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/agdg/ - Amateur Game Dev General

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Thread replies: 766
Thread images: 126

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Please feed the devs edition

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

> 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
>>165540212

> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
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
>>
ENGINEDEV BEST DEV
>>
>>165583508
Quality OP
>>
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Sorry to post not so significant progress but you guys are my support crew. Anyone using godot? If so how the fug do you have particles with transparency? Also the platformer thing is placeholder for something else.
>>
>>165584459
let it die idiot
>>
>>165583635
hard work and guts. you'll get better as long as you keep practicing.
>>
>>165584637
>and guts
thank god I'm a cyberdemon
>>
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>>165584494

They do die baka.
>>
>>165585695
only if they're cia niggers
>>
>>165583695
Its 2hard
>>
>zero dev experience
>want to make tactics RPG
>internet says it'll be one of the harder things to make in GM:S
how do I start from nothing and work towards making a game in the genre?
>>
>looking for a comfy pic to shop the AGDG logo on and use as a banner for comfy jam
>can't find the right one
Help, post the comfiest pic you can find.
>>
>>165588191
Take on small projects first, forget the tactics RPG for now, decide what engine you are going to use, then try making a basic platformer, go watch tutorials, just start small and work your way up
>>
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:^)
>>
>>165588576
someone in the /v/ threads suggested I just try and make pong to start, is that a good beginning?
>>
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>>165583695
Why are engies and dictators so delusional?
>>
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>>165588723
yes, its a good start, after pong try making a breakout game since they share alot of the same mechanics. Just dev, just like make game, it's the only way to get better.

JUST LIKE MAKE GAME
>>
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>>165588559
>>
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>>165588191
>zero dev experience

Learn how to make a tic-tac-toe game first.
I shit you not. This is to get you familiarized with the basics in your tools of choice, including the game engine, programming language, etc.
The game should have a complete main menu, win/lose screen, etc.

Then learn to make a tetris game. Make it that each tetris piece is editable via a txt file, to teach you basic file data creation and editing. Again, this should be complete with a main menu, maybe an op[tions screen to control difficulty, etc.

Later on you can use whatever technique you pick up here to create files for different unit types or attack types or whatever.

Then learn a pong/breakout game to get you familiarized with physics. Again with a main menu and stuff.

If you're feeling confident enough, feel free to deviate from the usual tic-tac-toe, tetris, or pong game design.

The point is to learn things bit by bit, and your list of completed games, even if they're laughably simple, will motivate you because you're able to complete your projects, you'll be familiar with the usual bugs and what are the usual first steps to fix them, usual design considerations, etc. You'll have an established workflow by that time, that you'll definitely need if you really want to take up making a tactics RPG.
>>
edgy idea

slave owner simulator
>>
today I finished the first pass of the radial menu for special attacks. it's basically the same idea as the god hand roulette moves where time slows down and you have a few seconds to select the attack you want in order to keep the momentum going. my special attacks are gonna have TIMED HITS type stuff to keep them engaging though

the number of slots is changing every time i open it for demonstration of how the slots distribute, in the actual game you'll probably start with 2 or less and over time add to the total number of slots available
>>
>>165589316
Morrowind except you get to play as House Dres?
>>
Daily reminder that Clickteam Fusion™ is infinitely better than Game Maker
>>
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how's Source for making a game?
>>
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>>>165588559
>>
>>165588957
thanks senpai <3 I'll make you proud
>>
>someone makes a shit op
>people keep it alive and it sticks

every single time
>>
>>165583508
>like just make game
That's not our slogan, anon.
>>
>>165589582
That's not even the best pic in this series.
>>
>>165589767
then post the best one YOU FUCK
>>
>>165589560
Get your furry shit out of here sourcefag
>>
>>165589560
>how's Source for making a game?
literally posted this
fully drunk
literally insane
high-powered rifle
Glug, Glug
Hiss, Hiss
going to jail
mental breakdown

etc
>>
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testing the waters.
>>
>>165589560
>>165589582
proxy
>>
>>165590027
I like this boss. It looks cool.
>>
>>165589439
i imagine more of a harvest moon type game where instead of working the fields, you use your whip on people who you've previously instructed to work your fields. you can breed slaves and sell/trade them on the slavemarket to get more efficient slaves.
eventually, emancipation will become a thing and you'll need to use the wealth you've acquired to delay emancipation for as long as possible.
>>
>>165590248
You can already do that with the gnomes in Harvest Moon.
>>
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Got any recommendations how to make blood looks better on surfaces?

Right now I draw it to a surface. Should I draw it over all objects? Only on the walls/static objects? I'm not sure. It might look weird on same places either way.
>>
>>165589582
the "people" ruin this
also why is the male to female ratio 1 to 10
>>
In case someone missed it because it's not on the OP, here's the link to comfy jam

https://itch.io/jam/agdg-comfy-jam
>>
>>165590027
Can you beat all bosses you've made so far without taking single hit?
>>
>>165590421
desperation
>>
>>165590387
That effect of the lighter colored/"thinner" blood on the wall "overwriting" the thicker blood is something you ought to work on, I think.
>>
>>165589382
lookin pretty good
>>
>>165590496
if i try real hard i guess. i've managed zero hit runs on the whole demo before.
>>
>>165590421
>ywn be this gay
Thank goodness
>>
>>165590661
Mhm. I agree. Right now it just draws the blood as it is, and I got the particle effect made so it "thins" out at the end of the spray.

Also not sure if I should keep this much blood in the full game? Is it funny, silly or just over the top?
>>
>>165590739
you will be
>>
>>165590496
>>165590734
oh wait, just the bosses. definitely.
>>
>>165589962
Halifax
>>
>>165590421
There are no males in that image, ingrate. The kemonomimi make it perfect.
>>
what's wrong with Source?
>>
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>>165589560
At some point you realize Hammer is a piece of shit for map making, and you won't be sure if you need to write your own extension tool to do it properly.
Then you realize you lack the experience to write something like that, with enough features to do the job.
And then you look at the other tools(Blender/3DMax geometry export, Unity, Unreal, etc) and realize they are just as shit

Basically: Its fine, but just like any other 3D tool: You will run into issues with your knowledge, or the limitations of the tool.
Nothing substitutes learned knowledge, experience, and a good work plan.
>>
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I think i got my web builds working again, could you peeps test and and see if it runs?
So far it runs for me in both firefox and chrome, but at a pretty shitty framerate. It doesn't run properly for a friend in firefox, a lot of the shaders just aren't rendered for him, so i was wondering if anyone else gets these problems.
https://itch.io/jam/agdg-demo-day-12/rate/86527
>>
>>165590367
it's obviously not going to look like harvest moon and it's going to be way more edgy

just wait a couple months, it'll be on steam guaranteed.
>>
>>165589582
That pic's one of tne of the inspirations for my game
>>
>>165591646
post your game please
>>
>>165591646
What game?
>>
>>165589132
hahahaha
>>
>>165590921
ottawa
>>
>>165591750
>>165591742
>>165591646
fucking furfags get out of my gamedev thread and kill yourselves
>>
>>165591929
Mewtwo
Tentacruel
Aerodactyl
Omanyte
Slowpoke!
>>
>>165591646
faggot
>>
Artfag looking for a programmer.
>>
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How would you do a really simple way of simulating an object moving along an air flow (kind of like a river or a current) in a top-down 2D environment ?

Just regular pathfinding?
>>
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Thanks unreal space dev, it looks much better now
>>
>>165591750
Catgirl pool party
>>
>>165592148
your game looks like shit

give up and get a real job
>>
>>165591646
My future game's too, but in a more abstract sense
>>
>>165589382

Looking pretty damn awesome. Just a question, is your game progress from that Punch Out dungeon thing that was around AGDG some time ago ?
>>
>>165591241
Runs smoothly for me, but I still suck at it.
muh air control
>>
>>165592353
please leave capcom, they arn't going to make another mega man game
>>
>>165590027
Shit, the game looks dope, what's your twitter / tumblr / whatever so I can check previous progress
>>
>>165592114
Post game ideas/genre.

Post art.
>>
>>165592148
Wait, is this Megaman? I just realized.
>>
>>165592553
oh, not interested then.
Sorry.
>>
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>>165592353
pic

>>165592148
looks neat
>>
>>165592521
to be honest i didn't even realize that was mega man shooting his mega buster until you posted
>>
>>165592114
>artist
>no art
>>
ideaguy here:

A game where you have to create games about creating games.
>>
>>165590421
I thought I'm the only one who get annoyed by things like that.
>>
>>165592697
>programmer
>no code
>>
>>165592707
been done
like a lot actually.
>>
>comfy jam
WHAT EVEN IS A COMFY
>>
>>165592707
Gamedev tyccoon tyccoon?
>>
>>165592114
show me your portfolio
>>165592148
i feel like those projectiles should be rounder/have a few more triangles. they look good in the spaceship game because there you're farther away from them but here, where you're really close, it kinda looks a little weird.
>>
>>165590848
Were you manually manipulating the gib on the right side of the room? 'Cause otherwise those physics are certainly over the top. I'd say the blood is too, but that's so subject to personal taste that, y'know, whatever. I think a few good long smears would be better than the entire wall ending up a solid red.
>>
>>165592796
you know comfy?
like I'm comfy.
He she it Comfies.
>>
>>165592871
post code first
>>
>>165592571
No it's Uber Woman
>>
>>165592926
My dick is comfy wrapped around your mom's meat flaps
>>
>>165592892
Yeah I am manipulating body parts with my mouse (debug feature).

In real game, there will be two changes - blood stops spraying from body parts eventually, and not many things can cause full body gib.
>>
>>165592779
Name one game that is about the process of making a game like game dev tycoon.
>>
>>165592985
So she picks me up and drives me to the airport while bitching about hating life?
>>
>>165593051
Game Dev Story
>>
>>165593051
You could just google it you know. Backing up other anon: There's been bunches of them. At least 3 I can name off the top of my head if I cared to.
>>
>>165593057
yes, and shoots robots in the face with her arm cannon ™
>>
>>165593032
One thing I might suggest (I know I just said that I'd personally tone down the blood but hear me out) is having a general "spatter" from wounds that gib, not associated with any particular gib. I just having the streaking looks a bit "cheap" whereas having a nice splatter that the gibs would then move away from, leaving streaks, would be better.

Just a thought.
>>
>>165593352
You mean generate predetermined splatters around the gib on the wall instead of recording the actual particle effect?
>>
>>165593157
>>165593195
Nope. Game Dev Story is a game about making games, not a game about making games about making games. Are you stupid?
>>
>>165592483
if you mean from a month or two back, maybe, otherwise no. I think i remember the one you mean though, he posted lots of videos of rats getting punched? that game is cool too, i hope it's not dead

>>165590698
thankz
>>
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DUN DUN DUN DUUN
>>
>>165593521
Right. I mean, it doesn't have to be "predetermined" in that you could generate it however you wanted (generic splatter sprite taken from a list of choices or something more dynamic), but you've got my meaning.
>>
>>165593528
Gods sake. So what would be better phrasing would be"a game about making game making games". And I hope nobody makes something that dumb.
>>
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>>165592947
>>
>>165593635
needs more subdivisions
>>
>>165593675
Yeah. I will try to improve what I have now, if it still doesn't look great I can try your suggestion. Thanks!
>>
>>165593635
Not smooth enough, I can still see the individual faces
>>
>>165593753
In the school halls
>>
>>165593681
The original phrasing is totally unambiguous, and I agree that it would be a stupid thing to make.

I'm not the one who said it had been done before.
>>
>>165593778
For the record, I don't mean the gib generating a series of predetermined spatters as it flies, I mean generating one "predetermined" spatter in the proximity of the original wound, and then using your current streaking system in tandem with that. The choice is yours, of course.
>>
>>165590027

WHEN WILL I BE ABLE TO GIVE YOU MY MONEY. PLS ANSWER
>>
>>165593735
but how do you debug?
>>
>>165594007
Ooh. I see now. I could actually try that, might look good.
>>
>>165594114
what? post art
>>
>>165594340
sorry, not interested then.
but good luck.
>>
>>165593528
but then there would have to be a game about making games about making games about making games.

it's a slippery slope, one that nearly destroyed best selling author Chuck Tingle

Pounded in my ass by my book pounded in my ass by my book pounded in my ass by my book pounded in my ass by my book pounded in my ass by my
>>
Alright /agdg/ lets actually talk AI for a little bit:
Give me 1 example of:
a terrible Game AI: game's AI that you felt was terrible/embarrassing.
an impressive Game AI: AI that impressed you. What was it, why was it impressive, how do you think it works algorithmically?
AND finally what you'd like to see in game AI longer term (in 15 years, 30 years, 50 years).
>>
>tfw you're not as successful as WoHdev
I need a pick-me-up.
>>
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>>165594095
at it's latest, hopefully the end of march. if iI gave less of a shit, it'd probably be out by now, but I wouldn't be happy with it. so i guess, chalk the waiting times up to pure autism.
>>
>>165592492
Bunnyhopping and speed doesn't really matter in the wave mode, all you really need is kicking and circle strafing. I'm not sure how much i should focus on mechanics like gun jumping and bunnyhopping/keeping speed.
>>
>>165594772
Yeah, but it happened surprisingly often that the mob caught up to me in midair after recoiling from a kick.
>>
>>165594545
I think you should read this article and the comments.
http://www.gamasutra.com/blogs/DeneCarter/20151026/257265/Rejecting_Black_Boxes_Or__Punk_Approaches_to_AI_and_Navigation_for_Spellrazor.php
>>
>>165589382
this is looking great sorcerrobe dev. I really think you could find a legit market for this game
>>
>>165595069
This shit is good. Thanks dood.
>>
>>165592647
At least say what sort of game you want to make if you don't want to post art.

But you're baiting anyway
>>
>>165588659
That's almost neat... the knife spin is hilariously bad though which kinda throws the whole thing off.
>>
>>165594545
terrible ai:
anything with stealth
you notice the AI way more when the gameplay mechanic is cheating it out.

Impressive:
a fair amount of shooter AI where things are scripted and setup that the AI naturally flanks you. Giving you the feeling of depth when there is none.

haven't played anything really impressive though. most of it is just a bunch of cheap tricks or lookups that ask how the player is doing with things like Health variables, accuracy, speed through levels and vary the difficulty based off that.

like the director in l4d or RE4
>>
>>165595193
took you long enough
>>
>>165595275
when you're nodeving all you can do is respond to bait
>>
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By using the same elements I used to write my generic "change variables, get a completely different gun" and making specific exceptions, I can create guns that function differently (alt-fires and whatnot) without breaking anything

this gun utility is great
>>
>finally did a gamedev thing
>A spaceship that shoots a bullet
This is the next step after pong, right?
>>
2D Action Game with melee combat

>4 way directional attacking
>dash and "phantom dash" (just dash with i-frames)
>double jump, air dash
>special attacks based on contextual inputs (ala Zero in MMX4 - 6) and maybe some limited to a meter

Am I missing something for a great game?
>>
>>165594545
terrible ai:
every game
good ai:
chess

ai in video games is always garbage, you can't ever make it good.
>>
>>165595345
How do you handle framerate? Are you just setting the room speed to 60?
>>
>>165595357
Asteroids comes before Pong.

Asteroids requires:
Imput manager
Collisions
and movement

Pong requires:
All of that + reflection.
>>
>>165583695
NIH syndrome will never be cool. Making an engine is fun as a hobby project though, but just don't expect anything fun, playable, or very pretty to come out of it.
>>
>>165594545
good: fear 1and 2, killzone 2, dark souls, quake 3, unreal tournament, exanima

bad: deus ex human revolution, metro last light
>>
>>165590027
>Not making the arms and body separate bosses with separate health
Anon...
>>
>>165594772
did you add the updated kick to the demo yet?
>>
>>165595505
Yep
It's just there to check on other PCs if there are any performance issues with the scaling, but the scaling scripts aren't implemented in this build yet and that's a leftover
>>
>>165584459
>Anyone using godot? If so how the fug do you have particles with transparency?
I just started using Godot. Edit the material, I believe, and there is a "transparency" boolean box that you can switch on and off.
>>
>>165595009
This is extremely pretentious.
>>
>>165595427
yes, your own idea
>>
>>165595821
I always see that with gamemaker projects. Is there an issue using delta_time and real timing with gml or something?
>>
>>165595510
Pong doesn't have arbitrarily many objects that can be created or destroyed at any time. That can be a hurdle if you're not using an engine.
>>
>>165595840
I don't know that zelda thing is interesting.
I never knew enemies tried to open themselves up for certain attacks.
>>
>>165595478
>chess good ai
sure is fair having to play against the hardest difficulty chess - which is every possible turn comeback.
>>
>>165589382
The fact that the radial menu spins on it's own is going to make it a pain in the ass to use.
>>
>>165594741
If those blocks fly into an enemy, they do damage, right?
>>
>>165595952
I'm assuming he's been using an engine given that he already made pong.

Reflection without an engine is harder than object creation without an engine.
>>
>>165595478
>chess ai
More like Artificial Knowledge.
>>
>>165596015
Come on dude, all Zelda enemies that aren't bosses have a very clear purposely retarded behavior where they aim at you at a specific time, then launch an attack in that direction even if you move leaving them vulnerable to attacks. They also have a small lag time after they attack.
>>
>>165595802
Fuck off jap. Learn to minimalism.
>>
>>165596284
>learn to be lazy
no thanks i'm all ready set for that
>>
>>165592114
Programmer looking for an artfag. I'll only accept you if you're a cute gay male though. Otherwise I won't trust you to make pretty pictures.
>>
>>165596113
Just because you're not using an engine doesn't mean you're necessarily handling the fine details of collision detection yourself.
>>
>>165596271
in retrospect yeah thats obvious, but how many devs do you think make the enemy open itself up purposefully so you can do a cool move on them?

they might do it when the enemy swings and have a momentary down time, but I doubt they do that thing where you can counter it with specific items or skills.
>>
>>165596146
Only during the openings. Once your ELO is above 1700 you start to appreciate it more.
>>
>>165596579
>but how many devs do you think make the enemy open itself up purposefully so you can do a cool move on them?
A fuckload of them. More than I could ever possibly name. It's a cornerstone of designing an action game, or any game with combat.
>>
Ideaguy looking for artfag
>>
how much money can I make if I start making unfinished furry porn games?
>>
>>165596579
Most to all, I'd wager. The people making them understand that ultimately the game is meant to lose to the player, so you give the player the means to overcome the obstacles you put in their way.

Players who can't find a way to overcome your obstacles are liable to quit. People who quit out of frustration give bad press to your game among their network. This might harm sales.

So, instead, you give them clues and hints - clear openings of attack and elbow-nudges in the right direction.

Good game making isn't about putting ideas in the players' head that lets them beat the game. Good game making is doing it so well the player thinks they're the one who came up with the idea to begin with.
>>
>>165595840
Your mom's extremely pretentious.
>>
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In Unity, I want an object to by default ignore all collisions and then be able to selectively enable collisions with that object and other objects
What's the quickest way to do this? Keeping a running list of all colliders just to ensure that it individually calls ignorecollision on them seems wasteful as fuck. I'd use layer collisions but if I did that then I couldn't re-enable it for only one object.
>>
>>165597064
You gonna be rich, man.
>>
>>165596579
Almost every game. Like seriously almost all games that aren't fighting games like street fighter etc..
>>
>>165595802
i mean, i could, i just dont want to. there's already a lot that's gonna be going on and it'd conflict with that.
>>
>>165597067
>games are about treating the player like a stupid baby without him noticing

wtf i hate videogaems now
>>
>>165597067
gameception xD
>>
>>165597280
I bet you'd hate magic tricks too if you were told that it's all about deceiving you.
>>
>>165596870
>>165597067
yes I understand that, but I'm saying what games make an enemy jump back, twist their arm to the left and then have their shield behind them so when you shoot an arrow at it the arrow bounces off randomly and hits them in the back of the head knocking off their helmet.

I'm not talking about just openings. I'm saying programming stuff that seems random and memorable. Kind of like some sort of goat sim thing where you feel like it's a glitch but it's actually supposed to happen.
>>
>>165597280
They're right though.
>>
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What's my best option for making interior environments in Unity?
Everyone suggests blender but that sounds fucking retarded to me for a number of reasons
>>
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>>165594741
nah, they push them.
now, if they smash them against a wall...
>>
>>165595930
I don't think there's any issue with that, it's just that properly using that kind of code when I'm barely running the game in the first place would result in me having to go over the code and change values and rethink everything that runs on an interval for the sake of someone's 2003 pc not being able to run it properly in the first place

i should, however, fiddle with it in case i want to have any kind of bullet time effect or something
>>
>>165597367
Games where the developers had the time and ability to make those things happen. All good action game devs want you to walk away with memorable moments. Making those memorable moments happen in a way that the player causes them to happen without it feeling totally set up is the hard part.
>>
>>165597367
MGS games have a lot of shit like this.
>>
>>165592114
>cat_infront_moon.jpg
>>
>>165597462
if you don't mind pirating, 3ds max
if you do, then blender
>>
err, >>165597475 meant for >>165596082
>>
>>165597462
Something about that bed seems decadent.

Maybe because it has its own lamp.
>>
>>165597662
that's clearly a reading nook you philistine
>>
>>165597367
You're so far off track from the article at this point that I have no idea why you're talking about what you're talking about.
>>
>>165597229
you said "quickest" so the first thing that comes to mind is just making it a trigger on OnTriggerEnter check the name/tag of the collided object and a flag for if collisions are supposed to happen with them. If yes, do thing, if not, don't do anything. I don't know what you want to happen though, it might not work if you want physics things to happen which would need the colliders and not a trigger, and it wouldn't be efficient. For rapidly enabling/disabling you might have to just use ignorecollision.
>>
>>165597751
Don't care, would bang in.
>tfw no bed or gf
>>
>>165597475
you're giving me an idea, ty
>>
>>165597512
They definitely do. Things like The End boss fight in MGS3 shows just how hard they tried to make it so that the player had at least *one* moment where they had an epiphany and got that rush from suddenly going from prey to predator.

And even if you didn't get those, they tried to at least make you laugh here and there - they wanted you to have a good time no matter how badly or well you played. Though obviously it's still a boss fight so they can't pull their punches too much.
>>
>>165597662
That's not a bed mate. It's a nook for you to read in.

I mean you can sleep in there if you wanted to but that doesn't make it a bed.
>>
>>165597947
We don't have those things where I live.
We read at our desks in the upright position.
>>
>>165597879
>Countering Boss' CQC
It would've been better if you ran into someone else who used CQC because you just trash everyone with it then the Boss shows up and kicks your ass.
>>
>>165597994
If you want to make it in the world you need to learn about stuff outside of where you live.
>>
>>165597994
That's because only someone with ample money on their hands would dedicate a portion of their property to a "reading nook".
>>
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Do you need a drawing tablet to texture something like this? I avoided texturing for some time now so I have no idea what to do.
>>
>>165598087
But anon, I never leave my room.

>>165598116
Or a hopeless bibliophile.
>>
>>165598053
CQCing the Boss to death was one of the most satisfying parts of that game just because up until then nobody was giving you a real challenge or opportunity to use the ridiculously expansive set of CQC-related moves.
>>
>>165598204
The internet is a wonderful thing, make use of it's full potential instead of just using it to fap to boys who tuck their weewee between their legs and wear stockings.
>>
Some feedback from messing around in World of Horror for an hour or so:
some menu options autoselect themselves when you transition between menus. Might be because of holding down click?
-UI isn't totally clear
-no relation between hints found and events
-no reason to go to certain areas
-cannot select spell/item menu in fights
-Strange Light event card had no effect
-indicator for casting Regen on self was too subtle, it should make a sound
-no indicator of how much time has passed (that I could find)
-Shop Doge is cute
-2nd soundtrack is broken
-Aesthetics are great


Feature Suggestions:
-Special cards that can only be drawn by certain characters. This would add a bit more personality and flavor to them.
-This kind of game gets boring very fast if there is not a large variety of cards. I imagine that you are already aware of that, but this demo got awfully repetitive.
-Special cards/enemies based off of the Elder God chosen?
>>
>>165598319
Anon, please, that's perverted.
I only fap to __________.
>>
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https://www.youtube.com/watch?v=tUSHL2g6NyE

/!\ WARNING SHIT MIC /!\
Here's a bunch of DD12 games. I only played windows games on keyboard. If I missed your game let me know and I'll play it
Games:
23Prometheus
Bokube
Bout O' Wizards (for real this time)
Whimp the Bold

Previous: https://www.youtube.com/playlist?list=PL76sl528fM4nU7yJyJq9Pij9XoSmLVnoM

One more video left to make, featuring the games in pic related. If I've missed your game let me know and I'll add it to the list
>>
>>165598545
That's absolutely disgusting.
>>
>>165598565
You're the real hero, anon. Thanks so much for all the work you've put in to help out AGDG's devs. I'd order you a pizza if I could.
>>
>>165598193
Nah not really
>>
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>>165598545
>>
>>165598193
Need to have? No.
Will wish you had? Yes.

>>165598740
That's some bad ass art. Way better than what I can do.
>>
>>165598648
What can I say, I have a void fetish.
>>
>>165598740
>all that detail and then a complete void in the center

that's pretty neet
>>
>>165598889
The artist knows what whitespace is and isn't afraid to use it to really bring your focus in to the center.
>>
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A month ago I considered my game almost finished.
A month later I have a constantly growing list of things to fix/implement.
I just wanted to release it and work on something else.
>>
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>Hold down RMB to spawn a bullet
>There's sometimes gaps where no bullets spawn for split seconds which becomes more apparent when the bullets spread out
What the FUCK why
>>
>>165594873
Yeah, that can happen, but by the time they catch up to you, you should be able to kick again.
Also, the kick propels you at 50% towards the
camera's backwards vector and 50% of the world's UP direction, so your best bet is usually to kick at a horizonal or slightly upwards angle, so that you get the distance and the ability to maneuver once you land.
>>165595803
Yeah!
>>
>>165590387
Apart from the transparency, the spray looks too consistent in terms of distance sprayed. It would help to have occasional sputters that go a long distance.
>>
>>165599103
The gaps appear BECAUSE they're being spread out.
>>
I'm confused, is FL Studio free?
>>
>>165599196
Oh, right. I figured because they spawn in consistent increments the gaps should be even..but I didn't take into account the fact that my manual shifting of direction was NOT consistent. I'm sure if I made the object rotate at a consistent rate that the gaps would close.

...Duh. Fuck.
>>
>>165599103
UNCE UNCE UNCE UNCE UNCE UNCE

it's probably because you're spawning a lot of crap that it just skips a frame.
>>
>>165599312
Yeah, exactly.
>>
>>165599260
no
>>
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Is this passable for an animation style? I don't want to draw a shit ton of keyframes so I'm doing transformations with manual cleaning of the tween frames.

Jigglin' is fun
>>
>>165599312
>>165599321
Ohhh you mean that gap. Yea that's because you're moving.
>>
>>165599406
it's fine
you can get away with a lot of shit if you've got jigglin titties
>>
>>165599321
Vaporwave shmup.
TFW you come up with a cool mechanic to make a shmup around (switching between three pastel colors to do damage to color-based enemies and absorb similar-colored projectiles) and then you talk to a friend about it and he tells you it's just an ikaruga clone. FUCK.
>>
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Added mouse control to the camera to complete the keyboard & mouse controls.

Also testing a new look for the in-game menu, where only the left side of the screen is blurred. I'm doing this so that in the graphics options, you can see the changes in real-time if you turn on/off ambient occlusion, bloom, anti-alias, etc.

I'll be making code to make the game display keyboard/mouse icons instead of controller icons when keyboard/mouse input is detected, and switch to displaying controller icons when controller input is detected, like in Dragon's Dogma.

I'm amazed that webm can shrink my video to less than 3 mb and at first glance I can hardly tell any quality loss compared to the original 17 mb mp4 file
>>
>>165599406
Its not a good idle

Its not jiggly enough in the right places, for instance, you have zero horizontal squash, and a fundamental aspect of the squash/stretch is when you compress, you widen, and when you stretch outwards, you shrink the sides.

Not bad, but could use some work.
>>
>>165599489
Yea I had an idea about a platformer where you could only land on platforms with the same color as the character but then I discovered Runbow.
>>
>>165599662
You know what though FUCK it I'm gonna do it anyway.
>>
>>165599103
nice monolith clone
>>
>>165599406
The tit jiggles make no sense. They have to follow the rest of her, not precede her.
>>
>>165598740
GREETINGS MORTAL, ARE YOU READY TO DIE?
>>
>>165599406
it's pretty art but it looks like there's screen tearing going on, i think you're being a little too lazy. i don't think you should ship this in a finished product.
>>
>>165599489
If this is your first game then just go for it.

An elaboration on the idea will almost certainly come to you while you're working on it.
>>
>>165599871
It's my third attempt at a real game.
>>
>>165599818
They're predictive compensatory jiggle ballasts.
>>
>>165597475
How do you detect when something is being smashed against a wall?
>>
>>165594741
Wow, I had no idea the game was this close to release, I expected it to come out at the end of this year.
I have played the demos you released so far and I'm really satisfied with it. Only complaint: the top HUD is kinda underwhelming, especially the health counter. You should redesign it.
By the way it's incredible that the game demo is that small for being so beefy. What size the actual game file growing up to?
>>
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Posted in the old thread like a spacktard. Anyway, I finally have some progress on my Snatcher-esq game. Have a work in progress apartment.
>>
>>165599605
Your game is lookin impressive but
>maid
delete this
>>
>>165600047
Not him, but with the typical collision response where objects penetrate and are then resolved by pushing each other, you'd say something gets crushed if resolving penetration with one object penetrates another.
>>
>>165599605
GIVE ME A CLOSE UP ON THE MAID PLEASE
>>
>>165599818
Are you some sort of freakin GAY???
>>
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>>165600148
And a semi complete bar.
>>
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Added some screen shake on hit. Thoughts? Is it too annoying?
>>
>>165600148
take a crash course in interior design.
>>
>>165600417
Combat looks too slow. Try to make it more fluid
>>
>>165600326
It's just this. https://www.assetstore.unity3d.com/en/#!/content/28832


Dunno if'll actually use her in the final game. Maybe I'll just keep her in the combat prototype, like some sort of persona velvet room assistant rip-off.
>>
>>165600417
Screen Shake is literal cancer.

Screen Shake is what wannabe game designers think is an awesome feature when it's easily one of the worst things that can go into your game.
>>
>>165600417
It's hard to tell without the accompanying juice, but at a glance i think the characters don't mesh well with each other, and pixel games don't usually have constant idle camera shake
>>
>>165600148
>>165600384
>mixed voxel sizes with global illumination, bloom, and depth of field
Why would you do this.
>>
>>165600047
not my part of the code, but basically, it checks if something gets caught up "inside it", which can only happen if something is caught between several colliding objects. enemies are destroyed, bosses and minibosses destroy the block instead and the player can temporarely pass through them if hurt.
>>
>>165600618
>Screen Shake is literal cancer.
screen shake is great your a cancer.
>>
>>165599723
Which are you gonna do?
>>
>>165600604
Please just don't put her in the game at all, even as a placeholder.
Putting asset store shit in your game will break any unifying style you've had going on until that point. Just use capsule or just cubes put on a skeleton, at least people will know that it is a placeholder, just don't put in random crap like maids.
>>
>>165600618
>i don't like it therefore it's cancer and shouldn't be used

get a load of this nodev
>>
>>165600417
At least reduce the camera's velocity to zero for fuck's sake.
>>
>>165600604
I think it's funny to have a shitty pre-made maid (hue hue) in your demos, so I say keep her in the combat prototype. It's like having a "WORK IN PROGRESS" banner only funnier.
>>
>>165600115
actual game file?
>>
>>165600798
it's a demo, stop sperging out
>>
>>165600751
Try and figure out a color scheme and then make a simple shmup.
>>
>>165600705
>>165600807
Not him, but while I don't think it's an absolute no-no I think it should be reserved for meaningful occasions. Otherwise, to make meaningful screen shake you have to go so over the top that it just looks terrible.
>>
>>165600807
That's what literally every complaint about anything ever boils down to.
>>
>>165600417
needs a hit confirm first.
>>
>>165600943
Good luck. Colors are hard.
>>
Quick question, does this general apply to making maps for other games, too?
>>
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>>165599481
I figured, plus this style saves me a lot of time in the long run

>>165599606
Oh yeah, still very WIP, I just wanted a quick proof to see if animating like this was workable.

>>165599818
The shoulders weren't dipping enough, I fixed it

>>165599853
God forbid this is final, I just want to make sure it's something I can sustain for now. I appreciate your concern though!

Thanks for the feedback dudes, I'll come back with a more polished version later
>>
>>165600821
The .exe for the demos were 9/11mb respectively, and the second one added a lot too.
>>
>>165600971
People jerk their dicks raw over Dragon's Dogma's use of intentional slowdown on attack confirms for literally every attack in the game, so tastes vary as to how "special" those sorts of effects should be.
>>
>>165600417
>>165600971
Shake the target instead generally. Save screen shake for big moments like ultimate attacks or at the very least aoe attacks that impact the environment like an earthquake attack.
>>
>>165600384
really like it. not sure i'm gonna like it as an adventure game tho.
>>
>>165600539
How do you mean? Like time between turns?

>>165600631
Project is less than two weeks old. Haven't decided on an art style yet. You're about the 10th person to comment on it when I ask for feedback about something else though.

>>165600618
Had it suggested to me twice, so I thought I'd try it.

>>165601008
Sorry, what do you mean?

>>165600812
The idle sway? I thought things looked a little too static without it, but maybe I should reconsider.
>>
>>165601086
Dunno, typically it's for pretending you're making a game and shitposting.
>>
>>165601158
The Batman Arkham games use slow-mo to an extreme degree and it cheapens it.

It's cool sometimes, but its like every attack.

When you see games with screen shake, its always excessive to the point where it wrecks your aesthetic, and playability of the game since everythings all over the fucking place and its impossible to see whats going on.
>>
>>165601086
Unless it's a total overhaul then no.

>>165601113
I said tits, not shoulders.
>>
>>165601183
it's so subtle though I honestly don't see the problem.
>>
>>165601183
I didn't think about that, but it could be a good alternative. I'll give it a shot and see how it looks. Thanks!
>>
>>165601369
>it's so subtle
You're incredibly desensitized, then.
>>
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>>165600798
>any unifying style

game's actually supposed to have anime art style (but not toon shaded). not as simple as the maid character, but something closer to Persona 5 or Catherine perhaps.

I could make the characters all look like dark souls, (or basically realistic western faces) but since I'm also doing the art here, I know realistic faces will take me more time overall for the whole game, considering both the concept art and the 3d modeling.
>>
>>165601257
>Sorry, what do you mean?
enemy should flash, maybe knock back anything really.

I can't tell if you activate a block or something and the enemy isn't taking full damage. You need to work on the hit confirm first before stuff like camera shake

i'd say atleast
>>
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>>165597610
How is blender a good piece of mapping software? It's entirely designed around 3d modeling, not mapping.
>>
>>165600618
I agree with this man
>>
>>165601597
what exactly do you mean by "mapping software"
>>
>>165601564
Ah yeah, I planned on adding a reel-back animation when an enemy is hit.
>>
>>165601552
really? I got a more low poly devils dagger or silent hill 1 vibe.
>>
>>165601649
I agree as well but this is one of those cases where agdg needs to remember that, if they plan to sell their game, a bunch of game devs who think screenshake is a cheap trick is not representative of the actual market, who seems to eat that shit up.
>>
>>165601597
mapping is like 90% adding props, models and lighting.
>>
>>165601257
>How do you mean? Like time between turns?

No, the combat animations look too clunky and shitty.
>>
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>>165601696
style of faces would be something like this maybe
>>
>>165601819
How about having a screenshake slider between "Tasteful" and "Marvel"?
>>
>>165601057
Sarcasm?
>>
>>165601819
nodev here

Can confirm, screen shake is the best.
>>
>>165601949
No colors are seriously hard. Finding the right palette is hard shit.
>>
>>165601696
>JJBA Stand-esque/Sentai-esque armors
>got a devil daggers or SH1 vibe
Pssssshhhh

>>165601898
Anyone who's seen your picture of the as-of-yet two armors in the game (or any gameplay footage, really) will know that your game doesn't have a "silent hill vibe", just take that guy as an outlier.
>>
>>165601839
Not to be rude, but no shit. They're just 1-frame placeholders to indicate that an attack is happening.
>>
>>165590027
Can he also cast magic missile ?
>>
>>165600807
>GDC youtube channel told me screenshake is awesome and I can't think for myself

I bet you're one of those faggots who use to drool over bloom and lens flare when it was cool 10 years ago
>>
>>165602040
Fuck.
I just want to fo someyhing simple. Black background with maybe a very transparent structure for noise, and seitching between three distinctive colors for accents and bullets. The rest solid white.
>>
I downloaded game maker to try to make a porn game, but should I just watch to a lot of game creation tutorial before doing anything? (I don't know how to code)
>>
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>>165602101
>doesn't have a "silent hill vibe"

I think he meant the environment, which I can see
>>
Making games takes so much time even what you think to be a small project and in the end you might realize it's not even fun to play.

I give up
>>
>>165602539
i think you need to watch a lot of porn before you can even try to make a porn game, how else would you even know what a vagina looks like?
>>
>>165602539
>I downloaded kiddie fun playground to try to make a porn game, but should I just watch to a lot of kiddie fun tutorial before doing anything? (I'm a kid who likes having fun in kiddie playgrounds)
>>
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>>165601661
Software to make maps
I.E. whatever the modern equivalent of Hammer is.
I'd just do it within Unity but for whatever fucking reason, the number of times a texture repeats is an unchangeable value in the material so if you want to have a large quad for a flat area, it's either gonna be super stretched or you're going to have to duplicate the material for it
>>
>>165601115
i think music makes up most of the filesize. surprisingly, the code takes the second place and outweghs the graphics. still unsuer what the actual game file is, do you mean the exe of the latest demo?

the filesize difference between the demos is because we added most of floor 4 between them. it's actually mostly playable too, bar a bunch of unfinished things, just not accessible in-game.
>>
>>165602723
interesting new meme you got here
>>
>>165602610
Anyone who jumps to "Silent Hill" from "muted orange color scheme and wrought iron fences" has an extremely low threshold for "like silent hill".
>>
>>165602338
maybe.
>>
>>165601819
since when? other than the current indie shit trend, I can only really recall one game series that had screenshake and that was Earth Defense Force and everyone turned that shit off.
>>
>>165602780
well using any external software isn't going to change that, that's an issue with unity's materials
>>
>>165603091
Well yeah but it would be a hell of a lot easier to handle material creation, application, tiling etc with a tool designed for it.
Also, brush-based editing and a good grid would be nice. To be honest, I'd just use hammer for the basic geometry and then use props to make everything look good if it was possible but all the hammer importers are dead.
>>
>>165603243
You want a BSP editor that can save to something that can be used in Unity, then.
>>
>>165602723
t. average kiddie fun playground 3D user
>>
>>165602825
Just realized I could understand if you didn't get it, that's because you haven't compiled the final game yet.
I'd be amazed if the game came out and was something like less than 50 megs when some barebone GMS games are even larger. And games in general take up a lot these days.
>>
tomorrow i'll start designing the first few levels of my stage 2 prototype even though tomorrow is sunday

that's how hard i work
>>
>>165602340
nice strawman faggot
>>
>>165602946
I meant the way things were kind of outlined in color. kind of like low poly ps1 art.

thats just what I saw.
>>
>>165603676
Then I jumped the gun and I apologize.
>>
>>165602946

oh, >>165602610 was me. I was just sharing one of my reference images.

My point was that since my game takes place in a city slowly being consumed by supernatural monsters, the point about silent hill makes sense, if only to get ideas and not necessarily about the exact visuals
>>
>>165603432
doubt it will get anywhere close to that, unless steam api has something else to say.
>>
>>165603243
but no one uses bsp for maps anymore. you make meshes in blender and import them into unity/unreal's editor and position them
>>
>>165604370
I'm not saying that I care about the actual file format, I want a tool that doesn't suck. Blender is ass for map making as far as I can tell because it supports literally 0 functionality for it beyond "yup, it can make 3d stuff". It's the mapping tool equivalent of fogging a mirror, that doesn't mean that it's good at it though.
>>
>>165603434
harder than god himself
>>
>>165602723
nigga, I'm 26, I never went to university to learn how to code in game design. I just want to make a sprite porn game.
>>
>>165605349
>he thinks you have to go to university to learn how to make games
Oh typical children's playhouse user...
>>
>>165602780
I'd use the free probuilder plugin if I were you
>>
>>165601552
Well, your main character does not seem anime.
>>
>>165605507
earth to sourceposter

your posting patterns are predictable
>>
>>165605532
>ProBuilder Basic Free*
>*limit to 30 days or 10,000 vertices whichever comes first
>>
>>165605551
>Well, your main character does not seem anime.
?????
https://youtu.be/wUgL8rcJATc?t=2m11s

If it's not anime then it's sentai as FUCK which may as well be the same shit.
>>
>>165605532
>>165602780
I've pirated the full version of probuilder and gave it a fair shake, in my experience it's MUCH faster to do stuff in Maya (the program i'm used to), and then just export it into Unity.
>>
>>165605532
>>165605667
So this is the power of Unity© Asset Store™
>>
>>165605790
Why are these people stealing Ornstein's design?
>>
>>165605953
Ask Garo.
>>
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>>165600384
somehow you've managed to make this style look good. i think the lighting, color pallete and careful spacing of everything sell this look, and save it from looking like a dime a dozen unity project.

would probably play this/10
>>
>>165599489
>switching between three pastel colors to do damage to color-based enemies and absorb similar-colored projectiles

ikagura did this too, but with only 2 colors. you could look at it for inspiration.
>>
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>>165605551
it's only his armor. the game's sort of like kamen rider/garo where they suit up

https://www.youtube.com/watch?v=Y0PVkgGCgSU


>>165605790
>karas
yeah that's one of the things I've been looking into too
>>
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>>165602340
>bloom and lens flare
I still drool over bloom and lens flare. Fight me.
>>
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>>165600604
please christ don't. you have a really cool victorian aesthetic and putting this hideous MOE shit in would completely ruin this otherwise great character design. it conflicts with the general atmosphere of your game tonally to a the point where i thought you were joking with the first webm you had it in.

i know those waifu bucks are tempting but i implore you to maintain the artistic integrity of your game. make a different game with that character if you really want.
>>
>>165606279
it's just rarely done right, and is often too strong like that picture so it's jarring.
>>
How do I make a water level "not boring"?
>>
>>165606571
a) make it take place over the surface of the water instead of under the water
b) keep movement fast
>>
>>165604753
I guess I'm not understanding. You have to make the meshes in some 3d tool, and there aren't many options. If you can afford Maya, go for it. You have to put the meshes together in another tool - this would be your game engine's editor.
>>
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>>165606383
>MOE shit

I never really planned on going that far, but the game will be in anime style, leaning more on the realistic side (cowboy bebop, gits), check the replies for what I mean
>>
What's a good program to use to organize an idea? Like for a design doc.
>>
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>>165601552
its clearly japanese inspired but i didn't get the "ANIME" impression from the design at all. if anything i thought you were going for the DMC, bloodbourne dark souls, castlevania, aesthetic which is a much better style to be honest.
>>
>>165606571
Don't make it slow as fuck like most water levels. Don't change core mechanics into less fun mechanics that also by the nature of only rarely appearing have to be simpler because the player will have had less experience with them.
>>
>>165606806
paper and pencil
>>
>>165606571
How about you just don't fucking make one? It's not like you have to.
>>
>>165606806
google docs with a table of contents

you could try a mind map tool if that's more your style
>>
>>165606806
mindmaple was fine last time I checked
>>
Post your most recent pixel art
>>
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>>165607093
I don't really do pixel art
>>
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>>165606869
>DMC, bloodbourne dark souls, castlevania, aesthetic
if I had the funds I'd go for that.

pic related is one of my influences, it's kind of what I'm going for
>>
>>165607172
Looks pretty good.
>>
>>165600148
what do people look like in your game?
>>
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>>165607093
I know it's shit
>>
>>165607283
its not a bad style, but i was really hoping for the other one. i was thinking the character was some kind of ancient fish out water onimusha 3 style.

unrelated, but holy shit this intro was so good.

https://www.youtube.com/watch?v=GUkstqGZbxs
>>
>>165607441
I'm actually curious about this now too.
>>
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>>165605796
>>165606712
Well yes but surely software designed to make maps is better at making maps than software designed to make 3d models
>>
We don't want your feedback sourceposter.
>>
>>165607992
Making the meshes and putting the meshes in the map are two completely separate things now. The workflow where they coexist no longer exists.
>>
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>>165607093
>>
>>165608336
I'm not talking about making props, I'm talking about making geometry. You know, walls. the floor. Stuff that you can't just make from a prefab unless you want your map to obviously be drawn from a grid of prefabs.
>>
>>165590421
Because /tg/ is behind it
>>
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like power bouncing from paper mario without all the effort. the on hit particle effect looks like shit though, just can't get it to look right
>>
(You)
>>
>>165604753
>Blender is ass for map making as far as I can tell because it supports literally 0 functionality for it beyond "yup, it can make 3d stuff".
What a retarded statement.
>It's the mapping tool equivalent of fogging a mirror, that doesn't mean that it's good at it though.
Even more retarded.
>>
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>>165607093
i guess this counts
>>
>>165609225
those legs and the hat need to be affected by the bounce
>>
>>165609335
What a great post totally disproving me with points and facts
>>
>>165609225
You should make him headbutt bounce like old jet li movies.
>>
>>165609225
It might be just me, and it would depend on what you want to do with the bounce mechanic in terms of maybe bouncing on multiple enemies over a gap, but looking at that I feel like there should be pushback horizontally too so you have to aim to keep bouncing. Like if you hit it from the upper left it would bounce you up and back towards the right so you would hold forward to get back over it.
>>
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Working on a little menu.
>>
>>165609401
>it's not live on-the-fly point-and-click like garry's mod so it's ASS for map design
I wonder who?
>>
>>165609385
I loathe this but I know you are right. I have jiggle bones on the hat but they must not be set right because they don't do much. Nothing beats handmade animation regardless...

>>165609531
I'm still testing but I agree it seems too "easy" as is
>>
>>165609680
How is Blender good for making maps at all if its controls are optimized for an entirely different task and it offers almost no control over materials, which will have to be later reimported/redefined at a later date anyway
>>
>>165609786
People manage just fine. Just because a tool doesn't 100% hold your hand and do everything at the push of a button doesn't mean it's ass. You ass.
>>
>>165609786
as the other anon said, it doesn't matter. making maps is the same thing as making 3d models these days. Hammer/BSP workflow is dead in the water. UE4 may have BSP but its all but deprecated as Epic will tell you themselves.

You need to modularize your maps into pieces that can be snapped together in editor. It is the modern workflow regardless of engine.
>>
>>165609904
There's a difference between a tool not holding your hand and it being the entirely incorrect tool for the job. At that point you might as well just make your maps out of Unity cubes

>>165609957
Wouldn't this reduce your maps to looking blocky?
>>
>>165610043
>entirely incorrect tool for the job
kek
>you might as well just make your maps out of Unity cubes
Yeah except Blender can carve literally any shape you need for any level design imaginable... which cubes can't...

Don't ever post your opinions about game development again.
>>
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What options does every game need?
>>
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I did it boys. I'm no dev... but I got all the way through the unity rogue-like tutorial. Next step is to add multiple rooms.
>>
>>165610409
Free will
>>
>>165610426
Good job anon. Game dev isn't easy, but nothing beats bring able to create something cool
>>
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>>165610378
>Yeah except Blender can carve literally any shape you need for any level design imaginable... which cubes can't...

So can zbrush but I wouldn't map in it

post your game by the way
>>
>>165610409
race a ghost mode after completing the game.
also a brutal mode. Not a well designed hard mode, just a kick my ass mode.
>>
>>165610523
>So can zbrush
Nobody is talking about zbrush.
>post your game by the way
Way to take the bitch way out you little bitch.
>>
>>165610409
a virus that kills your computer for all eternity
>>
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>>165610449
What else?
>>
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>>165610409
FOV slider
>>
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>>165610645
What's wrong anon, no game to post?
>>
>>165610426
grats man, one step at a time
>>
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>Bullets don't get created if the player ship goes > room_width/2
What the fuck? Does anyone know why this would happen?

Here's the code I'm using:
Player step:
http://pastebin.com/j04ihGE0

Bullet step:
speed = velocity * timeAdjustment;

Game maker 2
>>
>>165610772
>handily lose an argument through your own spouting of nonsense
>time to bust out the reaction images and "haha trolled you" attitude
Kill yourself sourcefag you couldn't even slap together a level in garry's mod and here you're obsessing over which tool is better for "mapping". Fake ass poser.
>>
>>165610409
Rebindable keys.
It's 2017, every engine supports it. Just fucking add rebindable keys.
>>
>ask for advice
>get hostile when you get advice you don't like
>>
I just want to make good pixel art man
>>
>>165611008
t-there's a d-difference between criticism a-and just being mean!
>>
>>165611005
>every engine supports it
Unity doesn't. It's a fucking nightmare to work out your own way to rebind keys outside of that shitty launcher.
>>
>>165610980
What are you even talking about
Why are you putting quotation marks around "mapping", that's what it is. I'm not saying that mapping should be as easy as garry's mod (how did that even become part of the discussion? I never mentioned gmod), but there are tools that are and are not designed for a certain task and blender, as far as I can tell, fails once you attempt to do anything that's not grid-based mapping.

still though where ya game at m8
>>165611008
>>165611228
>samefagging
please
>>
Unity has been poisoning me slowly everyday by putting something in my water.

Unity. Not even once.
>>
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Minecart Progress. I'm using those copy-movement yellow puzzle cubes from the desert to still make the player solve puzzles to unlock further sections of TRACK.
>>
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>>165610449
>>
>>165611457
I didn't read the post but that is COOL!!!!
>>
>>165611457
a chicken driving a minecart so epic!

69/10 IGN xd
>>
>>165610409
Turning off motion blur
>>
>>165611340
Nice try sourcefag.
>blender, as far as I can tell, fails once you attempt to do anything that's not grid-based mapping.
kek
>>
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Finally finished this chest. Fuck that took forever, but it'll be very easy to add items later.
>>
>https://www.youtube.com/watch?v=yvxdLH1ejaA
what systems will you implement to govern your blinking agdg?
>>
>>165611573
Better or worse than your game? You do have a game, don't you anon?
>>
>>165611483
>will you fight? Or will you perish like a dog?

I've read this copypasta before, and it really sounds like dialogue that a videogame would have
>>
>>165611653
neat idea and good execution
>>
>>165611653
Cute
>>
>>165611320
Pretty sure you can just remap where those button names use, like the default "fire" or "jump" buttons use the user's key instead of space/ctrl.
>>
>>165611691
I watched that before. It was honestly a pretty nice insight. I never thought about my characters blinking, but I'll be implementing that once I have better graphics.
>>
>>165611691
im avoiding eyes this game. maybe next time
>>
>>165611643
You still haven't offered a counterexample. If you had offered a single example as to why blender mapping is valid then I would believe you, but you haven't.
You also haven't posted game
>>
>>165611653
man, I need something like that in real life.

>>165611320
the devs are aware of that and they're making a new input system
>>
>>165611739
>>165611743
thank you! There was a lot of heartache making that
>>
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okay boys. that is enough roughhousing.
>>
>>165611691
I'd like to do blinking eyes. But I'm not sure how to do them in the present system I've got.
>>
>>165611691
>YAHOO
>WAHOO
>*plink*
>>
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>>165595825

Its the alpha channel box, I didn't notice I accidently had two materials(one w/o the alpha checked). Fixed now I thought it was a bug :c I feel like a baka. Thanks for reading my blog.
>>
>>165611794
No you can't. If you can, please show me because there is no way to do anything like InputManager.SetButton("Fire1", KeyCode.A);

You have to essentially build your own input management from scratch if you want rebindeable keys at runtime. It's probably my biggest beef with Unity.
>>
>>165602780
What is it with Source and shitposters? I'm really not a fan of the meme, but this is the second guy who acts like anyone not sucking Valve's dick is a troll.
>>
>>165599103
Pick a different hobby. You clearly are too dumb for this.
>>
>>165612249
and...where's your game, exactly?
>>
>>165612207
Whenever you think a second person involved in source shitposting, it's probably still the first person.
>>
>>165612350
nice trick nodev, I'm not going to show you my ideas.
>>
>>165611320
>>165611005
it's a pain to do in game maker because checks are very specific to mouse, keyboard and gamepad, so if i have a key bound to left mouse click and i allow players to change it to K, the check will still be mouse_check_button and it'll fuck up your game and the workaround is a very big chunk of script
>>
>>165612657
>using game maker
>not using ClickTeam Fusion

oh im laffing
>>
>>165612405
Maybe. I don't remember the real OG Source shitposter getting so booty bothered over the idea that BSP has been phased out of map making in favour of modules, this is pretty subtle.
>>
>>165612207
Everyone who has ever used Hammer and Source Engine seem to be touched in the head and continually compare modern engines to it. It's like old men who ramble about how visual basic was all you needed in 1995.
>>
>>165611320
>>165612657
>Godot has better input support than both of these engines
Open source wins yet again.
>>
>>165612810
>>165612873
this meme is new
>>
>>165611005
That's not true and it's obvious that you've never done game programming before.
>>
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@165612810
surely.
>>
>>165612862
>comparing a game engine to a game engine
Absolute savagery
>>
>>165612083
I actually pulled it out because it was a couple years ago. You're right you can't do it with the inputmanager. The game actually used a static list of keycodes, it just worked really smoothly and a lot of stuff was placeholder so I forgot it had to be done manually.
>>
>>165612909
I'm not memeing, Godot literally has a better input system than the most used engines.
>>
>>165613076
i don't doubt it
as much as i like game maker, some things are so ass-backwards that it's tiring to work with it

i mean, how difficult it would be to make an input_check instead of separating them for keyboard, mouse and gamepad?
>>
>>165612991
>comparing a piece of shit VHS player to Blu Ray
>DURHH IN MY DAY WE HAD TAPES THAT YOU COULDN'T SCRATCH LIKE CDS SO THEY WERE BETTER DURHHH
Absolute faggotry
>>
>>165612081
No problem, anon. Your low poly jew looks super aesthetic. Is the wall art a playable scene, or is it just an animated texture?
>>
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thanks for the ddd feedback to those who played my demo
been going around implementing things
turrets can now be destroyed
>>
>>165612350
On my drive. I'm not satisfied with it so I'm not going to show it off. I've done the programming for the character controllers, but I'm still making a main menu and 3d models.

My complaint with you isn't that your game is shit or something. It's that you didn't know why the fuck there were gaps in your lazers. Protip: It's because the code only runs once every frame and you're moving your mouse back and forth further than a bullet sprite has the width to cover within one frame. It's entry-level obvious shit.
>>
>>165611457
You better atleast have elaborate puzzles like Runescape did.
>>
>>165613391

It's a playable scene. Godot is so fun that you can do stupid shit like that with two lines of code.
>>
>>165613553
You better make them be able to aim down and hit you in prone
>>
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>>165588559
>>165589132
Source guy's dev station
>>
>>165613658
In my defense I was really high when I posted that and I realized that pretty much immediately afterward.

I've only worked on turn-based stuff before real-time shit is new to me don't be mean anon!
>>
>>165613553
Try to add some characters in the background because the map is looking very empty.
>>
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Recorded a commentary of Clarent, pls no bully dracula accent https://youtu.be/pD-hGTYKzTA
Probably the game I'm looking forward to the most so far, although i suck a lot at games like Monolith so I'm biased.
>>
>>165614392
this is so goddam cool.
but who in their right mind thought black text on a black menu was a good idea.
>>
>>165613553
this is cute! CUTE!

wondering though if screen shake after destroying an enemy is a good idea though, I feel like it could disorient you if you blow something up and bullets are still flying at you.
>>
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>>165588559
Gogem's dev station
Don't ask where I got these this is super rare classified stuff
>>
>>165592851

No, gamedev tycoon gamedev tycoon.
>>
>>165615161
That's some serious ingenuity holding up that keyboard and mouse
>>
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wew boy sometimes the bullet emitters create bullets unevenly fuck..
>>
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>>165615161
lets see your dev station
>>
>>165614135
Your game is pretty so far, it's just that people not knowing basic shit makes me act like a bully. What engine is it made in?
>>
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The enemies can actually fight back now, plus I tweaked the dialog and the placeholder attack animation.
>>
>>165615161
I can forgive everything besides sitting in that chair.
>>
>>165615374
There is a thing called a "delta", which is a measurement of frame downtime, which can fix the bullet emiter issue. You don't want to just toss one out on every frame.

Really though, how the fuck do you not know this shit? It's entry-level gamedev stuff.
>>
>>165615590
>inb4 those shitters who say delta time ruins games start posting again
>>
>>165615417
GM:S2. The last time I seriously tried to make a full game it was a roguelike in Monogame using an engine I made myself, but everything was turn-based and I never had to make a ton of real time calculations or collision detection so this is the first time I'm running about against this stuff, and I'm also still learning GML.

Also it does look like there's a gap made in the auto-rotating emitters due to sometimes creating another bullet too soon.. probably the way I'm using delta-time?

>>165615590
I'm not doing it every frame, I have a timer every frame adds delta time to it, and then once it reaches a certain threshold the timer resets and a bullet is created. There's not a lot of info on how to use delta_time in GM:S but I've got it calculated this way:

#macro TIME_ADJUST (60/1000000) * delta_time

so the room_speed of the game is set to 1000, then I make all movement and timing calculations based on X * TIME_ADJUST.
>>
>>165610409
uninstall
>>
>>165615739
These people exist? They must just be nogrammers who don't know how to use one or think it's too hard, so they give up and go for while(true) {} loops for all their game logic and block on frame updates.
>>
>>165615993
No, he's just pissy about fixed update loops because he doesn't understand it.
>>
>>165615739
>still mad
lol
>>
>>165614030
i'll consider doing this on the higher difficulty settings
>>165614140
i'll eventually get to sprucing up the more open areas, the park and playground sections are on that empty side right now
>>165614746
thanks
i try to use screenshake sparingly, having the screen fly around every 3 seconds is obnoxious
it still is a very good tool to put an emphasis on the force of something, like of an explosion of a big bullet-spongish enemy. i think that it works here quite well
>>
>>165615993
A couple days ago an anon asked about how important delta is, and a few anons acted like it has no benefit and ends up being worse for games.
And it's not engine devs either, it's people who are using an engine with a proper game loop built in
>>
>>165616278
>engine babies spew ignorant shit from mt. stupid
wow what a shocker
>>
cozy atmosphere and audio DEV
https://a.pomf.cat/ebkmck.webm
>>
>>165616610
needs wall torches and ye old chandelier
nice though.
>>
>>165616610
Is this game going have some Castlevania + Doom boss fights?
I imagine a big Dracula fight would be awesome.
>>
>>165616610
Wow that item magnet system is trash.
>>
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>>165616987
Yeah, candles and chandelier are in progress!
>>165617110
I plan on making rooms and randomly chaining together to make up a level, with monsters randomly generated within rooms.
You can play the combat/movement demo at >>165591241
>>165617191
Yeah, i gotta do something with it, currently it's just a rigidbody that adds force towards the player, but due to how rigidbodies behave it can sometimes enter freaking orbit around the target.
>>
>>165617753
Just make the item move towards the player without velocity. The closer it is, the faster it approaches.
>>
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>>165616420
>engine babies
your little duct tape cardboard engine isn't even remotely superior to standard tech.
>>
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Holy flick tongue TECH

Also wall kicking.
>>
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>>165618451
Oh my what's this? Unity wins again? Excellent.
>>
>>165618451
this shit's gonna be sick
>>
research question,

when you guys sit down to come up with a game idea,

what comes first
a world, and you derive gameplay from that
or
gameplay and you create a world on top of it
>>
>>165618451
>>165618568

>Unity will WIN the shoulda engine war.
>>
>>165618568
>forced memes
>>
>>165618785
They're separate and then I tape them together, most of the time. Otherwise, it's gameplay and then world. Gameplay is the most important part of a game.
>>
How many LOC is your game? Mine is about 17k lines of C
>>
>>165618785
I usually have a very basic idea of what kind of gameplay I want. Then I think of a world or theme. Then I flesh out the gameplay more with ideas and flavor that fit the world or theme.
>>
>>165618785
Sometimes it's "this game would be better if XYZ and then the gameplay and world both emerge.

Other times it's what gameplay would benefit this story/world most.
>>
>>165618451
GET THIS ON THE NINTENDO SWITCH BAKADEV
>>
>>165618949
>C
Why?
>>
>>165619084
Because he thinks masochism will make other people think he's cool.
>>
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>Bullet emitter timer is set to create a bullet at >= .02 and then reset the timer variable
>Bullet creation is inconsistently timed sometimes (See pic)
>timing is set to delta_time / 1000000 (delta_time in GMS is millionths of a second)

emitter step code:
http://pastebin.com/0Ab7rJkF

Does anyone have any idea what might be going on to make this inconsistent? My guess is because delta_time is going to be slightly different each frame, but I'm not sure that's why, and if that is why I'm not sure what would fix it..
>>
>>165619084
I don't know C++ well enough to make a game in it.
>>
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>tfw nobody remembers you
>>
>>165619216
If you know C well enough to make a game in it you can definitely learn C++. Also I bet you could literally just start compiling as C++ and it would still work, then you could add C++ features when you think it will help.
>>
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>>165588559
Engine dev station
No bloat
No game
>>
>>165619226
that you cristian?
>>
>>165619202
delta time's fucking it up
>>
>>165614392
>pls no bully dracula accent
I love your dracula accent
>>
>>165619386
Yes.
>>
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>>165619226
>>
>>165619416
What can I do to correct it, doctor?
>>
>>165619346
I'm scared of C++, it seems to easy to accidentally write non-exception-safe code.
>>
>>165619226
>those knees
>hamstring starts curving back towards leg within 2 inches of knee
kek
>>
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>>165614392
>>165619457
>>165614586
Here is another video of my first time playing Monolith.
http://www.youtube.com/watch?v=9XRJGWSPAp8
>>
>>165619543
what's your latest idea-guy project?
>>
>>165619202
Try lowering create_timer by create_interval every time a bullet is created instead of resetting it to 0.
>>
>>165619557
remove kebab
>>
>>165619543
what did you do to rotate?
>>
>>165619637
My PC is damaged.
Got accepted in college to study software engineering and start classes in February.
>>
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>>165619640
No luck, anon.
>>
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>use toaster pc for years
>have a little experience with game maker, but pc was too frustrating to use for anything serious
>recently splurged and built a new rig with 16gb ram, i7-6700k, and gtx 1070
>download UE4

what now? what are some good resources to learn game dev in unreal?

and what are the best 3d modelling tools?

i made that platformer about a pig with a gun if anyone remembers
>>
>>165619751
Why you ask that
>>
>>165619810
well, do some proper debugging and see how it works without delta time

also check whether it happens every nth bullet but incrementing a count that you can keep track of

actually do that second one first
>>
>>165619751
>go to his tumblr
>blatantly trying to show his cut up wrists
Isn't that against the rules on tumblr?
>>
WHAT ARE YOUR 3 FAVORITE 2D GAMES
THIS IS VERY IMPORTANT
>>
>>165619968
>type "but" instead of "by" and mangle the meaning of my sentence
every time
>>
>>165620007
Cave Story
Super Metroid
Planescape: Torment
>>
>>165619842
Has the creator of rage pig graced us with his presence?
>>
>>165620005
Nobody cares. Hit the road, jack.
>>
>>165620249
t. cutter tranny
>>
>>165619606
Good point, though I wouldn't say it's difficult to write exception-safe code, either. You just have to use RAII. But then you have to be mindful of copies and moves. Or you could write try/catch/finally everywhere, marking your functions as noexcept so any uncaught exceptions terminate the process.

Not difficult, but potentially tedious. I recommend Rust, which vastly simplifies RAII.
>>
>>165619202
Sorry but what's the irandom_range doing in the spin speed bit?
>>
>>165620465
deciding whether to reverse spin direction or not.

>>165619968
I'll try to look at it. When I'm making hundreds of bullets every few seconds it's tough to count each individual one though.
>>
>>165620642
>When I'm making hundreds of bullets every few seconds it's tough to count each individual one though.
What? Not at all. Initialize a bullet_count variable to 0 and then:

var bullet = instance_create_layer(x,y,"bullets",o_bullet);
bullet_count += 1
>>
>>165620249
>not caring that a agdg dev is cutting himself on tumblr
Heartless senpai
>>
>>165620378
I'm thinking of trying out Rust for my next game. The idea behind it sounds good; the systems language space could do with having more languages.

My current game is probably about 75% finished in terms of code. I don't want to change languages at this point, I want to finish it. I's not very fancy code, but it works. I appreciate your advice though, anon, and if I were a lot earlier in development I'd probably take it.
>>
>>165621046
Good luck, anon. I hope you make it.
>>
>>165621046
Yeah, moving from 17 kLoC of C to Rust is definitely not going to be productive. That's why I stuck that bit in a spoiler, it was more of an aside since I was talking about how poorly C++ deals with exceptions.
>>
is there some place on the internet where i can ask questions how to do certain things in unity and receive moderately fast answers?
Beginner here, finished about 7 tutorials (built 7 complete games) in the last 2 weeks.
Now i want to build something of my own, simple micro managing game i had thought about for a long time.
I opened new 2d project and i dont know how to start.

Fuck
>>
>>165620953
and not to be condescending but since I'm slightly puzzled by your remark about it being hard to count bullets, you'll also need

draw_text(0, 0, bullet_count)
>>
>>165506439
Here's one more round of slightly less lazy reviews (some previous reviews >>165484197 >>165403693) as I said I would provide here >>165525757, after which I will finally get back to being a yesdev. Today we have:

Frauki and the Mother Prism: I played the website version, as I don't have spare money to donate just for a demo. That is hopefully why it ran like ass. This game is very pretty and I'm it's probably building to something big-- maybe not, maybe it stays light in tone and broad in scope the whole way; I couldn't say which I'd prefer. The writing (what little I saw) could use work. It's not horrible, it's just bland. I got stuck not too far in (like "I can't get out" stuck) and gave up because the game was running like ass and I was pretty sure there wasn't some grand revelation two rooms over.

The Dungeon Trials: This ran too badly for me to do much, and I couldn't figure out the controls for the controller. I think the sound effect for enemy fire is a little too loud. I think movement is too slippery but that might just be the game running like ass. There's no much to say here really, it's pretty basic.

Mechjumping: How the fuck do I invert the controls? This is a good solid base, and you could even keep one or two of the designs I saw. Player health should be more prominent and intuitive, and if you don't make it obvious, it should be pointed out sooner. Your tutorial is good, you could pretty much keep that for the full game.

Elemental Knight: I gave this another try with the controller... and it didn't pick up on the controller. I got the keyboard controls to work by just not changing them, but it still controlled like ass. There's still not a lot to say because of how short the demo was.

BomberFiends: You have a foundation that functions just fine and looks decent. You need more feedback on getting hit, you might want to have a timer on the bombs, and you'll need more variety, but I'm sure you knew all that.

That's all folks.
>>
>>165621220
Start with your core game loop. Get the most fundamental thing working first. Don't bother with menus, sounds, etc.
>>
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>>165620642
>Room speed: 1000
>Remove delta_time from bullet creation timer, simply set it to 5 -- every 5 frames create a bullet
>remove delta_time from bullet movement, simply moving the bullet .1 pixel every frame
>works perfectly
:thinking:

>>165620953
Right but how would I know what bullet correlates to what bullet count? The inconsistencies don't show up until the bullet has traveled for a second or so. I'd have to print the number over each bullet or something, I guess. Regardless, it's something about delta_time..
>>
>>165621345
Proof that delta time ruins games. NEVER used delta time.
>>
>>165621186
Thanks anon!

>>165621207
At this point exceptions look very tempting even if they're in C++, compared to return codes in C. (Thankfully I've written some macros for the most common situations.)
>>
>>165621345
You wouldn't really need to know WHICH bullet it corresponds to, simply whether it happened at the same time every time. I suppose you could also simply count the number of frames the game had rendered, if you so chose.

Even if the count was fifty bullets higher than since the bullet had been fired, you'd be able to look and say "oh it happens every five hundredth bullet" and then you'd know it was a CONSISTENT oddity, which would give you an angle of attack in fixing it.

I was pretty sure it would be delta time though.
>>
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>>165620005
>google rotatedev
>find his tumblr
>it's real
>>
>>165621336
also the protagonist of Frauki and the Mystical Blah Blah Box made me a little uncomfortable, a little more uncomfortable than Tracy (the dino girl), but I'm going to accuse anyone of anything, I'm just having thoughts here
>>
>>165621345
And now I'm waiting for the dude who was so butthurt about people disparaging delta time to explain how it's not delta time's fault but rather your implementation of it.
>>
>>165621345
Look at it like this:

The bullet time is .02, which is 50 Hz. If your game ran at 50 fps, then you'd ideally spawn exactly one bullet every frame. If your game runs at 60 fps though, it gets a little trickier. You won't spawn a bullet every frame, and you won't spawn one every other frame. You'll be somewhere inbetween. Sometimes, you'll spawn a bullet two frames in a row and sometimes you won't. I think what's causing the problem is the time when a bullet spawns two frames in a row, which is inevitable since 50 doesn't go into 60 evenly. Try changing the create_interval to .1666666 to spawn 60 bullets a second and see if it fixes it.
>>
>>165621669
Oh yeah, I get what you're saying now. But the culprit does seem to be delta_time.

But..I SHOULD use delta_time, especially for a bullet hell game, so... I'm not sure what to do about it. delta_time is the measure between frames in millionths of a second in GM:S, so to use delta_time for movement and timing I set:
#macro TIME_ADJUST delta_time/1000000;

Then for timing, movement, I multiple by TIME_ADJUST. Is this an incorrect way to incorporate delta_time for these purposes? Is there something I'm missing here?
>>
>>165620973
>>dev
no one cares about nodevs here
>>
>>165621824
It was probably the same drama-making troll that's been hanging around crapping up the thread for the last couple of days. Any sort of inane conversation, drama, faked-deaths, dev-impersation, flaming, racism, anime-avatar-posting, etc that he thinks can get him reactions he's all onboard for.
>>
>>165621641
Actually, I forgot about scope guards. They make writing exception-safe non-RAII code a lot easier. Same with smart pointers (typically if it's just memory, but you can say anything in the deleter), and they allow the resource to escape the current scope. Smart pointers are basically anonymous RAII classes if that makes any sense to you.
>>
>>165621869
>But..I SHOULD use delta_time, especially for a bullet hell game
You explicitly should not use delta time for a bullet hell game specifically because of the problem you've encountered. Delta time WILL interfere with the shapes of patterns and make them inconsistent.
>>
>>165619842
>3d modelling tools
daz3d
sketchup
>>
>>165621869
No you should never use delta time. It's just a meme. Hard code the delay so the player has to play at your FPS of choice consistently.
>>
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>>165622046
>>
>>165621345
I bet the issue is that, while the ship is rotating with delta time and the bullet timing is done with delta time, you don't account for conceptually firing the bullet in the middle of a step.

This goes away when you have a consistent update interval, either by tying your logic to your frame rate or using a fixed time step, since every bullet has the same error.
>>
>>165621979
I'm familiar with auto_ptr and boost's shared_ptr (yes, I am a dinosaur), but not whatever they've put in since C++03.
>>
>>165621345
Using frames instead of time has its place and Shmups are one of them.
>>
Is hating screenshake the hot new meme?

Is hating rixels meme still being used?
>>
>>165619842
>and what are the best 3d modelling tools?
Blender, plenty good enough for gamedev
>>
>>165622185
This is a great way to add difficulty to a game. If the player chooses easy mode the game runs at 30 fps, normal mode is 60 fps, and hard mode is 120 fps.
>>
>people believing or pretending that you can either tie your logic to your frame rate or use a variable time update
http://gafferongames.com/game-physics/fix-your-timestep/
>>
>>165621838
>>165622202

This makes sense. The timing is slightly inconsistent because delta_time is different each frame, meaning that the interval isn't an exact timing but instead a margin of time, the actual time the bullet SHOULD spawn may occur in-between frames.

>>165622185
>>165622370
So I'm guessing the best way to do it is to indeed tie my logic to the framerate, or try to implement a fixed step (is that possible in GMS..? Is there a difference between a set framerate and fixed step timing? Oh boy...)
>>
>>165622429
I don't have proof but I think screenshake could disorient the player and disrupt gameplay leading to unfair deaths. I have no proof, something i noticed though that caused problems in Sine Mora, a game with screen shake after every kill.
>>
>>165622429
screenshake is over-used trash.
haven't played a game that used it correctly in ages.
>>
>>165622612
>Is there a difference between a set framerate and fixed step timing?
Yes. The logic isn't tied to your framerate, but it occurs (conceptually) at a defined interval. To reconcile that with the variable nature of rendering, you have to store the last two logic "snapshots" and interpolate between the two.

It's surely possible in GM, but it will be a pain in the ass. Unity and I'm sure many other engines have it built in.
>>
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What would make a monster catching rpg fun again?

if anyone of you played Golden Sun, what made that game fun?
>>
>>165622787
This anon is completely right. If you were using Unity, I'd recommend using FixedUpdate for all your bullet spawning and movement, but I have no idea if GM supports anything like that out of the box. If it doesn't, it's not worth implementing. Just use a locked 60 fps logic.
>>
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I just want to make the character change side when pressing the Left Key button so the character sprite moves toward left and when she moves toward Right, pressing the Right key but there's like two different sprites, one for each direction. I was even planning for Up and Down but I'm thinking of fixing Right and Left first.
>>
>>165622787
It doesn't appear as if GM:S(2) allows (or at least makes it convenient) to create fixed step timing. I guess I'll have to rely on a 60FPS speed and tell higher refresh rate monitors to go fuck themselves.
>>
>>165622612
Just keep a consistent FPS cap and if the FPS dips below that cap, then try to optimize things so it doesn't fall below. That said, in a Shmup's case, it's better to have the game slow down rather than become weird and unpredictable. Level design and bullet patterns are ultra-critical to how a Shmup plays so you want those to be the same every time.
>>
>engies
>>
>>165623256
Are you upset that you can't understand the discussion?
>>
>>165623126
The reason I was trying to implement delta_time was to allow for easily changing the timing of the game (for things like bullet time slo-mo, etc). I guess that's still possible tying everything to the framerate, by multiplying my timing and movement calculations by some global modifier that can be changed.
>>
>>165623256
>he can't even attempt his own engine

See, I can shitpost too
>>
>>165623256
>needing an engine for 2d games
>>
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Well, after 3 days of trying to figure out what was wrong with this system I nailed it down. An order of operations error and a != where it should've been ==.

Well, at least the player can get around the world now. That's one of my major components/roadblocks down.
>>
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>>165623356
>>165623378
>>165623604
>immediately drop their squabble about delta time to bend over and give up dem (You) cheeks
>>
>>165603876
I remember seeing that you're using a custom Unity extension to manage all of your attack animations.
Could you please explain this process and the program/extension/thing?
>>
>>165623721
How does it feel knowing that you didn't even make most of your game?
>>
>>165623125
Or you could use Godot which has a proper fixed process, then you can have the game run at any FPS and still have perfect bullet timing.
>>
Hey, wait, if I tie the game to 60fps, won't that limit the number of bullets an emitter can make to 60 a second at most? Damn. Maybe I can get around that with multiple emitters at different timing intervals.
>>
>>165623721
I am fine with giving shitposters (You)s now because it means my shijtposts by association can be recursively hidden.
>>
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Which bench is your guy?
>>
>>165623849
Gaaaaaay
>>
>>165623849
NIH syndrome pls.
How does it feel knowing that you haven't even made a game?
>>
>i started my last game more than 220 days ago
>haven't finished it or made anything comparable to it since
why am i so shit?
>>
>>165622980
Monster catching was a pretty small part of Golden Sun if I'm remembering right, although it was fun as fuck and exciting every time you got a new one. But I played it when I was a kid and don't remember it so well. I think I liked the game because the puzzles were interesting and the art was great/the settings were cool.
>>
>>165624232
Fail more, worry less. Make tiny shitty games - you will improve.
>>
>>165624052
60 a second is a lot. I was gonna say that programming it so you do e.g. 120 a second by spawning another at the player's position + velocity/2 and player's rotation + angular velocity/2 and moving it backwards 1/2 its velocity so it ends up between the adjacent bullets, but if you implemented this more generally it would work with delta time as well.
>>
>engies
kek
>>
>>165624052
You can always make an emitter spawn two bullets on the same frame and offset their position.

I forgot to mention this, but your existing delta time code has a similar problem, but in reverse. Your emitter spawns at most one bullet per frame, and your bullets spawn at 50 fps. So if anyone ran the game at under 50 fps, they'd shoot slower.

I'd recommend using a fixed time for your situation anyways, but for future reference if this ever comes up again, you'd want to account for having to spawn more than one bullet per frame if needed.
>>
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>>165583508
>>
>>165624297
I'm past that stage, I've made literally hundreds of tiny shitty games, my last game was my big one. lost motivation half way through, haven't found the motivation to pick it back up or start a new game.
>>
How big is your game binary?
>>
>>165624503
Master your core game loop then. You've got failure to build on. Success may not come easy, even if you know more than most what you're doing.

Also, it's probably best to not do hard comparisons to your best project. It's good to strive to beat your perception of what your best project is. It's bad to obsess over it and measure everything against it.
>>
>>165624187
>cubes needing back support
>>
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What would this represent in game dev terms?
>>
>>165624632
thanks bruh, the motivation is sparked.
>>
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>>165623802

I made it myself. It's separated into 3 parts:

1. The data: this is a class inheriting from ScriptableObject, where the active and cancel timings, which animation to use, and amount of damage to deal are saved to, among other things.

2. The Editor window: this takes care of displaying that data in the GUI, and allow it to be edited and saved.

3. The runtime: the game's code makes use of the files generated by the Attack Editor to know at what moment in the attack animation should damaging be allowed, when canceling to another attack is allowed, what amount of damage to deal, etc. It simply reads the values as needed.


The active and cancel timings are simply floats in the range of 0.0 to 1.0 to indicate at what percentage of the animation playback position will damaging and canceling start and end.

In one of my scripts for the player, I continually check every frame the percentage of animation playback using something like Animator.GetNextAnimatorStateInfo(0).normalizedTime (but getting rid of the whole number first, because the whole number part denotes number of times that the animation looped). When the value passes through the start of the "Active" range, I call the code that activates the weapon's collider so that damaging can happen. When it passes the end of it, I disable the collider.

Same idea goes for checking if canceling is now allowed or not.

Later on I'll be using this also to add particle effects on the character that's activated based on the animation position.
>>
Monads or FRP would assist with this timing issue quite elegantly tbqhwyf.
>>
>>165624530
4.3mb zipped
I'm not going to unzip it because lazy
>>
>>165624721
>VC does a driveby on your portfolio while you diligently work on a project to get you noticed. The project is an engine to display a cube.
>>
>>165624052
Yes, tying the logic to 60 will limit you to 60 per second, except its tied to FPS which is bad.
Using an engine with a fixed timestep of 60 will also limit the number to 60. However most engines allow you to change the fixed timestep if you need to. This means you could have a game run at 60 FPS with a fixed timestep of 120 FPS and spawn bullets twice as fast. And it wont matter what the game FPS is, it could be 30 FPS, or 144 FPS, and it will work flawlessly.
>>
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Why am I so shit at pixel art, /agdg/? Why is this so fucking hard?
>>
>>165624721
>driving smoothly by in your custom engine, while a barelydev struggles with unity/ue4/gamemaker/etc.
>>
>>165600417
It could be more. Maybe it'll be okay when hit sparks and sound effects are added.
When a critical hit is made, make sure you make the screen shake more.
>>165607473
Add some more inbetween frames to make it smoother.
>>165604753
Blender is literally the same as Maya and 3DSMax.
The only difference being that all 3 programs have different key shortcuts and interfaces. As well as price points.
Get over your hatred for it and start. fucking. GAMEDEVING.
>>165610772
>>165610523
Where the fuck is yours?
>>
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>>165624721
Ever notice how engine devs are just painting by the numbers to do things that have already been done a million times? It's like making a game is too creatively taxing so they just stick to engine tinkering.
>>
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>>165624801
The Editor window part is complicated but the display of the timeline is mostly a bunch of Rects.

Regarding the timeline: you treat the available width in the GUI as the animation's length. Let's say I want the whole window to show the timeline, and the window's width is 500 pixels, and I want the Active range's box to encompass half the animation, so the box's width is simply windowWidth * 0.5, but the label displayed will say that the box's length is animationLength * 0.5 (as seconds). They are rendered using GUI.Box().

Resizing the ranges are done by looking at Event.current data to see if the mouse clicked on the left or right part of the range, then resize it appropriately.

The animated thumbnails are done using render textures. I have a class that duplicates whatever 3d model you have selected, move the duplicate somewhere far away, create a camera that points to it, and render what the camera sees into a render texture. The editor window then simply draws that texture.

To animate the character in the thumbnail, I use EditorApplication.update so my editor window receives update calls, then I sample the animation clip every update, using AnimationClip.SampleAnimation.

When scrubbing the timeline, I also use animation clip sampling to animate the character in the scene to wherever the timeline was clicked.

(This webm is of an older version)
>>
>>165624721
Using a ready built engine vs doing your own I guess.
But consider this, if shit hits the fan, and you're using something like Unity, you're fuck until they fix it.
If you use your own engine, you will in general have some idea of where in the code the bug is located and of course, complete access to fix it at your leisure.
>>
>>165624790
Best of luck, anon. I hope you make something fun! If you do, make sure to post it here even if it's a tiny little game.

>>165624945
Master your shapes, anon. Also, remember: What you're showing isn't a literal representation of what a thing actually looks like. It's a symbol that best represents what it is you're showing.

But yeah you're really lacking in depth here - your shapes aren't clearly defined and you look like you're pillowshading a bit because you, yourself, aren't looking at the object like it was built out of simple 3d shapes.
>>
>>165625041
I think that anon was saying that modeling tools as a whole are shitty for map making, and he's absolutely correct. They are (not that I have a better suggestion).

Then someone brought up BSP even though it was never mentioned and the source circle/anti circle autism jerk began
>>
>>165625046
Ever notice how non-engine devs are constantly insecure and get flustered and upset by engine devs?
>>
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Engine using
>>
>>165625289
i don't know senpai, i've only seen enginedevs being insecure and needing to reassure themselves by shitting on people using premade engines, look at >>165625013 for example
>>
https://www.youtube.com/watch?v=gdOZw9bAhq8
>>
>>165625046
but anon, I'm literally autistic, I'm clinically obsessive, I have a bad memory, I never practiced drawing... what else am I supposed to do with my shitty idea but tinker with libraries to build an engine?
>>
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>>165625334
Engine devving
>>
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>>165624924
On the one hand, I KNOW you're right. But on the other hand, I just got used to GMS enough to use it from Monogame and I'm not sure I want to jump into Unity or Godot right now.. fuck.

Regardless of what I choose though, thanks for all your help aggydaggy!
>>
>>165625161
Thanks for the tips, anon
>>
I mean like I wouldn't making a game yknow
>>
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>>165623105
I... is that a bulge?
>>
>>165624232
I started mine around the same time as yours and I'm not done either. Doing things takes time. It takes even more time when things are complicated and you're doing them by yourself.
>>
>>165625394
Well anon, it seems the opposite to me, that non-engine devs always try to start shit and get told.
>>
>>165625289
Sorry I couldn't hear you over my multiple games
>>
>>165625516
>Engine devving
It might take a fuck ton longer to make any progress the end user would care about, but fuck it's nice to know you did it all from scratch instead of relying on some "behind the curtains" magic.
>>
>>165625630
how many agdg engine devs have completed games, again?

it's a stupid dick measuring contest either way and you're all a bunch of fags
>>
>>165625465
>fresh burrito progress
Am I dreaming? This is like finding a unicorn.
>>
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I'm not entirely feeling this book, or the idea of the grimoire following her around instead of something else

It doesn't feel magical enough because it just looks like a book, but at the same time there are very few things that i can replace it with

i've considered a lantern or something and i should try it out later, but i'd love to hear some suggestions on what to use as the spell catalyst
>>
>>165625672
>I d-didn't hear you anon
>yet I'm gonna reply
>totally not upset
>m-muh multiple games copied from unity examples
>>
>>165618451
Can we get a close up on our protagonist's face?
>>
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>>165625593
yeah, now answer me, the animation certainly lack a couple of frames, but I can tell how many.
>>
>>165625849
>starts shit
>gets told
>has a meltdown
>>
>>165625948
>copied from unity examples
Yeah okay nerd everyone who isn't rolling their own engine is just copy pasting we've heard you say this like a million times. It's pathetic
>>
>>165625849
I've got 2 out on Steam and I'm working on a hopeful 3rd right now. There aren't many of us on /agdg/ sure but we do exist.
>>
>>165625593
Look at the top of the image, at the file name.
>>
>>165618451
ANOTHER FUCKING SHITTY 3D CAMERA FUCK AAAAAAAAAAAAARRRRRRGGGGGHHHHH
>>
>>165625593

>futacubi

what do you think
>>
>>165626008
I'm not sure what your question is.
That stance looks too vanilla, noone usually stands like that in an adventure game.
When you switch sides you wanna color the background-side leg and arm a bit darker to give it depth.
>>
>>165626106
>Yeah okay nerd
kek, you're actually upset
>>
>>165626008
Seems less that it's lacking frames and more that it's lacking real motion.
>>
>>165626130
The camera will be like super mario 3d land or the original chameleons twist.
aka fixed camera following on an angled rail/changing positions on its own/non controller-able by the player.
>>
>>165626274
OKAY BUT IF YOU'RE GOING TO MAKE THE CAMERA MOTION LAG BEHIND THE PLAYER'S MOTION AT LEAST MAKE IT POINT AT THE PLAYER

THANKS
>>
>>165626215
So upset that I'm reducing all games made by engine users to copy paste jobs even though everyone who has actually made games knows that's preposterous. Oh wait that's you
>>
>>165626462
>>
>>165625859
Maybe give the books hands that come out of the pages when it opens/she casts a spell. A lantern is a fine idea, though, and the book already looks pretty magical imo
>>
>>165626587
Please stop bullying me with your zero games Mr. Engine Dev
>>
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but does your game feel good?
>>
>>165626879
Writing your own engine is like fucking your wife.

Using a premade engine is like getting someone else to do it for you.
>>
>>165626965
I...
I...
>>
>>165624482
what game
>>
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>>165626965
I put in some cute-feels with Brother Wu. He acts innocent and excited and looks up to you as a role model (whether or not you treat him like dirt). Does that count?
>>
>>165626240
>>165626206
http://goseb90.tumblr.com/post/155814774188/futacubi-quest-is-project-that-i-started-to-work
>>
What tools do you guys use to create pixel art/tilesets/pixel art animations?

Any tutorials out there?
>>
Hey /agdg/, r8 my idea

-Harvest moon style game
-Play as a travelling merchant
-Player has a lot of freedom; you can choose to either buy, craft or sell items to make a profit, or just travel the world in your wagon
-Befriend/court characters you meet in villages(or maybe elsewhere), perhaps have have them join you on your travels
-maybe as an alternate way to get money/items the player could go mining, or even purchase land to farm or even open a shop
-make the game as comfy as possible

Would anyone be interested in playing a game like this?
>>
>>165626350
https://youtu.be/IHlY2rSfcUw?t=15m42s

give me an example.

Iv never seen a camera POINT at the player in alot of games, besides like RE games with fixed static camera that need to point at the tank controls player at the different parts of rooms.
>>
>>165627236
That camera looks pretty bad.

I just mean that the camera's target point is the player's position no matter what.
>>
>>165627068
It must be awful to have to construe such painfully forced analogies for yourself to compensate for the humiliation of having no games
>>
>>165627205
Give your sprites time to breathe, anon; don't make every frame immediately advance to a new frame. Also, seduce. Don't just j-j-j-jam it in. Got to let things build and such.
>>
>>165627323
>painfully forced
Like when your wife lets the bull use you to prep himself?
>>
>>165627226
I would. Sounds like a mix of Harvest Moon and Recettear. I love both of those games.
>>
>>165627226
Can I play as a lizard
>>
>>165627595
Oh no, it appears we have slipped off the defense of engine dev and into the wilderness of aggravated shitposting. Why does this happen so often with you engine devs? A curious thing.

Oh well, in the end we just have to admit that engine devs are genius programmers and way smarter than us even if they have no games and aren't actually writing their own engine but just pretending for /g/ status
>>
>>165627226
So a less tied down version of Fantasy Life basically?

Remove the job switching tedium, add some combat depth and you have a solid game.
>>
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finally did some inventory shit
>>
>>165627775
I suppose we'll have to agree to disagree.

I'll continue with my projects and you can continue with your projections.
>>
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>>165627719
I endorse the idea of playing as lizards.
>>
>>165626130
i too would like to see what you consider a example of a good 3D camera
and less autism, it is a work in progress my boi
>>
>>165625625
I get that, with my game the scope was just too large to handle myself unless I wanted to spend 4 years on it, and I really had no idea where I was going with it
>>
>>165627948
Indeed, like the projection that I am a literal cuckold because I'm not "writing my own engine"
The implication being that you are not the cuck even though you have no games, that you are writing your own engine and not just duct taping together existing libraries written by far more brilliant programmers than yourself, like all engine devs
Agree to disagree on that implication
>>
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pls r8, like and subscribe
>>
>>165628003
Ocarina Of Time has a VERY subtle lag in pointing at the player, almost unnoticeable. Neopets: The Darkest Faerie (inb4 lmao furfag kys) points at the player all the time and is very tight.
>>
>>165628205
You should check for a local registration file and, if one doesn't exist, not present the login option and only the Register option (and vice versa).
>>
>>165628301
>can't have multiple players on one machine
>can't play on a different machine without first registering a dummy
Great idea anon.
>>
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>>165628205
> 1 dex

what a pleb
>>
>>165628180
Everything you accuse me of... can you show a single game that you have finished?

>far more brilliant programmers
I doubt that, considering the state of most libraries and the number of bug reports they get.
>>
>>165628382
??? If you want that, and one does exist, show both options. There's no point in presenting a login button when you can't login.
>>
>>165628447
>his argument reduced to WIYG
I'm sorry, who is the cuck? :^)
>>
>>165628491
>There's no point in presenting a login button when you can't login.
Except clearly it's an online game so how the fuck would you know? Unless it's one of those shitty mobile-F2P-esque asynchronous multiplayer games or whatever they're called.
>>
>>165628602
>clearly it's an online game so how the fuck would you know?

>it's an online game

>trying to login when you haven't created a character

What? What sort of MMOs have you played where you can login before you've created an account?
>>
>>165628542
>still no evidence of finished games seems to be forthcoming
>>
>>165628447
>I doubt that, considering the state of most libraries and the number of bug reports they get.
Where is your original engine library?
>>
>>165628668
What sorts of MMOs have you played where you can't login to your account on another machine?
>>
>>165628250
https://www.youtube.com/watch?v=FE6urjVw6_o

Fucking furry faggot

but seriously what? This "points at the player at all times" is retarded probably only works for games that behind the character, or 3rd person not top-down or "angled" camera following 3D platformers, further more "points at the player at all times would probably look and feel like shit when you don't even have control of the camera.

autism at its finest.
>>
>>165628491
login information isn't currently stored anywhere in the client though, and I don't think I'd really want to store any sort of account information on a file on the clients machine. It's pretty logical if you don't have an account that you need to register
>>
>>165628763
Why don't you try it before you bash it? Takes all of five seconds to implement.
>>
>>165628757
What sorts of MMOs have you played where you can log in to an account that doesn't yet exist?

>>165628813
I guess. Users will be idiots and will click the login button first only to discover they need to register etc though.
>>
>>165628668
>>165628491
>>165628301
This has to be bait
>>
>>165628876
Accounts are stored on the server you fucking moron.

>Users will be idiots and will click the login button first only to discover they need to register etc though.
This has to be bait.
>>
>finish few tutorials
>completely understand everything, code etc
>try to do something on my own
>completely blank mind, a wall, know nothing

question, how many hours did it took for you guys to get on intermediate level in unity?
Should i do more tutorials?

I have 2 semesters left until i get engineers degree in CS, always wanted to do games
However i noticed that maybe i am not as smart as i think
Last year i practically wasted away, no job, just going to college 4 days in a month (i have classes on weekends), no physical exercises, just eating, playing games and watching tv shows. Anxiety + depression. First half of the year smoking weed few times a week, last quarter of the year drinking cheap beer 2-3 times a week. At school i noticed i am not at top of the class in smartiness anymore. Other people seem to grasp ideas more faster than me.
Im 24 y.o. I just want to master the unity engine and make 2d pixelart games. Is that too much to ask?
>>
imagine being so irrational you disregard any medium with an animal for fear of association with strangers on the internet.
>>
>engies
lol
>>
>>165629024
>First half of the year smoking weed few times a week, last quarter of the year drinking cheap beer
Cut that shit out, it fucks with your motivation
>>
>>165614586
Placeholder
>>
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Metroidvania I just started working on. Everything is still really early and most things are probably gonna change.
>>
>>165629141
who?
>>
>>165629024
First step: stop bitching on a message board and just do it. You have the entire internet, a huge library of resources to do just about anything programmatically.

shialaboeuf.jpg
>>
>>165628973
>This has to be bait.
Not really, every game I play, even MMO's, I do dumb shit like this to check how detailed their programmers were.
>>
>>165629141
I like the magical balls
>>
>>165629024
Took me 1 week while partying regularly so it's not like I was at my sharpest. One of the easiest workflows and IDEs ever IMO. Then C# with all the documentation and answers online. It's hard to miss.
>>
>>165629141
Looks pretty good anon, would definitely try playing it when it's done
>>
>>165625046
I want to do weird things so I'm writing an engine
if I ever start fellating bump mapped space marines I want you to kill me agdg
>>
>>165629184
Also there are lots of people that will just click the first option because they assume that it's the right one to click first -- because you're the one that put it as the first one that was pre-highlighted/clickable.

The majority of users are idiots and aren't paying full attention.
>>
>enginedev
ha
>>
>>165624721
Looks like a comfy game to me
>>
>>165629141
Engie or no engie?
>>
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>>165629141
>metroid style game combined with Gimmick! Style platforming, complete with the star

NICE. Anyone that takes notes from NES games is okay in my book
>>
>>165626008
99% of the people on this website don't know what they're talking about, so you should probably ignore all of us to stay safe, but the issue is that your legs are all that move. When you walk, your torso moves up and down. You're stretching the length of the legs so they always touch the ground. Don't do that.
>>
>no engie
Correct.
>engie
Mistake.
>>
>>165629495
No, the problem is that the feet just rotate and don't actually go anywhere and the standing frame is mixed into the walk animation.
>>
>>165629184
>>165629343
Okay, tell me this. I'm playing this online game, I've made an account. I recently build a new PC, and start fresh on it, I download a fresh install of the game. My question is, how does the game know I've already made an account?

Or how about this. My little brother wants to play the game, so I go to create a new account for him. How will I be able to make a new account if the game hides the option because I had already logged in as my own account?

Obviously idiot proofing a game is a good thing to do. But this is a complete non-issue, and not even something that can be solved.
>>
>>165629406
unity, took a while to get it working good for pixel art, but its good now
>>
>>165629648
That's a slight problem, but the fact that the torso doesn't move is much worse. The feet shouldn't go very far for a walking animation anyways.

If he fixes the issue I addressed, the animation will look fine.
>>
>>165629807
>My question is, how does the game know I've already made an account?
It won't assuming a fresh install has absolutely no cached files.
Unless you keep a generated code to import that fetches the information.
Don't hide the option?
>>
>>165630017
>fundamentally can't lead to locomotion
>slight problem
>>
>>165629807
Tell me this. I boot up the game for the first time. I click log in. I can't log in, I don't have an account. I have to back out and click on register.

Why isn't the game prompting me to register first in case I don't have an account? If I've logged in once before on this machine that's one thing - if this is the first time I'm booting up the game, odds are I don't have an account.

Which one of these problems is more likely to lose you users and sales? A user blindly choosing login and discovering they have to log in and having to back out and in to a new menu and then back out and then back in to login -- or a returning user who has to click 'nah, I have an account' when opening the game for the very first time on a new machine?
>>
>>165629491
cool! I definitely feel like the mechanic has lots of potential and Gimmick! was such a short game, I figured it would work great in a Metroidvania. Would making the shot a star instead of a circle be copying it too much?
>>
>>165630123
This is some sophisticated trolling. Too high brow for AGDG.
>>
>>165629157
don't really have anything set up yet, i'll have a twitter and tumblr to post progress soon
>>
Is there an asset or good method for organizing sprites in Unity?

I hate when I click the texture button and it's just a giant list of texture alphabetically sorted.

I would love to have it sorted by folder and then again by sprite sheet
>>
>>165624721
Unity scrubbo copy paste script kiddie nogrammer in the car easy mode driving on rails with no freedom. Anytime Unity updates with a bug he will crash and die.

Handsome knight esquire master race stallion programmer god on the right crafting a fully custom wheel which will be used in a fully finished car someday. A car so masterful and precise with no bloat that it will win a nobel peace prize.
>>
>>165630148
Have the star be a hidden upgrade item as a nice little nod, but by default, making it a circle would be best
>>
>>165629924
>unity
>for a low res pixel game
Absolutely disgusting
>>
>>165630294
What you might be looking for is the concept of an Atlas. Atlases can folderize etc all your art assets. nGUI is good for at least this much.
>>
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>>165630123
>>
>>165630332
>engie
>for game dev
Absolutely useless.
>>
Why is this shitposter so butthurt? Just like make game.
>>
>>165630471
User flow with registration prompt on boot:

# of potential actions: 3
[Boot] -> You need an account to play this game. Create a new account? Y/N? [Y] -> Create Account -> Account Details were saved and are automatically entered into the account data on login screen -> Actually Log In

# of potential actions: 7
User flow without registration prompt on boot:
[Boot] -> Login -> Can't log in -> Back to Main Menu -> Register -> Create Account -> Back to Main Menu -> Login -> Enter Account Details -> Actually Log In

One is a lot more tedious than the other and if you're an MMO you are at risk to lose at least 50% of your users in the first 2 minutes of interaction with the game.
>>
2::165630636
He's casting out his (You)net
>>
>>165630332
if you can actually tell me why, I'm listening.
>>
>>165630365
>Unity devs use texture atlases for organizational purposes
lmao
>>
Does anyone actually use Love2d unironically?
>>
>>165630846
it's overkill.
>>
>>165630365
I don't think they're the kind of assets I want to keep in the same file, some of them are just parts of a larger object, some are floor textures, others are the players themselves (think roguelike sprite sheet).

Is there a way to divide a sprite sheet into multiple seperate files in unity or am I going to have to pirate photoshop or somethin
>>
>>165630703
Most other MMO's have a web portal that you are required to use to register your account. There are 4 more potential actions (oh no) but you don't have to navigate to an external website in order to complete anything.

Additionally, storing information like that on the client side becomes a potential security risk. The trade off for 4 extra actions is pointless. If someone doesn't have the patience to go back and register (after trying to login knowing they dont even have an account) then they can get fucked desu.
>>
>>165630897
It's overkill and at the same time you end up missing fundamental things. Could it be worse than that?
>>
>>165630962
The file would just be a compiled reference; all the original files are preserved. You choose what things go into which Atlas, what things they're stored into, et cetera.
>>
>>165630863
what would it mean to ironically make a game?
>>
>>165631030
people who use pico8
>>
>>165631003
Your game. I'm just saying I've seen the funnels on MMO-like games. Users are liable to quit the moment they run in to any annoying roadblock.

The folks putting their registrations on external web browsers are foolish. Users do not like alt-tabbing back and forth. It's costing them registrations and interest.

The more seamless their transition into your MMO from booting up the game, the more liable they are to stick around to actually see what it has to offer. The more obstacles they run in to, the higher the chance they'll just leave without ever getting past the main menu.
>>
>>165630119
>imply rotation can't lead to locomotion
>being retarded
Wheels exist.
>>
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Mappan
>>
>>165631221
Assuming you're being serious (which I highly doubt) the player would have to have some extra chromosomes to try to log in without registering when both options are presented to them clear as day.
>>
>>165630123
>Tell me this. I boot up the game for the first time. I click log in. I can't log in, I don't have an account.
Then why'd you click log in?
>>
>>165631629
Nice Agon Wastes clone you hack.
>>
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how do you pick names for towns
>>
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>>165631748
Agon what?

Main inspiration for the tile system is Spyro.
>>
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>>165631825
I'm kidding it looks great.
>>
>>165631630
>>165631734
Then I guess about 12-24% of users have extra chromosomes on average. I assume what they've done is assume what your main menu is. They just assume the first button leads them to login/account-creation/etc. even though there's no way they could know that in advance.

Like I said, most users aren't paying attention when they boot up your game the first time. A lot of them are just going to assume your menu layout is going to be some vertical menu in the fashion of: New Game, [...], Options, [...] Quit. So, secure in their bad assumption they hit New Game - or in this case Login.

Whether they're drunk, not paying attention, brain-fried, or just plain stupid I couldn't tell you. All I can tell you is that a lot of users do just what I describe - hit the first button they're presented with.
>>
>>165631771
Choose your favorite country, and maybe a specific location within that country. Take all of the town names from that area and cut them up, use that with a random name generator to get a town name.
>>
>>165631876
And you believe that they're going to drop the game entirely if they have to go back and click register when they realize they can't do it from that screen?
>>
>>165631875
Thanks!

>Agon Wastes is from Metroid Prime
FUCK YES - Currently trying to make maps and content for a Metroid Prime: Hunters-inspired game
>>
>>165631986
I don't have to believe. I've seen the funnels.
>>
>>165631960
Won't that sound kind of lame to people that speak the language?
>>
>>165632009
Really, the only thing to debate about them is the why, rather than the whether or not. Why are they quitting after encountering that obstacle? Who knows.

Maybe they thought they didn't need to make an account to play. Maybe they're frustrated and just yelled fuck it when they ran into a wall. Maybe they quit the game to see if you do registration on your MMO's webportal. All I know is there's a lot of people using that block as an exit point for the game - and the vast majority don't come back.
>>
>>165631996
I'm confident it will work. The artwork you did for I think an RTS a while ago was the perfect Gigeresque mix of mechanical and biological that Metroid thrives on.
>>
>>165630897
use whatever works for you :)
>>
>>165631986

I pretty much refuse to play any game I can't download via steam and immediately log in
>>
>>165631629
Reminds me of Warzone 2100.
>>
>>165631629
Cozy. I can always recognize your work, onian
>>
>>165632257
Ah, well, that's a different story entirely.
>>
>>165631986
It's pretty common practice to have the game at least open a browser tab if you click a "don't have one? Make an account" message
>>
>>165632328
The data wouldn't know. All it sees is that a user quit. That could very well be a big influencer for why that large group of people left on impact - all I know is they left. It's up to examining the UX and talking to the community to figure out the actual why.
>>
>>165632225
Yeah, I want to try to figure out how I did those animated things back then - It's been so long, I've forgotten my workflow.
That stuff would be at home in a Metroid like game, I think (hope).

>>165632267
Never played that, Anon. Is it good?

>>165632298
Even in 3D? I thought my style had gotten very much "blander" than the stuff I used to make, to the point where it probably wouldn't even be recognizable anymore.
>>
>>165631825

This is my current favorite AGDG project.
>>
>>165632392
Yet the first screen already says in large print "Login" and "Register". I really can't comprehend the kind of person that would immediately go to login and quit the game forever when that doesn't work out.

>>165632454
The difference is there's pretty much no excuse for a game that's on Steam to not work with Steam when it comes to accounts. That's what users are paying for. It's a lot more forgivable to assume that a player has more than one neuron to rub together and an attention span longer than 5 seconds.
>>
>>165632593
Oh man, thanks!!

Kada (the programmer) gave me a little heart-attack today, saying that making a 3DS game might not be feasible after all, and that he's going to go to a lot of interviews for professional dev, but I think we found a solution, and it seems he is still interested in continuing this project - So not killing myself today!
>>
>>165632628
The kind of person that clicks the first button they're presented because they're not paying attention and assume your UI works the way they assume it works.

If you can't comprehend it, you haven't seen how fickle and dumb the average user can be when it comes to navigating a game's interface. Believe you me, there are people who will do exactly as I say and click the first button because it's the first button.
>>
>>165632780
Then make Register the first button. Problem solved. Or are you now going to contradict yourself and say that they actually scan the labels and instinctively click Login even though that's completely irrational?
>>
>>165632872
No, I think that'd bucket those users successfully. The problem would then be your regulars whining about having to move the cursor just to log in.

You can avoid both these issues and appropriately bucket your users with a popup asking if they're new or returning and it's done. So long as the first option on that popup is 'create new account' you should be fine.
>>
>>165632975
Well I'm glad we've at least moved away from that "one or the other based on local data" nonsense.
>>
>>165633060
>>165633060
>>165633060

new bread
>>
>>165633046
Well I assume you're only asking them the first time. It'd be utterly asinine if you pop that up every time. So you're storing some sort of local data, which is pretty much what I suggested to begin with.

If Steam's willing to store my username on local data so that all I have to do is type in my password and that's OK for security issues (with an optional checkmark to store my password as well and another to automatically log me in) - I think you're fine to do the same.
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