joe thinks that

let's agree to agree and to hate millennials

>>164308514
where is your game?
>>
>>164308663
Almost all of his games are PC releases, not mobile.
>>
>>164308252
Play other games that do it and study how they do it. There's not one piece of advice that will help
>>
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>>164308685
No, you get out. I don't your retarded "period blood on a canvas" or "pictures of anus"-tier garbage on my technical field. You know, the kind of shit that enables walking simulators and the like in the first place. It only gets worse from there.

Vidya dev was better off when it was a STEM-exclusive thing.
>>
>>164308765
>now you're putting words in MY mouth
Oops. You're right. I apologize.
>let's agree to agree and to hate millennials
I'm 20 Anon. I'm sorry on behalf of my people.
>>
>>164308816
I think the idea is that the games aren't original - he's just throwing shit together and pushing it out consistently - petty survival.
>>
>>164307984
>makes shitty puzzle games for 11 years
>thinks it's the industry's fault he makes no money

wew lad
>>
>>164308954
this, it's literally just collapse clones and solitaire games. casual gamer microtransaction fishers.

hardly the same sort of thing we're doing here
>>
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>>164251974
happy new year, made 0 visible progress today

but i did learn some netcode :D

and cut my hand on this fibre glass :'(

https://youtu.be/wDSQsTMmET0
>>
>>164308880
I don't consider anything you mentioned to be art either.

Art as in if you're going to be making a game, you're going need to know how to draw, texture, 3D model, rig, animate, etc along with programming.

gamedev has always been a mix of art and STEM, the only difference is we are crazy enough to attempt it on our own. You're underestimating this if you think you can just become some god-like programmer and make a game people want to play.
>>
I'm starting this year with 0 motivation
I've been wasting time all day basically.
>>
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>trusting GDC
>>
>>164309289
I don't mind real art, the problem is that when you start calling something art you attract those types that make that kind of effortless garbage. It was only around the time of the Roger Ebert debacle and the "are video games art?" discussions that we started seeing this kind of shit, previously all games that "attempted to be art" at least had something else going for them that they could be enjoyed on their own beyond the artistic aspect.
>>
hello, this is the authority of art.

i've been notified of an argument going on in this thread about whether or not video games are art.
let me remind you that you are not the authority of art. that's me, i'm the authority of art. only i can decide what is and what isn't art.

i, the authority of art, proclaim video games to be art.

anime, however, is not art. anime is garbage. anime is a mistake. anime should kys.

signed,
authority of art
>>
>>164309298
same, im hungover as fuck

>>164308880
>>164309289
art just means it's a skilled trade (as opposed to a technical trade or a straight up unskilled laborer trade) and only came to mean "paintings and performances" very recently

games are a art because they're works of skilled labor that isn't resolved or made better by just RTFM (though RTFM helps)
>>
>>164309663
thank you, authority of art
>>
>>164307957
>successful guy giving a talk on how to be modest
I really hate those talks he too just got lucky. Bunch of hypocrites.
>>
>>164309545
The purpose of the art you mention as "effortless garbage" is the reason it exists. It's called postmodernism. it's just as valid as any other because you're an arrogant moron who conflates technical skill with value.
>>
>>164301236
The guy on this draw is 30 years old.
>>
>>164310095
Don't call him "baby".
>>
>>164310095
need sauce to confirm
>>
>>164309824
He made very little money off of shitty puzzle game clones before transitioning to being an employee. If you work for 5 years, you can make very little money off of shitty puzzle game clones too
>>
>>164310128
Yeah.
Seriously everytimes I see that gif it reminds me that I'm also ageing and that one day I'm gonna be in the same situation...

>>164310229
Minus-8, self inserted in an hentai animation. Google is your friend after that.
>>
>>164309663
>implying this isn't art
https://exhentai.org/g/118233/05daf2d6ca/
>>
>>164309983
Things have value because we can't replicate them ourselves or are better off working on top of what's already made. It's the reason we use engines instead of enginedeving.

But no, you're absolutely right, I can see nothing but a bright future in the acceptance of postmodernism as you call it. It certainly doesn't sound like something that would lead to terrible things like people stopped giving a shit about get skilled at things because they can get just as much value from barely anything, which in turn leads into a drought of skilled people that can do anything at all in a dysfunctional society. Sounds like the future I want to live in! Fuck yeah progress!
>>
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>>164310230
20k is what you call very little?
>>
>>164310327
That's just a panda...
>>
>>164301236
is this flash?
>>
>>164310519
This is like just throwing a fishing pole into the trash. Not even into the water.
>>
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>>164310519
Fucking pleb.
>>
Hey, you! Yeah, you! The dev!
What's your resolutions for 2017?
>>
>>164310651
3840x2160
>>
>>164310493
20k is less than minimum wage. Assuming it took him a year to make, he was making around minimum wage. His situation would've been more healthy and stable if he worked at fucking mcdonalds.
>>
>>164310493
considering he has no other income thats actually fucking terrible

literally below the poverty line
>>
>>164310651
Spend less time on agdg and more time working on my game.
So far it's not working.
>>
new thread when
>>
>>164310651
stop trying to make video games and instead go back to school for industrial design

>>164310892
hopefully never
>>
>>164310951
>stop trying to make video games
why not both?
>>
>>164310759
Did you even watch the talk at all?
Most of those games took less than 400 hours = 5 weeks full-time work
>>
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you'll cowards

>>164311134
>>164311134
>>164311134
>>
new thread
>>164311217
>>164311217
>>164311217

>>164310951
:)
>>
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>>164311240
>>164311273
Every time
>>
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>>164311021
>trying to make things for people as shitty as gamers

wew lad

>>164311273
ur late
>>
>>164311240
>>164311273
well fuck
>>
>>164309663
hello, this is the authority of anime.

i've been notified of your post claiming anime is garbage. anime is a mistake. anime should kys.
let me remind you that you are not the authority of anime. that's me, i'm the authority of anime. only i can decide what anime is and what anime isn't. you said it yourself that anime is not art and therefore it's outside of your jurisdiction.

i, the authority of art, proclaim anime wa subarashii desu wa. machigainai.

anyone claiming othewise now and forever is wrong

signed,
authority of anime
>>
>>164311467
fuc
>>
>>164311467
there are many kinds of gamers anon, always remember that the loudest ones are minority most of the time
Thread posts: 770
Thread images: 159


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