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/agdg/ - Amateur Game Development General

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Thread replies: 782
Thread images: 141

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Erradicate nodevs edition

> Next Jam: Comfy Jam
itch.io/jam/agdg-comfy-jam

> 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
>>165583508

> 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
kek
>>
>he doesn't use his own language
LMAOing at your life.
>>
>>165633237
i'd love to write my own language if i ever got the neetbux from my game. It'd be specifically for vidya-dev.
>>
Wayfinding system in Metanoia: The Sacrifice is up and running now. Just have to add the fading effects and get the thing to transition you to your destination when you solve the puzzle, then set the number of steps you need to solve the puzzle to 1.
>>
Someone gave me 001 Game Creator as a gift. Is it really any good?
>>
>>165633449
It's not amazing. There's some interesting features in it to be sure. It was a lot more interesting before Unity put out its new UI system as it was the only engine at the time that came with a dedicated UI/Menu creation tool that wasn't utter ass.
>>
Reminder your game can be an absolute piece of shit as long as it's fun.
>>
anime
>>
>>165633809
it wouldn't be a piece of shit then
>>
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>create new simple enemy
>something doesn't work
>6 hours debugging in total confusion because everything should be working based on testing the pieces individually
>a variable was passed in just right enough to not have errors but just wrong enough not to work
>>
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>>165633810
>>
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>>165633549
Maybe I'll stick to GameMaker, I have trouble learning new things.
>>
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Started working on locations, the map is almost done.
Polished some trees, but one of them doesnt look quite right yet.
>>
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are you just like, making progress, guys? Thanks to some advice from a friend I fixed the mini crescents here getting stuck in the floor
>>
>>165634101
your character's feet look too small
>>
>>165634037
All engines have their own strengths and weaknesses. They're all going to make making some sorts of games easier and other sorts of games harder than other potential engines.

Stick to whatever you're comfortable with - but bear in mind that engines are not created equal.
>>
>>165634101
If the tree that doesn't look quite right is the left tree in the upper-middle screenshot: It's because the lighting looks like it's coming from the camera where on the tree next to it it looks like it's coming from above.
>>
>>165634258
I have lots of choices, but I've been using GameMaker since '97.
>>
>>165634437
To clarify, I've been with it since Mark released WIP and demo programs. Pre 1.0 stuff.
>>
>>165634437
I know how it is. I've been using RPG Maker since '99, myself, so I've got that 'home field advantage' engine knowledge you've got with GM. Knowing it that well though, I know that I wouldn't want to try and make a roguelike in it over GM:S (I've been using GM since '02). I know, conversely, that if I want to make a 2D horror game there's no better engine for it right now but RPG Maker.

Just so long as I don't want good dynamic lighting effects that is. If I want that, I'll need to either submit to endless frustration and micromanagement in GM:S or I could just do it in Unity -- where I'd only be comfortable doing so these days because I have assets to manage dialogs.

I'm also pretty good at BUILD and ZZT. Lots of hours in my youth lost to those softwares.
>>
>>165634550
that's a pretty long time. I've used it since version 4 and never met anyone else who's used it longer
>>
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Slimegirl, now with 200% more boob jiggle.

Still not completely satisfied, but its good enough for now and I can get back to working on UI shenangians.
>>
>>165634143
Looks good man.
>>
>>165634681
I get that, totally.
I keep meaning to TRY Unity, but I never get further than installing it.

Oh god ZZT! I've played with DigitalMZX recently, still fun.

>>165634704
I'm sure there's others that used it before me, like the guy who introduced me to it.
>>
Anyone have tips for doing a combo system where you can freely chain into different moves at your leisure based on a n input? Something similar to tales of where any arte can be used in combo with any other arte.
>>
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on a scale from 0 - memepoly, how's the grass?
>>
>>165635623
look up if statements and storing variables
>>
>>165635748
>0..memepoly
There is no range. you're at memepoly
>>
I don't hear too much about Unity networking. I know they have almost everything there for you to use, but how effective is it in practice?
>>
>>165635748
half way there if it sways/displacable

all the way if it doesn't
>>
What do you think is the best method for level generation in a roguelite-lite? Just generate a random room shape and then place down a few objects? I kind of have a feel that little "structures" that include smaller rooms/chambers, other objects, and enemy patterns that appear in the main room is a better way of doing it.
>>
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the comfy jam image does NOT look very comfy
>centered on the people outside in the rain
>one of the guys inside is tossing a knife around in his hand and also right next to an electrical socket
>chairs not balanced at all, likely about to fall over any second
>poster warning their id might be checked at any time
>>
>>165635960
I tried networking my game (notaschoolshooter) and it was a major hassle

The real big issue seems to be the lack of good documentation, lack of consistency of exactly how something works, and just general difficulty searching your issues.

But it really depends on the game you're developing. Mine is real time wit AI, and it was cancer (especially the AI), but a turn based game would be super easy
>>
>>165635748
>how's the grass?
bad, make them proper grass straws rather than mini bushes
>>
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>>165636862
Because why would I
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danmaku x3!!! !

Swapping between 3 colors is way too hard I think it might be a shit mechanic
>>
>>165636535
how about now senpai

i have some comfy pics to choose from
>>
>>165636862
I'm honestly still confused about what it actually is. Something to do with Unity?
>>
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I've spent the last four-five hours just getting spent casings and discarded mags to not clip through the floor or jitter around once they come to rest. As a compromise, they simply become completely static once they come to rest.

I might consider having a "More Expensive Physics" option that leaves them all physically active so you can kick them all over the map.

Gonna have to do something about the sound at some point, the casings alone can max out audio channels!
>>
>>165637163
I liked your demo more than any other on demo day
>>
>>165637027
it's pretty comfy
although I'm in the middle of a heatwave so the kotatsu is triggering me pretty hard
>>
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>>165637027
much comfier thanks

>>165637269
we just had kotatsu party but it is below zero
>>
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>>165637391
Should use the ultimate comfy image

Comfy guy
>>
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>BAC dropping bellow 0.2
>nothing left to refuel with
>>
i'm so fucking sick of the anime, god damn. Stop.
>>
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>>165637651
>>
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>>165637651
>>
>>165636862

I dont even know what monogame is
>>
>>165636862
literally who?
>>
>>165638042
It's funny that I only have this thread and the /a/ thread about this show open right now.

I really want to a promise with her desu
>>
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>>165637642
>find some xo cognac that my brother hid away
Hallelujah!
>>
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Progress
>>
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>>165635748
>how's the grass
Not usable in a large scene/10
>>
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i didn't even bother to make rough sprites to test this i just covered the front stuff with the colors

at least i know the 6-direction rotation is looking okay, i gotta make front and back gun sprites too

although i might just leave it at left and right sprites with the sideways gun to make 1/3 of the sprites i'd have to do in this way
>>
>>165639386
Because I can barely handle the math required for 2D. I flunked Calc2
Also I only dev while drunk, which doesn't help.
>>
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>>165639386
Because I don't know how to focus on completing a task, if I did I would be well on my way to making a game.
>>
>>165639567
you can honestly just get away with the left/right sprites
or even just one and flip it horizontally
noone would blame you, people do it all the time
>>
>>165634707
would ejaculate inside/10
>>
>tfw again wasted money for assets which I can't even get to work
I should just give up. It makes no sense. My prgress is 0 for days already.
>>
>>165640015
i haven't touched my game in 7 months. don't be like me.
>>
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I think I'm calling it quits with UE4 here. It reminds me too much of work between the poor (and on a couple occasions flat out wrong) documentation, compile times, and general unpleasantness that comes with the absolutely insane way that UE4 implements its C++ as a pseudo-scripting language. It's certainly impressive and kind of a technical achievement, but it turns doing nearly anything in a minefield.

Missiles were totally rewritten in a similar fashion to the bullets. They can guide in on stuff, but I couldn't get them working dynamically because it crashes on what seems like trying to call the fire function on something that hasn't been instantiated yet and I just can't be assed anymore to track down why.

I've still learned a lot though, and I feel like I actually understand the basics of the engine. I appreciate a lot of the things it has built in that you would have to manually write otherwise and those are a great help. There's a ton of extremely useful gameplay framework stuff in there. However at the end of the day I find it unpleasant, unforgiving, and extremely fickle to work with. I ain't got time for that shit. I get enough of that at work.
>>
>>165640015
>I should just give up
No you should not, make your own assets, even if they are just squares from paint, you will know how to use them, and if your game becomes serious, as in, you can take peoples shekels for it, you pay an artist to do the artwork.
By the time the artist is done, you should know how to handle assets properly and subsequently, maybe be able to make enough dosh of your shitty game to cover the artist commission fees-
>>
>>165640183
What are you going to use instead?

Are we witnessing another ascension from dev to enginedev?
>>
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>>165640183
this is kind of distressing to hear as i was just about to switch from unity to U4 just for blueprint. i can't continue without a visual scripting aid because im retarded.

for someone like me would it really be that bad? i had feared i would have a more difficult time with the U4 UI and workflow in general.
>>
>>165640309
>make your own assets, even if they are just squares from paint
My problem is not the artwork (for now at least), it is the coding, and understanding how Unity works.
I'd have to study coding for years to be able to make the assets I bought by myself.
>>
>>165640494
>I'd have to study coding for years to be able to make the assets I bought by myself.
What?
Unity literally imports blender files directly, all you have to do is set the point of origin correctly.
>>
>>165640581
He is probably talking about things beyond art assets
>>
>>165640581
I am not talking about making models, I am talking about coding. Coding is wayyyyyyyyyyy to complicated for me. I couldn't learn this shit properly in years.
>>
>>165640458
>for someone like me would it really be that bad?
If you don't know what you're missing when it comes to programming, you'll probably enjoy it more than I did. I know a few people who do everything 100% Blueprint and just deal with it. One of them is practically a UE4 shill because he loves it so much.

Your mileage may vary.
>>
>>165640713
>Coding is wayyyyyyyyyyy to complicated for me. I couldn't learn this shit properly in years
Then I've got news for you, game development isn't for you, because importing assets are the least of your problems.
>>
>>165640183
Sadly C++ in UE4 is a minefield, you are better off using BPs
>>
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Here's a simple thing I made in unreal blueprints
>>
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>>165640458
>blueprint
hhahaahahahahahahahaahhah
welcome to hell
t. mayhem league dev
>>
>>165640808
>game development isn't for you
Making games isn't just about coding. Most programmers can code like masters but still make complete shit games.
Also, it's not that I don't get anything done, it's just the current thing I try to implement which is too complicated for me.
>>
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>>165640895
>unreal blueprints
>>
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>>165640930

why would you not use functions/macros
>>
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>>165640930
he's really pushing blueprints to their absolute limit and clearly skilled at what he's doing but fucking hell why
>>
>>165640940
>it's just the current thing I try to implement which is too complicated for me.
If loading an asset into unity is too complicated for you, then you've got some serious problems, there is well defined documentation for this kind of shit.
So, again, if you can't handle that, then game development isn't for you.
>>
>>165640940
You said the same thing about at least three other things. Just fuck off.
>>
>>165641001
Because not everyone needs to rely on crutches for noobs like yourself
>>
>>165641052
>If loading an asset into unity is too complicated for you
It's not about loading something in unity, you dumbfuck, it's about implementing it into my game, disphit.
>>
>>165641051
yeah i don't get it
that entire image can be rewritten in 40 lines of actual C++ code
maybe hes just a masochist
>>
>>165640895
What if you have a different weapon?
>>
>>165641147
>It's not about loading something in unity, you dumbfuck, it's about implementing it into my game
So you can't read documentation, it's literally the same, use the Unity asset pipeline, doesn't matter where you implement it, it's the same api.
>>
>>165640893
A minefield is a great way to describe it. Next time I give UE4 a shot I think I might just lean even heavier on the BP because it's kind of ridiculous the hoops you have to jump through and the digging you have to do to in order to make what you'd think should be basic things work in UE4.
>>
>>165641058
I am still working on the same thing, fucktard. Not everyone is satisfied with making boring shit games like you guys here.
>>
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>>165641279
>Not everyone is satisfied with making boring shit games like you guys here.
>can't handle asset importing in unity
>better tell these folks their games are shit
10/10 m8
>>
>>165641237

Right now you switch modes by pressing 1-3..

It's very easy to make a classic doom type setup where there's only 10 or so weapons and you can simply switch between them by pressing a button.

If I wanted to make a more complex weapon system I'd have to make a different system.
>>
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>>165640930
i know, and i'm prepared for it. i can't code at all due to severe dyslexia so i don't have a choice.

its either spaghetti or no game at all for me.
>>
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You can sit on benches.
>>
>>165641279
You'll never accomplish anything.
>how do I make enemies face the player?
>how do I import assets?
>REEEEE YOUR GAMES SUCK REEEEE
>>
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what is this junk and how do i get rid of it
>>
>>165641253
>So you can't read documentation
To make use of the documentation you actually have to know your problem, smartass.
I don't even know what the problems are with the asset I try to implement. I don't know what I should search for there.
>>
>>165641417

delete it all
>>
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>>165641393
>facing wrong direction on bench

my autism cannot handle this
>>
>>165641437
Protip: don't insult the people you're asking to help you.
>>
>>165641458
deleting it removes meshes
>>
>>165641437
>I can't program for shit
>but I'm totally capable of making a game if you guide me through every step of the process
RTFM
>>
>>165641530

delete them all
>>
>>165641526
No, I just shouldn't ask for help here in the first place. It's just full of aggressive retards here anyway.
>>
>>165641634
i agree
please leave
>>
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>>165641604
t-thanks
;-;
>>
>>165641634
Yes, exactly. Now leave.
You've already said the same exact thing at least twice in the past days. Seriously fuck off.
>>
>>165641634
Yeah it is.
But it's also filled with people who are weirdly willing to help
>>
>>165641634
No, we just expect you to be able to comprehend basic documentation, if you can't do that, you need to go back to the basics(i.e. learning the language) and then come back to game development once you've mastered said language on at least a intermediate level.
>>
>>165641679

you're off to a better start now
>>
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How's my dog look so far?
>>
>>165641279
kek
>I WILL MAEK SUCH GRET GEMS YU GUIS
>uhhhhh how do i import my redquare.bmp into unity pls i watched like 10 tuotrials and still don't get it xDDDD
this must be calming for people who are shit devs to know that at least they aren't as shit as you are
>>
>>165641740
meme/10
>>
>>165641384
dyslexia only causes grammar mistakes it has nothing to do with coding you excuse making pile of lazy lard
>>
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>>165641751

it really is
>>
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so what kind of weapons do I need to make things interesting?
>>
>>165641828

beamsword
>>
>>165641828
Sharkgun.
>>
>>165641994
>Sharktitsgun.
ftfy
>>
>>165641828
Beamshark
Swordgun
>>
>>165641793
Meme in a good way or shit way?
>>
>>165641828
Why not go the full megaman way?
Same gun different things that come out
>>
>>165642128
Sorry bro, shit way.
Seriously stop with the doge/deal with it memes.
>>
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>have some sort of ptsd or whatever the kids these days take adderall for
>can't focus for shit
>end up writing a sadpanda api implementation in Rust instead
>>
>>165642207
Shit, I wasn't really trying to go for that, I'm just really shit at art.
Should I just go for a different breed?
>>
>>165642307
Your post makes no sense
>>
>>165642132
Well that's what Im going to do, but I need nice weapon power ups, making it shoot rockets is a bit boring
>>
>>165642380
>Should I just go for a different breed?
Yes, and drop the sunglasses, German shepherds are sexy.

>>165642386
I'm also 1 bottle of whiskey, 1/2 bottle of Amarula and about 5 fingers of Cognac into a fucking glorious drunken haze.
Fuck sense.
>>
>>165642472
Then go the dead space rig way and start with a small blaster optically beef it up with every upgrade achieved
>>
>>165641828
The best mechanic is instant weapon switch and you have to combo different weapons to be effective
>>
Post a screenshot of your dev environment right now, or krampus will eat your mother.
>>
>>165641812
i was going to what i actually have which is dyscalcula, but it sounds made up so i just say dyslexia.
>>
>>165642821
>dyscalcula
Dysdracula, is that siome kind of vmpir inmunity+?
>>
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>>165642731
>>
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>>165642965
Got a giggle out of me
>>
>>165642981
You must be living the dream, everyone makes fun of fat nerds, but holy fuck, there is no better way to get shit done than be surrounded by your peers.
>>
>>165642981
>>165643054
>devving on a laptop
i'd rather kill myself
>>
>>165643009
Gaggle all ou want negor, Im serious, I bet the only reson I dont habe a game is because thos fuckin wampirs are giving me animea.
>>
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Here's a little something.

Usually, my progress gets choked up because of art, so now I'm trying to go with very basic programmer graphics until I have something playable & fun.

>"""""""roguelite""""" shooter
>Hp, ammo & stamina bars

>Player can roll, dodging enemy fire
>Melee weapons
>>Rolling & melee weapons use stamina

>Guns have unlimited ammo but mag size is limited

>Player HP regenerates up to a point, currently regen is at 50%
>>Half of damage taken can be regenerated

>Oh yeah, and "random" levels a la Shoot First / Nuclear Throne
>>
>>165643108
yeah, it's a pain in the neck, literally.
But me and my professor have a blast developing shit for idiot students who cant handle git and automated testing on their own.
>>
>>165643285
you sound like a retarded autistic douchebag who sucks up to professors and embarassing other students instead of teaching them like his job description tells him to do.
literally kill yourself i'm not even being ironic this time.
>>
>>165643403
I don't care, I get paid to do this shit.
>>
>>165643234
Looking pretty great anon, you've inspired me to simplify my dev graphics. What're you calling your game, so I can watch for it?
>>
Whats /agdg/'s verdict on i-frames for dodging?

Is positional dodging better? Things like "classic" NES style games where you had to dodge projectiles by physically moving your character out of the way

Then i-frames are obvious. You simply get invinicibilty frames while dodging making it a lot more forgiving.

What does /agdg/ think? I'm thinking about having very brief, or no iframes.

I really have a distaste for games where you can simply stand still and dodge all attacks by rolling through them like Dark Souls.
>>
>>165643469
i'd fucking rape you and kill you as wellas your shitty retarded asshole professor if i ever meet you and him in real life not kidding
>>
>>165642821
>dyscalcula
more excuses, programming requires no math whatsoever for the 95% of it and when it does then you just type it down like 9/x and the computer calculates it for you
>>
>>165643549
What's the matter anon, can't get good enough grades to impress your professor enough to hire you as an assistant?
>>
>>165642981
That one girl is ugly as fuck yet everyone in that room wants her and masturbated to thinking about fucking her many times
I bet she just goes there for the easy mode because nobody even looks at her in the real world
>>
>>165643486
Thanks. No name yet, just started the project yesterday. If I get enough progress, I'll post it on my tumblr and link it here
>>
>>165643539
I like i-frames on attacks instead
>>
>>165643539
Positional dodging is best, usually, though a lot of capcom games like Dead Rising and Lost Planet only grant i-frames during the beginning of the roll, so it can either be used to dodge attacks with good timing or to just get your ass out of the way
>>
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>>165643680
>there's a girl in there
Holy fuck, you might be right.
>>
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>>165643808
I'm am about to thwo uo du to being drank, I can dev justn fi at abort 0.2 nut anout 0.4 os a nat matsj.
>>
>>165643746
You mean you're given i-frames while attacking?

Is that so if you go for trades with enemies you get some forgiveness and an advantage for initiative? I can get behind that idea.
>>
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>>
>>165643903
>0.4 bac
You might wanna consider calling an ambulance.
>>
>>165643913
Mobiles do not respect our freedoms
>>
>>165643637
I hope you fucking DIE bitch
>>
>>165643903
>LOL i am drunk as fuck look at me how hardcore i am LOL being drunk is so cool XDDDD
i thought 4chan was 18+ yo board
>>
>>165644085
fuck of m8, pelple ver 18 can be drank jst asumuch as peioke unfer 18,
>>
>>165644151
eben i its |1 a,m ad i hate toweake ip tomorrow to wortk n my bcs.
>>
It's kinda sad, I'm seeiinf 3ple and I could program any of you sjariaa fuck out of tour towles.
>>
>>165644151
>>165644308
Friendly warning:
http://www.4chan.org/rules#global3
>You will not post any of the following outside of /b/: (...)indecipherable text (example: "lol u tk him 2da bar|?")
>>
>>165644424
>>You will not post any of the following outside of /b/: (...)indecipherable text (example: "lol u tk him 2da bar|?")
Ok, sorry mods, I'm just a se,mi functional drunk.
>>
>>165644418
>2017
>pretending to be drunk on an anonymous image board
not sure if this is more cringey or pathetic
>>
>>165644552
you lrgy pt tje optopm ff neig frank,
>>
>>165644586
either delete your post or enjoy the "We expect quality" ban
>>
>>165644623
>el peploe cant be drank on te weekend posr
good 1 m80

fuck offm google fprivacu policice
>>
>>165644623
posting of topic is against the rules m80
>>
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>delete non-deformer history
>entire mesh fucks up
>>
>>165644804
learn to liear alhebar
>>
>>165644623

>implying quality control bans are a thing
>>
>>165644847
The should be.
>>
>>165644910
then this would turn into reddit
i mean i agree that autistic losers who think its funny to pretend they are drunk and spam shit here should be banned, but offtopic discussion is fine with me, i like to take a break from progress posting sometimes and talk about what a slut vine is for a while , it's good for morale to have fun
>>
>>165645050
>>165644847
http://www.4chan.org/bans
>>
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I love it when a plan barely comes together
>>
>>165645242
>Bullet hell

Anon, Im so sorry
>>
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>>165633897
What's wrong with that lizzer?
>>
How do you do a good pathfinding for game maker?
>>
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>>165645310
i-it's just a side project until I feel like working on my main project some more...
>>
>>165641393
what if you game had an analogue to the bandaids in super meat boy
>>
>>165645357
>new ip
so close
>>
>>165645438
Because I'm trying to find a way to do pathfinding since yesterday but I don't understand anything...
I don't have the brain for that.
>>
>>165645527
what kind of game are you making?
>>
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Finally got dynamic costs for activity preference, and "Professions" set up. Basically professions just give them a list of what's acceptable.

I also have tile system done, basically a giant mesh and I use math to figure out what tile belongs where and have a tile data structure/path finding, but i's useless now as you can't place anything so I have it disabled.

Next I'll focus on collection something and storing it in stock piles

and yeah I'm using kenney art, it will work well with what I want to do for now
>>
>>165645527
https://en.wikipedia.org/wiki/A*_search_algorithm
>>
>>165645582
likes like shit ¯\_(ツ)_/¯
>>
>>165645572
A point and click.
When I click the character come next to where I clicked in term of X-axis, but I can't find a way to make her take ladders automatically to go up or down...
>>
>>165645242
Doesn't the shield make the patterns a little easy?
>>
>>165645679
thx shit poster, and yeah I'm not a fan of the art myself, but it's the only sprite pack that has what I need, as well the webm is 16 fps because I thought it'd be larger.

The main focus is that the AI structure (goap) is done so I'm moving forward now
>>
>>165645680
I was going to suggest A*, but that's probably overkill if it's not very complex
You could add nodes for the ladder start/end points which act as links between different floors, and have the player know what floor they're currently on. So if you click on floor 2 and the player is on floor 1, it moves towards the nearest node that will take them to floor 2

Alternatively you could just make the player have to click the ladder to use it
>>
>>165645325
Trying to climb water he thought was a branch
>>
>>165645685
For now. Once I refine the shield hitbox it shouldn't be as blatant. Then I'll be able to implement grazing mechanics and enemy shielding. So I can write ai that shields itself, forcing the player to change shields, and I can also intensify the ai's bullet emitters for certain colors based on which shield is active. I can also implement homing missiles, as well as a third bullet color that cannot be shielded.

I'm trying to decide what to do with the collected bullets from each shield. I'm waffling between "you have no ammo, grazing bullets raises the ammo of both colors, collecting bullets with your shield fills your ammo with that color" and "Hit 100 collected with shield, unleash a super attack with it; grazing fills up a damage multiplier bar and you're normally very weak, forced to graze to make dents."
>>
>>165645848
That's pretty smart!
Maybe I was trying to find something too complex...

Thanks!
>>
I need ideas for a game that's easy to make and will make some money
Being a neet is eating me up inside
>>
>>165645908
np
show us some screenshots of your game
>>
>>165645947
Find a fun mario minigame like penguin push and make a whole game around it, it's what gogem is doing
>>
>>165645679
Wait is this really the shitposter, should I add
>¯\_(ツ)_/¯
to my filters?
>>
>>165645908
>Maybe I was trying to find something too complex
That shit happens a lot, always have in mind that the simplest approach is the best approach most of the time. Rubber duck method is based on that premise.
>>
>>165646041
Any emoticon should be on your filters anyway.
>>
>>165645980
>making money money
>indie multiplayer games
pick 1
>>
I get a warning for talking about agdg while posts like this >>165646575 are perfectly fine. Nice moderation.
>>
>>165646736
http://www.4chan.org/rules#global8
>>
Guys how do I make a basic, traditional turn-based RPG battle system like in Mother 1 in Game Maker Studio?

Pls help a newfag out.
>>
>>165646872
turn base rpg is easiest type of game to program
go learn the basics of programming first

id advise unity engine
and use codecademy to learn javascript
>>
>>165647047
>unity for an absolute beginner who wants to make 2d games
GMS is better for both beginners and 2d, and there's bound to be hundreds of rpg tutorials
>>
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Finally started yesterday, it's pretty fun
I'm coding the "engine" in C# , trying to do something generic and in-deep
UI is in WPF tough (I know it from work, it's not really adapted but ok to see what's going on)
Should I give Unity 2d a go? Ultimately I want to put that on android
>>
>>165646872
While I agree with >>165647160 for gamemaker, if you just want to make a traditional RPG just use rpgmaker, assuming that you're not baiting.
>>
>>165646872
take an array, sort by agility, iterate over that array expecting the player to input a command per iteration, now take that array with the player inputs and pass it to a battle animator class which actually executes all the player inputs in the game in order and does all the math the appropriate math
then let an ai do the same thing for the enemy characters
repeat until one sides achieves a victory state
>>
>>165647326
i'm really sorry, i should really proofread but it's 4chan
>>
>>165647160
game maker uses it own language, were as there are far more resources for javascript / c#

way more community/tutorials/documentation for unity
>>
>solo coding a 3d game
>using a game engine
Kek. Enjoy your no,game no sales waste of time.
>>
>>165647310
I first tried RPG Maker but I didn't really see how could I pull off the things I wanted to do in my game, like a rhythmic battle system a la Mother 3.
Then i switched to GMS cos seeing Undertale kinda inspired me, figured it would be more accesible for me to make my game.

>>165647326
Sorry I'm retarded I dunno what half of this means.

And no im not baiting.
>>
>>165645947
emotional walking sim
>>
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>>165647456

Do you know what a state machine is
>>
>>165647615
[sweats audibly] y-yea h-haha what kinda DUMB RETARD do u take me for haha

I do not.
>>
>>165647298
it is difficult for me to recommend using unity for 2d despite being one of the few idiots who do

i guess if you really want to use c# and make a 2d game for android it is probably your fastest bet though
>>
>>165647654
Go and take a basic programming tutorial then
https://www.codecademy.com/
javascript for unity
>>
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>>165647654

Okay so the easiest way to accomplish what you want is a simple state machine

Figure out how state machines work
>>
>>165647409
I think you're underestimating the gms community here
Gamemaker's been going for decades and was built from the ground up for beginners. Pretty much every question you can have about gms or its custom script has hundreds of forum posts, not to mention the extensive documentation. There's a lot of tutorials for general c# (who even uses js for unity), but comparing c# for unity and gms script they'd be pretty close.
I'm sounding like a real shill here but gms really is the best option for beginners, especially when they want to do 2d
>>
>>165647456
boy you really need to start in the shallow end
do some pong, tetris, snake, etc tutorials first, then work up from there
it's going to be a while before you can make your dream game
both unity and gms are fine, although you'll have an easier time starting in gms
>>
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>>165647719
>>165647745
>>165647795
Oh geez, thank you guys for setting me in the right direction.
>>
>>165647456
you, the game, have a list of all of the player characters. since you need to figure out which of the player characters goes first, you look at your characters agility stat and then rearrange your list such that the fastest character is at the top and the slowest at the bottom. then you go over your list, one by one, from top to bottom, each time asking the player "hey player, what do you want to do when this characters turn comes up?" the player then communicates his intent using various ingame menus and you, the game, note the players intent in that list of all of the player characters right next to the appropriate character. after you've taken note of the players intent for every eligible player character, you take that list, and pass it on to your buddy, the battle animator. your buddy then goes over that list once more, reading something like "character A casts fireball at target z". the battle animator then goes like "well ok, character As intelligence stat is x and fireball is at level y and the targets magical defense is w so that means his fireball will cause q damage". just use rpgmaker i'm sure they have this built-in
>>
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>there are people in this thread right now that are NOT devving
>>
>>165647835
just remember to post your progress here
>>
>>165647885
I'm deving not games though
>>
>>165647895
I hope that one day I'll be able to share at least a demo here.
>>
>>165647885
i always feel like shit after demo days and get nothing done
>>
>>165647861
Oh I get it now, thank you for your kind answer.
>>
>>165647932
I can only hope some of you guys like EarthBound.
>>
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>>165645965
Actually I have that shitty webm from last week, but a lot changed during this time.
It went from "ho! I found that in my archive" to "let's make something with that" and now I'm trying to make graphism

>>165646080
I don't know about rubber duck method
>>
>>165647885
I'm lost on what to dev
>>
>>165647885
I'm developing a cyst
>>
>>165648147
why not snap your finger, like a pimp
>>
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working on a new boss
it'll be the secret boss hidden after the first boss of the secret dungeon. You can only fight the boss if you find a bunch of hidden statues, and you can only access the dungeon if you find a hidden key for it

>>165648147
rubber duck method is explaining what you're about to do to a rubber duck, which helps you find any issues in your plan due to the way you process information you're about to talk about
>>
>>165648231
>"ayo b com'ere"
>>
>>165648260
Well that's fucking horrifying.

I hope you plan on making those jaws snap shut at the protag
>>
you have 30 seconds
>>
>>165648317
I'm planning on making damage from the jaws lower your permanent health
It is meant to be a quadruple secret, super challenging boss, after all
>>
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>>165648382
>permanent HP reduction

God almighty give the player a means to restore it in some way afterwards, and you better get something good outta this
>>
>>165648260
isnt this boss from alttp?
>>
>>165648382
>lower your permanent health
I have a boner now.
>>
>>165648481
Keeps is a fucking cunt
>>
Me and a friend have finally gotten some free time and are interested in making an mobile app game on the phone for android and possibly iOS.

It involves walking around etrian odyssey like first person dungeons and using cards to counter and use spells against enemies you encounter and traps. The idea is like a roguelike every 5 levels you get a boss, and you keep progress in that you obtain cards to make you stronger (If we can figure out multiplayer features trading/selling may be possible).

We were planning to use Unity, but I was wondering if anyone who hears the gist of this idea might have an idea for a better engine? I have no problem with Unity, but very little experience in it. There will probably be alot of 3D effects and environments, aswell as the cards will be treated as 3D objects so Unity seems like the best deal. I know this sounds a bit ambitious but we need some longer term project to work on or a good while.
>>
>>165648542
Probably something similar. They've done every variation of every theme now in the 2d zeldas, there's been so many
I can't think of any that specifically act this way, though
>>
>>165648619
For a mobile game Unity might be too bulky, it's only an additional 10-20 megs but that's insane for mobile.
>>
I want to procedurally generate psychedelic glitch art backgrounds. I don't know how to use shaders. Can I do a reasonable job without using shaders? Where should I start?
>>
>>165648708

P&D kind of has a similar setup (it's not freeroam but the way the cameraworks etc) and it seems to run well for Unity, although I agree. I'm not entirely sure what our alternatives would be at the moment though.
>>
>>165648708
these days you can sell a game that is 10 gigs on mobile and people still play it
>>
>>165648725
eat some mushrooms for inspiration
>>
>going to sleep makes you miss 1 1/2 threads

Big thanks to the feedback guys, especially the video people.
>>
>>165648921
Yeah you might be right, but I imagined it as a 3D game, so it might be 50-70 total when completely done but you're right that isn't a lot any more
>>
>>165648580
Do what now?
>>
>>165648935
I'm a nerd. I've never done drugs and I'm not going to start now haha. More like.. how do you even approach procedurally generating art? Where do you start?
>>
Help me ideas

Help me motivation
>>
>>165648725
Use Processing/Cinder/OpenFrameworks/Nodebox

Unless you are talking about real-time in-game generation in which case you need to use shaders. If you want to generate backgrounds in-game but not real-time, you can still use one of the above frameworks since they are open-source, and you can do it on the CPU rather than on the GPU
>>
>>165649308
>Ideas
http://www.gdcvault.com/play/1021472/Practical
>Motivation
https://www.youtube.com/watch?v=KxGRhd_iWuE
>>
>>165649159
if you're a nerd you'd actually love the experience you'd get from mushrooms. it's not crack, your life won't be ruined because once, you ate some mushrooms and hang out with aztecs on mars. it's just really interesting to see what your brain is actually capable of doing.

anyways, i'd start with learning how fractals work i guess

https://www.google.com/search?q=fractals&safe=off&biw=2560&bih=1310&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjb47nMlsTRAhVEChoKHZZCAEAQ_AUIBigB
>>
>>165649520
also googles deepdream https://www.google.com/search?q=fractals&safe=off&biw=2560&bih=1310&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjb47nMlsTRAhVEChoKHZZCAEAQ_AUIBigB#safe=off&tbm=isch&q=google+deep+dream
>>
>still no free good art around
>>
>>165634437
I'm sometimes really self-conscious about having used nothing but Game Maker since 2012 when I gave up on Mario modding, and only being half-competent with it.
But it's a relief to know there are people who've been at it from the year I was born. I guess I need to put things in perspective and stop worrying.

>>165645242
>Mouse aiming in a bullet hell
Please, no.

Your main project looks neat though. Where do the sprites come from? They seem familiar.
>>
>>165649608
Make your own. Doesn't get more free than that.
>>
>>165648260
That method looks like stupid, but I'll try

>>165648231
Because I'm a shit at animating
>>
>>>/wsg/1494711

Got some sounds done for the current attack I'm working on, also showing off your increased rate of fire for subweapons when unarmed
>>
>Comfy Jam is coming
>no ideas
Help?
>>
>>165649646
And meanwhile you don't go around telling artists to make their own engine.

Hypocrite.
>>
>>165642307
>have some sort of ptsd or whatever the kids these days take adderall for
kek
>>
>>165647409
>way more community/tutorials/documentation for unity
You are new to the internet right?
>>
How to shill my game?
>>
>>165649714
what are you able to do?
>>
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I made a simple weapon system
>>
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>>165649614
There used to be A LOT of jokes and a stigma about all GameMaker games being shit made by 10 year olds. It's matured a lot since Studio, and became a major force in game dev.

A few years ago I felt that way and bounced around 20 different things trying to find something else.

GameMaker is very powerful if you know how to use it. I'm even still learning new things all the time, both about GameMaker, and general programming.
>>
>>165649967
3D but not very well
>>
>>165649714
juice cart

you're selling freshly made juice in a park on a cool summer day. the twist? this is video game juice.
>>
>>165650081
did you make that pic
>>
>>165634037
Cute game.
>>
>>165649614
agdg's most successful games use gamemaker
>>
>>165649726
I do
>>
>>165637157
It's a cross-platform re-implementation of XNA. It's really good and fast for 2D, you're better off using Unity for 3D though.
>>
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>>165650138
you play as a todai student whose little sister is visiting the apartment and resting under your kotatsu
you have to keep her well stocked on mikan, tea, and jump
also keep the temperature comfy
if you fail to keep your sister happy she goes back home to your parents house
>>
>>165650331
But what about buy her GEIMU?
>>
>>165636969
I like the colors
>>
>>165650304
>implying WoH won't eclipse them all
That Polish guy is our savior you'll see yet
>>
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>>165650224
>>165650231

Thanks, very simple too.
Just takes a little bit to gen.
Wish there was threading in GM.

Here.
http://pastebin.com/MdYxvybK
>>
>got an idea for comfy jam
>it would need a lot of assets
>>
>>165650331

>if you fail to keep your sister happy she goes back home to your parents house

I'm not seeing a downside to failing
>>
>>165650423
isn't woh gamemaker too though
>>
>>165650472
Post it, I can make assets maybe
>>
>>165650472
Get another idea on how to reduce the number of required assets
>>
>>165650423
woh? I can't keep up with all these acronyms
>>
>>165650231
Meant to say thanks to you in
>>165650434
>>
>>165650472
then start already
agdg jams are to encourage creativity and finishing projects, they're not a contest
>>
>>165634437
>>165634681
I fucked around with Clickteam/Multimedia Fusion for years in my youth, making shitty (fan)games with sprites stolen from every spriter website I could find. Only reason I ever stopped using it is because of how much shit people talked about it, somehow I fell for it and internalized that it must be a terrible tool even though it worked just fine for me and the things I was making.

It's too late to go back now, even though it looks like they improved a lot since I last used it from what I've seen.
>>
>>165650558
Kyoufu no Sekai I believe
>>
>>165639332
Your environments are pretty comfy Bokudev.
>>
>think of an idea for comfy jam
>along with the comfy comes a story that gets sad over time
>can't bear to dev something that causes sadness

h-help
>>
>>165650656
ah, world of horror
that's going to be a big one when it comes out
>>
>>165640183
>>165640893
C++ is the greatest trap in programming. The one use case I can think for it is Systems programming and even then you're still probably better off using good old C.
>>
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>>165647835
javascript is the wrong direction
>>
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>>165650806
Dev in reverse
>>
>>165650913
Much like the truth in general, it carries a lot of mental/emotional baggage to be able to wield it.

For gamedev, it's excessive to be redpilled on such matters.
>>
>>165650478
no more hot sibling secks
>>
>>165651067
woah senpai this is not lewd jam
>>
How do make a comfy game?
Comfy is like calm, relaxing and cozy. So how do you make a game, with a win/lose condition, into something comfy?
>>
>>165641051
>>165641189
Mayhem League dev gave up the other day bros. He's working on a Banjo Kazooie styled game with some ML elements now.
>>
Shut the fuck up with the comfy jams no one cares faggots
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>>165651576
t. mad nodev
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>>165651293
Each day you manage to keep her you get to cuddle her when going to sleep and she's still on your bed sleeping when you wake up before you make her breakfast
>>
I liked Monolith better when I thought it was top down.
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>>165651664
Why?
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>>165651664
i liked monolith better when the protagonist was a cute girl throwing habanero peppers
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Artist looking for a programmer.
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>>165643903
ME stands for Mistake Edition
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>>165651721
i like it better when you still weren't born yet
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>>165651749
i'm a programmer
tell me what modeling program you use
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>>165651782
That's what your mother said to you every day of your life.
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>>165651818
Wow coincidentally your mother said the same when I was banging her.
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>>165651809
Blender, macromedia, spriter, and gimp. I also rip assets from jrpgmaker games from dlsite.
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>>165651861
So whileyou were fucking my mother, she said that she liked it better when you still weren't born? Ouch, anon.You must suck at sex.
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>>165651919
I'm a different guy
Do you have any game ideas or art examples?
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>>165651919
oh, nevermind
>>
>>165651939
No she said the same but it's about you instead and not me.
>>
>>165647298
Look up Monogame, it exports to Android and is better suited for games than WPF. It's based on XNA, which was another .NET library by Microsoft made for game development that unfortunately met an early demise, however it lives on as Monogame.
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>>165652001
Sure anon, sure.
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>>165651298
If you really need a win/lose condition, you could follow this tried-and-true formula:
>Player starts the game looking for something
>Outside world is scary and harmful
>Player has to build or manage shelter
>Reward player with stretches of calm inside shelter
>Player upgrades shelter until they don't need to worry about defending it
>Player upgrades self to venture outside
>Game becomes about exploring the outside world and returning home when it gets too scary
>Player wins when they find what they were looking for

>>165651664
Wait, it isn't top-down?
>>
>>165639332
Comfy nintendo tier.
>>165639567
>Tumblr sprites
Daily reminder no one bothers with those games
>>165645369
This pleases me
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>>165651948
I'm mobile right now, was hoping to join in on another project that started already.
>>
>>165652041
>dumb anime poster
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>>165650513
I'd basically need an rpg-looking medieval Inn, think about something like Chrono Trigger's one, since is the comfiest I can think of at the moment. Plus characters that fit there

If I look for rpg maker tilesets I probably could find something like that, right?

>>165650532
Guess I could go the NES Final Fantasy way and just have a black background with a couple of props and very simple characters. Don't know if I could give a comfy feel with that though
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>>165652132
Post something when you can
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what comfy projects are you guys going to work on for comfy jam?
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>>165652538
none because nodev and have to figure out how the engine works first
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>>165652538
I like the airship idea but the scope I'm thinking of is too large so I don't know if I will do it
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>>165652336
Do you actually have a project, memes aside I really do 2d art, I wouldn't mind doing some art assets.
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>>165633060
Hell yea, Comfy is UP. I've got my idea ready, I'm excited to start! I already started a little bit
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>>165652538
You're really getting fucking annoying with that stupid question.
>>
>>165652132
How far along are we talking about here?
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>>165652680
I'm not looking for an artist but you'll attract more attention if you post a sample of your work.
>>
Hey guys, play TiledBattle and tell me what you think.
It's still simple but I think it has lots of potential.
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I could make it a miniboss but I'm not sure.
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>>165652883
first introduce it as one
later it becomes a regular enemy
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>>165652782
But this is a christian image board anon.
>>165652750
Not something from scratch, not something too big either as I'd like to commit to it, but not for a medium/ long time. Perfer to do something for comfy jam.
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>>165652954
really like that trope, but make sure that the boss version is bigger and has some extra abilities
>>
>>165652538
I don't fucking know, I have lots of ideas but I can't decide which ones are doable/actually comfy and which aren't-
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back working on a project I left at the end of 2015.
Messing with main char design/style.
Original on left.
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c# is such a fucking retarded language
i just wasted 3 hours by looking for a mysterious bug before i found out what was causing it,
basically it was this line: 20 / speed * 5
It works perfectly 99.999% of the time, except for a very rare case when speed manages to be 0, which is when it shits itself. I mean what the fuck? 20 / 0 * 5 equals 0 and not fucking "NaN" what the fuck is that even.
Fucking hell. 3 fucking hours wasted on total bullshit because some stupid asshole at microsoft was too lazy to put that one extra line of code that simply returns zero instead of NaN when something is divided by zero
>>
>>165653250
EVERY LANGUAGE DOES THIS

OR DO YOU THINK IT SHOULD LET YOU DIVIDE BY ZERO

LOL
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>>165653250
This is well-crafted bait, I admit, but the "when something is divided by zero" line ruins it.
>>
>>165653250
>blaming C# when you designed your code with a divide by zero possibility

K-k-k-k-k-k-kill yourself

Easy fix is just to go
if(speed != 0)
{20/ (speed * 5)}
else {dowhatever/throw exception, etc}

A poor carpenter blames his tools.
>>
>>165653224
I prefer the original
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>>165653250
>20 / 0 * 5 equals 0
it does not
20 over 0 = infinity
NaN means not a number
>>
>>165653307
It's fucking retarded as fuck.
Let's do a simle common logic excersise:

1/10 = 0.1
10 / 1 = 10
0 / 1 = 0
1 / 0 = ?
literally anyone asked will say 0 so that is what the programming standard should fucking follow and not follow the math only 99% of the time and then have this one special snowflake case when it returns something completely unexpected
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>>165653403
ahahah
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Who /waiting for his video review/ here?
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>>165653403
>literally anyone asked will say 0
You and everyone you know is retarded and needs to go back to 5th grade.
>>
>>165653479
>waiting for review that is already released
>>
>>165653550
what?
>>
>>165653250
anon are you stupid? did you finish high school?
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>>165653403
This has to be bait.
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>>165653479
what is your game i'll give you a video review
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>>165653403
0 x 0 is what, anon?
>>
>>165653250
In many languages dividing by zero gives some form of representation of infinity, but in none that I know does it give you zero.
If you had divided by infinity then it might have given you zero instead.
>>
>>165653479
>>165653605
everyone who actually is in the thread already had their games recorded by one dude and another one is slowly uploading his videos
check this playlist
https://www.youtube.com/watch?v=NwPb5I93kSc&list=PL76sl528fM4nU7yJyJq9Pij9XoSmLVnoM
there's another dude who is making individual videos but he takes his time uploading stuff because he records everything in 1080p
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>>165653368
I do too i think. Just a bit of a pain to animate.
Prefer the originals fewer colours too.
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>>165653509
That could look good
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>>165653678
https://itch.io/jam/agdg-demo-day-12/rate/110400

thanks anon
>>
>>165653250
>>165653638

Just so you know,
the limit of 1/x as x approaches 0 from the negative side would approximate negative infinity, while the limit of 1/x as approaches 0 from the positive side would approximate positive infinity. That is why it's NaN. Study your math boyo
>>
>>165653762
make the tits bouncier
>>
>>165653804
i've seen your game here somewhere
https://www.youtube.com/watch?v=NwPb5I93kSc&list=PL76sl528fM4nU7yJyJq9Pij9XoSmLVnoM
>>
>>165653892
Oh I didn't know there was more than one game per vid
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>>165653509
Needs more frames
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>>165653762
fix it
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>>165653762
aerannis dev?
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>>165653509
/v/ would beat off to that
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Trying this again. Looking to collab for comfy jam, something with 2d graphics. Know java- libgdx. Want to be artfag, but want to learn a bit about whatever your making the game in. Pic related.
>>
>>165654140
nope
tumblr.com/blog/dissociativemachine
>>
Whats a good sprite size if you wanna do 1920x1080?

I want really detailed sprites.
>>
>>165654089
I limit it to four frames as I have alot to make/ or commission when I fall behind in assets.
>>165654201
Context always helps.
>>
>>165652073
it's a meme.

>>165650423
that's game maker too though.
>>
>>165654435
64x64
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>>165654435
11x11
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>>165654435
256x256
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>>165654435
1920x1080
>>
Awesome Color Simulation Roguelikelikelike
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>>165654435
128x128
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>>165654809
>Quarter of the height of the screen

Might try this. Just because I want stuff to be pretty big to show the deets.
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>>165653762
Welcome back
>>
Hey guys, it's me, Hopoo, the creator of the award-winning hit game of 2016 Risk of Rain. Ask me anything you want!
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>>165655437
How many nigger dicks can you slide down your throat in one go?
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>>165655437
Do you have any sisters?
>>
>>165653762
>actually wasting time to make an AGDG asset
>>
>>165655828
>he thinks making a couple of squares takes more than a minute of time
>>
>>165655437
Free keys when?
>>
Who here uses Python for their game?
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>>165655828
it's pretty much mandatory to have agdg reference in your game if you want to be part of this here dev club
>>
>>165656623
why the heck would you want Python
>>
>>165655437
What's the point of the game?
>>
>>165656664
It's easy
>>
https://www.youtube.com/watch?v=rm915ayRQ4I


kill me
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>>165655437
You into anthropomorphic animals or what?
>>
>>165656623
I started out with Python and libtcod. But I still didn't know what I was doing. So I moved to Godot.
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>>165656786
Why does game development attract so many demented asshole personalities? Posting their names might get me banned but you know who i'm talking about
>>
Agdg memes doesn't post memes anymore.
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>>165656892
googum?
>>
>>165652883
Use the regular version every now and then, and have a bigger, unique miniboss version with extra abilities.
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>>165657051
never heard of him
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>>165656786
she is ugly as fuck and has monster voice and of course wears the "problem glasses"
she thinks that just because sjws online kiss her ass anyone will give a shit about her in the real world and votes for her? kek
>>
>>165657132
Who am I looking at?
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>>165657183
the last face you will see before you die
>>
>>165657183
bob
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>>165656865
i really feel like all the resources for ascii games are either "code it by hand in C terminal output" or "rebuild the terminal from scratch in something graphical"

i haven't found a solid modern option yet
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>>165656786
How much has her game sold?
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>>165657317
ncurses?
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>>165657336
2 million pageviews
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>>165657317
Yeah, I guess there just isn't much market for an ascii engine with any complexity.
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long time nodev first time caller check out my lowpoly semi4x factorio clone
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>>165657520
>semi4x
So 2x?
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>>165657520
I'd buy it.
>>
>>165657567

more like half ass 4x

it's like a 3.5x or a kindaX
>>
Guys
Who are these girls
https://www.youtube.com/watch?v=C-T4VVZrmkA&index=1&list=FL7hTYnmxpDJh-voG9y6YDFg

And how can I pay them to make a new demo day video?
>>
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>it works
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>>165657984
https://www.fiverr.com/theadtwins/create-a-promotional-video-featuring-twins
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>>165657984
Hire cuter girls
>>
I want to make a Jethro Tull game, where do I begin?
>>
>>165658216
You talking shit about my beautiful blonde headband wearing waifu?
>>
>>165657984
are they wearing dentures?
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>>165658229
>I want to make a X game, where do I begin?
Learn how to make game.
>>
>>165658229
Hire some idea guys.
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>>165658315
I know how to make an RTS, but I think this is going to be more of a platformer/RPG.
>>
>>165658130
This is the best feel
>have idea for mechanic
>implement it
>it works flawlessly and is fun
Too bad this hasn't happened in over a month
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I'll be honest.
I can't use an engine because I want to be like pixel.
If I use an engine I'll be humiliated because I won't be worthy in his eyes. I'll be like a lesser kid who gave up on the middle road meanwhile he achieved glory and I didn't.
He's just a simple human and his skills are average, so why I can't.
>>
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>>165658806
there is a way
>>
>>165658806
>frogposter
you've already failed
>>
In Game Maker, is it possible to set an alarm to, say, 2.5? Or would I need to set it up manually?
>>
Can nocoder still dev?
>>
>>165659030
try it and report back
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>>165659030
>using alarms
>>
I've been trying to dev for 10 years now. All of my attempts up to this point have either failed or my understanding of them mid-development has advanced to a point where I realized they are actually fundamentally badly designed. I just had such an epiphany about my latest, nearly complete project.

I'm tired of being this guy, aggydaggy, so hear my oath: 8 days from now I will have a finished game. It might be a crummy puzzle game for old people, but a game still!
>>
>>165659734
You one of the SS13 remake guys?
>>
>tutorial video has length of 20 minutes
>the first 10 of which are facecam and unchanged desktop image
Why doesn't anyone stop me from going to YT for tutorials?
>>
Is Handmade Hero good for learning gamedev?
>>
>>165660005
The aggydaggy site wouldn't be listing it otherwise.
>>
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I'm rewriting a big portion of my code to see if I can fix some of the issues I've been having with my demo. Taking another approach for the parts that could be made better while keeping the bits of code that worked well so far. The screen transitions have been making heaps of issues so I better fix that before continuing with adding new stuff to the demo.
>>
>sick person drops by
>leaves
>i feel weak
>i sneeze

this is why i hate people
>>
I am trying to make some building sprites for my game, I only have a mouse. They are 96 x 64 pixels. Is that "pixel art" size? Do I need to use a pixel art program?

Right now I am using Krita with vector shapes and vector lines, but they are coming out quite blurry at such a low resolution. What do?
>>
>>165660074
Dumb frogposter
>>
>>165660074
>i feel weak
You should.
>>
>>165659034
no
>>
>>165660249
Well, I'll try anyway.
>>
>>165660086
Pixel art can be made at that resolution, sure. But do whatever art style you want. If it's coming out blurry, maybe bigger sprites would work better for you.
>>
Is it worth installing Visual Studio Community for Unity? Or will the standard IDE be good enough?
>>
>>165659030
I think so but you may need to say if alarm[0] = -1{alarm[0] = 2.5}

or something but best not bother with alarms, they can cause a ton of problems.
>>
>>165658806
Making a 2D engine isn't the real accomplishment. Making a game is. Most people don't know or care how pixel made his game. All this programmer cred engine devs think they're getting or will get is totally imaginary.
>>
>>165660086
Has to do with how Krita renders things. It doesn't restrict itself absolutely to the pixel grid unless you're using a pixel brush. If you haven't already, you should grab the brushpacks from the website. They should include one or two pixel brushes and that should prevent blurriness.
>>
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>>165652883
>mixels
>>
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>>165660343
The problem is that the rasterized vector lines are really unsightly... I don't know if this is a Krita thing or I'm doing something wrong. There is no way to control how "pixelated" they should be, only the total thickness. But even a 1 pixel thickness ends up blurry.

I just thought, maybe you should work at a much higher resolution and then scale down nearest-neighbor? Is that they way to do it?
>>
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think i got the movement down.
>>
>>165598565

23/Prometheus dev here. Big thanks for playing man. It's good to know how somebody, who isn't related to the project at all, plays it for the first time. I have learned some things (like - hints on wall are not so obvious, so I should add some kind of read me with controls info). And sorry for that laggy second map. I've made big optimization since DD, so it won't go so shitty next time. Again, big thanks, you have helped me a lot.
>>
>>165660729
You're a autismixel
>>
>>165657984
It's one girl with a wig you blind retard
>>
Any reasons not to use Unity for 2D, besides sperging over performance? I've used Unity for some dicking around and small prototypes in 3D, but never 2D. I've heard both that it's barely any different, and that it isn't suited for 2D at all.
>>
>>165660734
Or work at a higher resolution and just use the higher resolution in the game. You can zoom out if you need to, and it will scale down nicely. With this you could even add a zoom function to the game if you ever needed to.
>>
>>165660729
the outer sections of his game are one huge rixel so it's justifiable here i think
>>
>>165658806
I know that feel, using an engine would be so much easier but what would people think of me?
>>
>>165659034
Anyone can learn to code. It's not like art where you need to be born with talent.
>>
>>165660781
looks great.
a bit more head bobbing maybe?
>>
>>165660808
>>165660930
FEZ for example also has mixels.
>>
>>165661000
Drawing or modelling don't require talent either desu, drawabox got that one right
>>
>>165660552
That's really not what I have observed
>>
>>165658806
who the fuck is pixel?
the fast that i am a dev and a gamer and never heard that name should be enough to tell you that he is a loser who never made it
but do you know who do i do know?
hopo, notch, fill phish, all big names and all used engines
>>
>>165660853
The built-in 2D is barebones IMHO, and there isn't even an attempt to provide convenience
>>
>>165660552
>nobody cares about classical music, plebs will never care about music, all this music creed about an instrument skill is imaginary
>>
>>165660781
I wonder how autistic you have to be to be able to dodge the projectiles like that, because normal people can't do that.
It's probably the same as when autistic kids are super good at math and can do it in their heads and shit
>>
>>165661174
underage please abandon this turf
>>
How do I git gud at pixel art and character design and stuff?
>>
>>165661278
Have you tried it? I don't play those kind of games and it wasn't that difficult.
>>
>>165661278
That pattern looks easy as hell dude.
>>
>>165661248
you are an idiot.
the correct analogy would be making your own instrument

playing instrument is the analogy for using the finished engine
>>
>>165661174
>>165661278
baby bored? baby need bottle?
>>
Is indie game the movie worth watching if I need to hype myself for dev?
>>
>>165661174
People here expect you to know all sorts of who-gives-a-shit devs. That's just about as annoying as people who use obscure abbreviations and expect you to understand what the hell they're talking about.
>>
>>165661338
https://www.ctrlpaint.com/videos/?tag=Principles%20of%20Design
http://pixeljoint.com/forum/forum_posts.asp?TID=11299
>>>/ic/1579290
Practice regular drawing as well as pixel art
>>
>>165660729
He showed pixel perfect version and it is good that he chose mixels
>>
>>165661000
This is bait. Art is an aquired skill, if you have the capacity to learn a -language - (programming) you can learn to art just as well.
>>
even implement per stage stats
odd get rid of some visual bugs
0 relax bro
>>
Pixel is the dude making that simspons looking trash right?
>>
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I can load in 3D models now but texturing is 2 hard
>>
>>165661746
Make the camera point at the player.
>>
>>165659734
That's the spirit, anon!
Also, it's possible your standards are too high. After playing my own games long enough I start seeing every single flaw, but by then the desire to fix everything or redesign it from the ground up is a trap. People are going to like your game as it is.

>>165660552
Honestly I'm less impressed by the fact Pixel did all of Cave Story by himself than by the sheer amount of content he put in it. Sure, the platforming/combat/dialog mechanics are mildly impressive by themselves but there's just SO MUCH STUFF.
>>
>>165661056
FEZ is garbage.
>>
>>165661645
Yes but also in art you don't use your brain only but muscles so it's more like playing a instrument
>>
>>165661856
Fez looks beautiful, it's the gameplay that's braindead garbage.
>>
>>165661636
I haven't seen it, but I'd assume it's because he didn't keep the sprites on the grid.
>>
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-- P R O G R E S S I N C O M I N G ---

>Basic pickup messages
>>Now only "DODGED" message when rolling under enemy bullets
>>>Currently a bit fucked as you can see

>Level "decorations" in room templates
>>Currently only pillars, and too many of them at times

>Secret/ Hidden rooms implemented
>>Hidden behing destructible walls
>>
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>>165640183
>I think I'm calling it quits with UE4 here
>I find it unpleasant, unforgiving, and extremely fickle to work with
>next morning UE4 official Twitter account follows you
That's kind of awkward. Maybe they just follow anybody, who knows.
>>
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>>165661973
>he showed the pixel perfect version
>I'd assume it's because he didn't keep the sprites on the grid
>>
While most people struggle when in the middle of their project, I can't even get motivation to start.

It's because I know I'll never finish a game anyways. Somebody please send help.
>>
>>165662057
By "pixel perfect" I'm assuming here that means he just rendered everything at the proper resolution so that each pixel on the sprite was the same size as each pixel on the render target.

But that will look like garbled shit if the sprite isn't aligned.
>>
>>165662098
make a smol game for comfy jam or something
>>
>>165661979
Placeholders best holders

It looks pretty juicy already. Good job.
>>
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>>165662282
>>
>>165662045
The white void is following you. Run.
>>
>>165662446
>>165662057
Are you retarded or something?
>>
>>165658806
Just follow your dreams, Anon. I felt similarly, although there were other valid reasons for not using a premade engine. But my engine is done now and I'm onto the game. And I learned so much.
>>
>>165662282
Nope I meant that it was perfectly aligned to the grid and when he rotated the view on some planets outside this cave it was chaotic
>>
>>165662549
Are you?
>>
>>165662098
Sleep on it and see if you feel better later.
>>
>>165660853
Apart from things being still 3d and just using 2 axis and engine overhead. Not really, especially if you are comfortable with unity.
>>
in unity, if i assign something to a property of an object, say i assign some color to the color property of a spriterenderer, is there any way for me to catch that assignment and do something to it before it goes to the property?
>>
>>165659034
yeah, get clickteam fusion or gamemaker.
>>
I have a gothic style game.

What would be a good season to make it? I kind of want to do winter but I feel like it's getting over done these days.

Would Autumn be good? It might be cool to have falling leaves and such while you're outside.
>>
Why do normies like normie garbage
>>
>>165662758
Game Maker's dragon drop is ridiculously bad. MMF's is okay though.
>>
>>165662831
Sure cool fine
>>
>>165662696
No.

>>165662635
>rotated the view

So then the sprites weren't aligned you dipshit.
>>
>>165662840
Same reason you like your kind of garbage, probably
>>
I'm reading roguebasin, it's a nice resource.
>>
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How do I set up ambient lighting in an indoor area in UE4? Sky lights, directional lights and multiple spot lights and such are out of the question, i need a base brightness so its not pitch black in the edges
>>
>>165661979
pls watch https://www.youtube.com/watch?v=AJdEqssNZ-U
I feel like you're 1/4 of the way there but a few decisions with bullet size and such are going to kneecap you when you try to make the game juicier
>>
>>165662932
For the record, if you want to rotate the view in a low resolution game, you can draw everything to a render target of the proper resolution first, then rotate that and draw it to a higher resolution.

You'll end up with rixels obviously, but at least no mixels.
>>
>>165645980
im doing what now?

>>165645947
theres no money
>>
>>165653250
>>165653403
Thank you for reminding me to add this as a question on our hiring puzzles, can't afford to hire retards
>>
>>165662861
What's dragon drop?

I use MMF myself, it works for me since i have no interest in learning to script. I only mentioned GM since others do and i thought i would give him alternatives.
>>
>>165663250
>enabling garfield junkies
>>
>>165663031
Archvis scenes have VERY bright and long range spotlights facing away from windows, directly hitting bright white planes. These reflect diffuse light back into the window and make it look nice.

I don't know why you'd have pitch black edges in any case though, what is your current set up?
>>
>>165663469
"drag and drop"
"drag n' drop"
"dragon drop"
>>
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Does anyone know what's going on with the thigh/hip here? It's mirrored from the other leg which looks normal.
>>
>>165662736
i figured out what i mean

i want to override the setter of the spriterenderer.color property for one specific object

can i do that?
>>
>>165661174
He made cave story.
>>
>>165663587
>drag n' drop
Nobody with a firm grasp of the English language says that.
>>
>>165663587
*mind blown*
>>
>>165663662
lol k
>>
>>165663662
WRONG
>>
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Finally started adding some backgrounds. Revisit I'll have to go over everything to match the resolution of the sidewalk.
>>
>>165663662
> literally everyone: drag 'n' drop
> me, an intellectual: acquire and thusly place
>>
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>>165663552
All I have is this. Outside is lit up fine but I would like something like a minimal light level all over my level if possible
>>
>>165663725
>>165663737
If you pronounce it "drag n' drop" then you have either a poor command of English or a speech defect.
>>
>>165660734
>>165660918
>>165660602
Alright I solved the problem

Apparently Krita doesn't use nearest-neighbor filtering if you scale down and select nearest neighbor, recent bug
https://www.mail-archive.com/[email protected]/msg99639.html

>free and open source
>>
>>165658806
>>165660939
>>165660552
The thing is, 2D engines aren't really any easier. It takes about as much time to learn an engine as it does to learn a language enough to make your own. And the moment you want to include features that the engine wasn't designed for, you'll spend more time getting them to work than you would in your own engine.
>>
Hey 4chins, I'm a newfag on AGDG. I wanted to take part in the comfy jam. Should I dev only when it's on or am I supposed to start now?
>>
>>165641828
gaemplay
>>
>>165663805
No, I say "drag and drop".
>>
>>165663871
too lazy to dig up a fedora image but take this free response
>>
>>165663871
WRONG
>>
>>165664002
i fucking absolutely one hundred percent do not believe you pronounce the D in "and"

actually wait you're clearly some kind of fucked up language elitist so maybe you do

but protip it's not fucking normal
>>
>>165663979
You should probably wait. Anons are liable to complain if you don't. However, I don't see anything wrong with doing stuff like concept art and design documents right now.

>>165663871
>proficiency in a language is determined by how lazy one may be with contractions and other such grammatical concerns

Y'all're dumb.
>>
>>165663979
Do whatever you want. Start now, wait for the official start, doesn't matter. All that matters is just like making game.
>>
>>165663606
post full model
>>
>>165664002
I can't say "Drag and drop" without making a pause between "and" & "drop", nor does anyone I know. You're probably just autistic anon
>>
>>165656786
>cyber security
>it is an absolute MESS
>i could sit here and get into technical speak but
the fuck does brian know about cyber security? i wouldnt trust any gamedev to know about making secure systems especially this one, i've seen that terrible wu coding.

>>165657174
>>165657336
>she
>her
yall kiddos got some bad facial recognition these days.
>>
>>165663832
>I would like something like a minimal light level all over my level
That's what skylights are for
>>
>>165664116
I do. I received elocution lessons as a child, as did many of my peers. It is perfectly normal to us.
>>
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>>165664313
Blocked.
>>
>>165664319
Not for enclosed areas
>>
>>165664430
Disable 'Cast Shadows'
>>
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>>165664213
This is the relevant area. as you can see the other side is fine. I did follow a tutorial and mirrored the bones to the other side which might have messed thing up somehow.
>>
>>165664253
Practice, anon. Perhaps see a speech therapist.
>>
>>165663606
it might be bone roll, if other side is -x, this one has to be +x.
if you're using blender select the bone, and use ctrl-n to reset bone roll to either positive or negative axis.

let me know if this works.
>>
>>165664374
>elocution lessons

Please forget them. For every rule there's a time and place. This is neither the time or place for elocution or precision of language. This isn't debate school, it's an anonymous anime-themed image board on the internet.

Pull that enormous stick out of your butt, please, if you're going to keep posting.
>>
>>165664482
get rekt kid thanks for the (you)'s
>>
>>165664538
>i was only pretending to be retarded for the (you)s

We know the truth, anon.
>>
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>>165650423
I'm out for 2 days and discover Rock Paper Shotgun is now covering my game and some dudes from platinumgames follow me on twitter
>>
>>165664463
did you mess with weight painting?
>>
>>165664480
This is 3Ds max but I previously did something similar; Once I had mirrored the bone i changed the size of it to have negative width and height.
>>
>>165664676
Good job, anon. You've done what I couldn't even with a whole mess of e-mails and established contacts with RPS: get coverage.

I hope RPS treats you well.
>>
>>165664676
grats I guess although RPS is a liberal shitpile

the platinum thing I'd cite as more of an accomplishment
>>
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>>165664702
No painting, only changing vertices by hand, This is what the other side looks like.
>>
>tfw not smart enough to know who is dumb
>>
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>you will never be this sexy

Why even live
>>
Ingame text in Middle English verse?
>>
>>165664976
We've gone over this three threads ago. To sum it all up: No. Use the language that whoever your game is being played by knows.
>>
>>165664971
you are dumb
if you are dumb, then everyone else is dumb
yw
>>
>>165664976
no
>>
>>165664926
redo your weights
>>
>>165664976
absolutely
>>
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So I'm trying to make an enemy for my mega man fps but I don´t know if my style is going in the right direction
>>
>>165664976
remember when that game you like did that and it wasn't fucking annoying?

no?

that's why you don't do it.

AUGHT
>>
>>165663774
Starting to look fuckin good, anon. Will there be boss battles?
>>
>>165665163
It's not. If you're going to have the visible parts of your Mega Man's body be MM 1-10 styled then your enemies need to be the same.

That's some MMX/MMZ shit you've got going there.
>>
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>want to make sailing game for comfy jam
>no idea what you do on the shit or where you go
>>
>>165665163
https://www.youtube.com/watch?v=NZ_ZbMOreZI

MOOOOOO!
>>
>>165664761
If your game is good it'll get popular, anon. is your game good?
>>
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>>165664761
>>165664807
Thanks, RPS didn't even contact me about it but coverage is coverage, I guess
>>
>>165665056
I don't know English, though.
>>
>>165665256
Actually I fucking loved the silly pseudo-dialect in Draggy Daggy, thanks very much. If anything you've made a successful argument FOR bastardized middle english.
>>
>>165665163
If it's megaman like, you should refer to the actual megaman art. Big eyes/eyelike things - most of the time round or, if hidden in shadow, in cute slits. Also the majority of enemies are very round or at least rounded off to enhance their cuteness.

You basically want to inject more cute into your art if you want to replicate the MM style. Also most of the things in MM are robots built around a singular purpose. A head with googly eyes welded to a giant drill, etc.
>>
>>165665298
It's the mega man X style that I'm going for.
>>
>>165664463
did you bind before you painted?
>>
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>>165663606
Aaand it fixed itself after a while of clicking around and looking at things without actually making any changes. Fuck yeah, 3D modelling
>>
>>165665360
It moved about 50k units and has an 81% rating on Steam with 550~ reviews. It's niche but it seems most folk that pick it up enjoy it - whether that makes it good or not I don't know.

People say it is good (forgiving those who can't grasp how it works and so blast it) and there are people who have put a thousand hours in so?
>>
>>165665498
As in establishing the hierarchy? Yes.
>>
>>165665420
>in cute slits
>>
>>165665480
Then I wouldn't use the MM 1-10 styled buster, for one.

Even for an MMX styled game, that robot/mechaniloid/reploid/aaaaahwhatever is way off the mark.

http://strategywiki.org/wiki/Mega_Man_X/Enemies
>>
>>165665506
whats the full model look like? looks good so far
>>
>engies
kek
>>
>>165665670
Then it's a good game, Anon. Although, memeing aside, you only need one person to like it for that to qualify.
>>
feature works perfect first time

https://www.youtube.com/watch?v=hjT7OlYB5C8
>>
>>165664676
Good job senpai ! Knock them on their arses.
>>
>>165665803
Then I'm afraid I'll have to dispel that being good means you'll get popular. It was never popular and remains to this day a pretty 'underground' title due to very little coverage in the media or on youtube.
>>
>>165665303
>what you do
Sail
>where you go
The sea

Alternatively

>Somewhere beyond the sea / somewhere waiting for me / my lover stands on golden sands / and watches the ships that go sailin'
>It's far beyond the stars /it's near beyond the moon /I know beyond a doubt / my heart will lead me there soon
>>
>>165665684
SLICK
>>
>>165665752
It's just a human modelled after a character sheet i found while googling, for practice. Thanks for the compliment but I'm sorry anon, the monstrosity that is it's "face" is better not posted here.
>>
>>165665303
Give it semi-realistic physics but also make it like My Summer Car where you can drink beer (or rum) and fish and stuff.
>>
>>165665670
>(forgiving those who can't grasp how it works and so blast it)
Reading reviews for Brigador and seeing people whine about the tank controls in an isometric mech-shooter homage made my blood fucking boil.

Some people think every game should conform to their wants and needs, I guess.
>>
>>165666027
>meme games
no thanks
>>
>>165664676
I always knew you'd make it
>>
>>165665404
> people actually enjoyed hearing dialogue where "aught" replaces every "something," "anything," and "nothing" because one of the translators googled it and misunderstood

> every sentence is a grand journey in trying to figure out what the fuck it's supposed to mean

there's aught wrong with you anon.
>>
>>165666067
Comfy games are meme games son.
>>
>>165665969
>>what you do
>Sail
>>where you go
>The sea
This is the average agdg ideasguy's level of creativity
>>
>>165666158
>if a game uses a mechanic in a shitty way all games are banned from using it
>>
>>165664406
equality with single =?
>>
>>165666158
There's aught wrong with me, but surely aught is wrong with you.
>>
>accidentally get 'healthy' version of soup instead of regular
>it doesn't taste of anything
What do?
>>
>>165666326
not gamedev
>>
>>165666048
I forgive them for it. The game intentionally set out to try and forge new territory. With that comes the obvious problem of actually new mechanics and people in a stagnant genre who're suddenly having to learn new things when they were secretly expecting 'yet another clone of the thing that made this genre to begin with'.

Those that survive and have the patience to actually learn how the game works tend to enjoy it. Those that don't have the time or patience - or expected a clone - tend to hate it.

They also tend to bring up the AI being competent as a negative - because the AI will kick your ass legitimately (it doesn't cheat unless you tell it to) if you allow it. We put in a pacifist setting so that the AI can't declare war on the player until the player declares war on it -- but it seems most players think they're hot shit in their first game and go straight for a medium difficulty opponent in an enormous galaxy before they've even really learned how to play the game well.
>>
>>165666326
>accidentally post my dumbass blogshit in agdg
What do?
>>
>>165666326
ejaculate in it
>>
>>165666316
don't argue with this software engineer cybersecurity expert you ignorant pleb
>>
>>165666219
Honestly ya'll've asking me for comfy jam ideas for over a month now, I'm only human you know
>>
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what about eyes?
>>
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>>165664676
Good job anon, I'm proud of you
>>
>>165666614
They look more like nostrils to me
>>
>>165664676
>>
>>165666614
This just looks like REX.
>>
>>165666614
Eyes are a better step towards the MMX style, yeah. I don't see those as nostrils but I can see why someone with a limited imagination might.
>>
>>165666623

what website is this a screenshot of?
>>
>>165666787
itch.io
>>
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WOMEN WANT HIM
MEN WANT TO BE LIKE HIM
COWARDS ENVY HIM

IT IS HIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIM
>>
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>>165666815

thanks anon
>>
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>>165666614
Those meet the bare minimum of cuteness for a Megaman robot. If I were designing it to replicate MM though, I'd do it more like attached pic.
>>
>>165660729
>>165661056
>>165660808
>>165660930
>>165661973
What is this autism about?
>>
>>165667124
no
>>
>>165634143

I like your idea so damn much. Keep it up man
>>
>>165636969
>x3

kys
>>
>Coming close to the end of development
>Running out of ideas
>Start making AoE versions of every single target spell
May Dog have mercy on my soul
>>
>>165667463
Yikes. Couldn't you go more the route of target+, penetration, or chain?
>>
>>165636969
Are you using one button to switch? Seems like it would work really well if each color had it's own button.
>>
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thank you blender for fun weight paint issues
>>
>>165667463
not sure how your game is but check out the original Guild Wars spells. There are hundreds of them and all pretty unique from each other.
>>
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>>
>>165667620
Someone please shoop the AGDG logo coming out of his mouth
>>
>>165667620
nice IK lip setup
>>
>>165641740
rad/10
>>
>>165667620
the issue seems to be your not using any gradients and bits that should be painted arent
>>
>>165664976
Only if dialogue happens in the background and can be safely ignored.

>>165667463
Jesus fuck, there are thousands of interesting variations you probably haven't implemented. Don't take the easy way out.

If you need ideas, post some info about your game. We're here to help.
>>
>Want to edit stroke width quickly in Inkscape all this time
>Only just now found out that this feature exists
>It's called "power stroke" and is hidden deep in the menus
Wew
>>
>>165642132
do NOT do this

psychologically it is no different from having no gun variety

1 gun = immediate uninstall
>>
>>165668208

You're an idiot
>>
>>165668008
no shit amigo
>>
Fuck whoever suggested Fantasy Life as comfy game, it's a clusterfuck.
>>
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>>165668129
For serious, I do all sorts of mechanical design just for fun. I've got tons of ways to help out if I knew more about how you'd like your game's mechanics to work and what sorts of attacks/abilities these are.
>>
>>165668208
If he's making a Mega Man fan game then he's obligated to make his weapons recolors of the normal arm and buster, you dumb schmuck.
>>
>>165663073
Neat, thanks. Already added some suggested features :^)
>>
>>165668369
Going by the pictures it looks comfy as fuck what's the problem with it?
>>
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is it better if it has goofy legs?
>>
>>165668480
If you're trying to do MM-style? Absolutely. All the robots in MM look either goofy, wonky, or very single-purpose.
>>
>>165668208
It's mega man using anything other than the buster is for scrubs
>>
>>165668480
If you could strike a happy medium between that and the other then you'd be on the right track. The rounding on the bottom is in conflict with the sharp angles on top.

>>165668530
MMX style, unless that reply was a shitposter. Obviously there are commonalities but there are subtle and overt differences between the two styles.
>>
>>165668480
Just literally make them boots. It's great.
>>
>>165661979
What kind of game?

>>165663027
Post progress, I'm a sucker for AGDG roguelikes.

>>165668386
Niiiice. System?
>>
>>165668480
>smooth boots
>blocky-ass upper-body
Getting there but no.
>>
>>165668468
It's really boring, there are tons of NPCs that give you quests and you have to remember where the fuck to go to each time you complete one, the world is pretty big but there's next to no fast travel until way later in the game, a lot of stuff is blocked off until you do the plot related missions in a stupid way. also walls of text.
>>
how do i get the lua interpreter to give me shit when i run my game
>>
>>165668480
have you even played megaman?
>>
>>165668391
no he is right
>>
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procedurally generated roguelike
>>
>>165668480
that's funny, i like it
>>
Guys I fucked up

So my mom is the principal at a highschool and after an argument about my career as a game dev she bullied me into making an educational game for their math department

Which I know is bullshit they are just trying to get more money by making it seem like they are on the for front of education

AGHHHHHHHHHHHHH why do I have to take time away from deving to do this shit
>>
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>>165668719
(A heavily modified variation of) FantasyCraft. This is a module I built for running a few adventures for my usual DM while he built a new campaign or needed a short break. It draws from my Serzahnk setting, which I'm presently using for most of my personal projects because I like it a lot.

Metanoia: The Sacrifice is set in this world.
>>
>>165668982
...First person shooter with guns?
>>
>>165668864
Nope he's a dumbfuck.
>>
How do you design logo for your game?
>>
>>165669215
https://www.google.com/?gws_rd=cr,ssl&ei=1R_kVN75A4m9UeCghIgK&fg=1#safe=off&q=logo+design+book
good luck man. when you're done, i might hire you!
>>
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>>165669215
Begin with doing a bunch of typefaces. Choose the one you like and work from there -- deviate from it. Add or subtract from the letters' volume, move them around, put them on a line, et cetera.

Then you add your other element(s) to the logo. This can be a background for the logo to rest in, a symbol around it, or decorations.
>>
>>165668982
Bad rpg
>>
>>165668863
yes
>>
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>>
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>>165669215
There's another thing I'm really bad at, which is UI/HUD and menu designs in general.

I happen to have some references saved, so I'll dump them in hopes of getting some discussion about these.
>>
>>165669120
Sounds pretty interesting. I'll check it out.

>>165669105
Are you motivated enough to do it for free? No?
Then have them pay you. Get a real contract drafted up. If it's your career you should handle it like a professional or at least make your mom believe you are.
Also, it'll look nicer on your CV than "2 years spent developing Super Baby Massacre RPG (unfinished)".
>>
someone should write a book about video game ui design, i suck at it too
>>
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>>
>>165669548
>>165669713
https://mega.nz/#F!FJhX3YTK!ylcGBIaPINbo1p-tOIZ4nw
>>
>>165664676
Dude, you've been good enough to get press for a while. You just needed to stick to something long enough to get it there. Keep it up, I really enjoy your work.
>>
>>165666015
>I'm sorry anon, the monstrosity that is it's "face" is better not posted here

Whenever someone says something like that I automatically think it's furry.
>>
>>165669548
It really depends on what you want to achieve. Some wants to keep the classic RPG look, some want to make it look like a messy bag.

If the player is going to interact a lot with the inventory, keep it as easy to use as possible.
>>
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Messing with Unity image effects and lighting after spending time in Unreal.

It's a shame Unity's shadows are so poor. UE4's aren't as good as I thought they would be, but they're still miles ahead of Unity.
>>
>>165664676
Good job anon, I was sad about desert game but it was all worth it in the end.
>>
>>165664676
That asian woman who worked on Beglitched retweeted you too. You're indie famous Anon.
>>
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Okay, disregard mega man, wich style do you like the best?
>>
>>165669657
Hope you like it. I enjoy it because it's basically D&D 3.5 SRD - but with less bullshit. Just getting rid of Attacks of Opportunity speeds up combat enormously.

Granted, their balancing for the base classes is questionable at points. Some feats definitely don't feel equal in power to other feats. That's why the DM I play with wound up making a whole new book of feats. I think he's at 200 feats now, along with having created 11 new base classes, 50 some expert classes, and 20 some master classes.

Not including the entirely new and expanded materials/crafting/stuffs in weapons with the forge document. I keep pressing him to publish the thing as its own system at some point because I think it could really sell.

I dunno what we'd do about all the pictures though. There's a lot of 'em and he's got a metric fuck-ton of races. Attached pic is one such race. There's 135 pages of them.
>>
>>165670526
A and B
>>
>>165670526
is 'none' an answer?
>>
>>165670526
E
>>
>>165670058
Whoa, this is great. Thanks for posting this, anon.
>>
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>>165670574
Whoops. Forgot to attach pic.
>>
>>165670526
A but the legs are looking too flimsy
>>
>>165670526
They all look like Rex ripoffs.
>>
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What's the most amount of do-overs you did to get a mechanic right?
>>
>>165670967
999
>>
>>165670526
you will hate me for saying it but scrap em and start all over. use what you learned to make something better, you are wasting time polishing a turd
>>
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Is there an option on tumblr to see only the original content in my feed with no reblogs? It's annoying that there are fine devs and artists and whatever, yet they have the stupid habit to reblog a thousand stupid 9gag tier crap every day.
>>
>>165670967
>Implying I ever got a mechanic right, even after polishing it for years
please kill me
>>
>>165670967
I've been remaking the same game for 5 years.
>>
who /stupid/ here
>>
>>165670526
I agree with >>165671091 just start over completely.
>>
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>over fifty projects
>all unfinished
>can't even start a new project because I know I will give up
>coding skills at maximum

This truly is hell
>>
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JAPS KNOW
>>
>>165671142
get xkit. there's something for it
>>
>>165670526
I think if you make them less top-heavy they'll look better.
>>
>>165671450
Anon, take an oath with me.
Anon, make a pact with me.
>>165659734
>>
>>165671450
>>coding skills at maximum
I doubt it
>>
>>165671473
Neat

>>165670967
I have done it a fair few times, but I eventually got it working the way I wanted it to.
>>
>>165671473
inb4 he gets witch-hunted for cultural appropriation
>>
>>165671450
>any skill
>max
>>
>>165669657
I agreed to do it for free which is one of my regrets but y'know how moms are emotionally manipulative

But how many places really look at Edugames? they seem like more where developers goes to die
>>
>>165639386
graphic is abstract
>>
>>165669713
this is fantastic. There should be more stuff like this. Maybe quick item select menus and stuff from action games.
>>
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>>165671541
>xkit
Thanks for that!

>timestamps
Holy shit. It's so damn irritating when something which supposed to be a very basic feature requires an addon.
>>
>>165671742
the japs don't know the concept of cultural appropriation
>>
>>165669548
this is porn.
>>
>>165671450
if your coding skills are at maximum then how do i overwrite a setter on one of unitys builtin classes
>>
>>165671742
cuck kek
>>
>>165671767
seconding
>>
With Tiled2Unity can I add objects in Tiled (such as coins, enemies, etc) and import it into Unity and have those objects be imported as prefabs?

Not sure if I explained that properly.
>>
will there ever be a pixelshit backlash?
>>
>>165672501
No.
>>
>>165664676
God damn, I'm jelly. I'm never gonna make it, I'm happy for you though, at least I can watch the people around me succeed I guess.
>>
>>165672501
There already was one, but we're over it. We're at the point were pixel art is just another art form. Like most other mediums, it's usually shit but it can look incredible when done correctly.
>>
>get frustrated with unity
>try monogame with nez
i'm never going back

why isn't it in the OP? unity is complete trash
>>
>>165672750
Don't count yourself out so easily. If you can find your audience and sell your game to them, you've got a shot at going big.
>>
MENU JAM
>>
>>165672829
>This thing is trash because I'm an idiot
>>
>>165669548
Nintendo menus are always so slick. I bet if they did a half-assed card game but kept all their UI stuff at AAA level they'd have a best seller. I mean, it worked for hearthstone.
>>
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>>165667620
>>
>>165672909
>this thing is trash because it wasn't made for 2d games and misses features even the most barebones 2d frameworks provide
>>
>>165673221
There's a Unity user (though more likely a false flagging nodev shitposter) who calls enginedevs stupid for implementing their own stuff but also calls people who don't use Unity stupid for NOT implementing their own stuff.
>>
>>165672863
No anon, it's okay, not everyone can be successful, that's just a fact of life. Unfortunately I'm one of those people. Fortunately for you, you're not, so be happy about it! :)
>>
>>165661392
Alternatively, offer other means by which I can hype myself for dev.
>>
>>165654310
Bump
>>
It seems like there are tons of Metroidvania side scrolling combat games on here. Should I just make a different game?
>>
>>165673278
>this car is stupid because it's missing a wheel
>I know! i'll build my own car from zero instead of just mounting the wheel!
>>
>>165673372
My 'optimistic hope' for the game is for it to sell 5k units lifetime. It's probably only going to pull in 1-3k, most of that coming from a discounted summer sale.

Success is relative and unless I manage to get some good connections to the adventure community at large I'm not going to be very successful. Adventure games don't sell themselves very well. I can't show ridiculous high octane FPS action. Heck, I can't show much gameplay at all in my trailer. Watching someone pointing and clicking on things isn't particularly engaging.
>>
>>165673508
99% of the games here will not be finished. It's unfortunate, but it's very common for a game to never finish. Also there's nothing wrong with multiple games of the same genre to come out, they're all going to be different as long as you're not making it completely generic. If you want to make the game, just make it, and make it good.
>>
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Hello! Just reporting back with an update on my D3D Game Maker game. I've been tweaking collisions for hours. Finally got it at a good spot but adding slopes will be hell.

Please understand that the textures, animation and primitive based model are temporary.
>>
>>165673620
Anon you're overthinking it, indie games don't necessarily sell for their fast-paced action, a lot of them in fact are very slow and quiet. Your game looks good, the gameplay is polished for what it is, you put a lot of effort into it and people are starting to notice it even major outlets, you're gonna sell a lot more than 5k.
>>
>>165673787
I never expected good looking 3D in gamemaker. Looks very PS1, which I like.
>>
>>165673787
how are you making the levels? also how are you handling collisions?
>>
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--> P R O G R E S S <---

>ADDED JUICE

>"Dynamic" camera, looks a bit in the directon the player is aiming
>Enemies drop exp orbs
>Crates can drop hp

>Locked door & key, locked room is hidden

Ah, dying tread
>>
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>>165673836
I'm afraid you've got me confused with another anon. I'm not the dev of Kyofu no Sekai. I'm the dev of Metanoia: The Sacrifice.

If folks are covering my game right now I haven't heard anything about it.
>>
>>165673903
Thank you! I actually went with GM because it would force me to develop workarounds to "3D" like devs did on the PS1.
>>
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Shot in the dark, but does anyone here have any articles/videos about Platinum's shader techniques for Transformers: Devastation? There's one where the art director mentions a "wakame shader" but doesn't go that much into detail about what it does.
>>
>>165673787
think I saw one of your posts without any discernible textures. didn't think it was supposed to be like megaman legends. pretty neat.
>>
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>>165673515
>>165673278
monogame+nez doesn't need you to remake anything you don't want to, you just don't get the editor. there's no reason to use unity if you're not making a 3d game
>>
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>tfw you learned so much during a project that you should remake the first half of the project because it's garbage code
>>
new thread
>>165674189
>>165674189
>>165674189
new thread
>>
>>165673963
Currently I'm throwing instances topdown from the built in editor but I'll eventually convert the collision to a 3D matrix and make my own editor.
Collisions are all checked from the top down with z checks on top. I'll eventually make it true 3d collision but cannot be assed with that trig right now.
>>
>>165673998
Hey, your game looks pretty good too. I like the style. Aviary Attorney sold 25k copies and that guy wasn't even using his own art, and his writing wasn't that good either... although he did get noticed because he was making a wacky parody of Ace Attorney with animals
>>
>>165674159
The editor is like 40% of the reason I use Unity though.
>>
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>>165669215
make a bunch of coffee stains on the table. take a photo of any interesting shape. draw vector art of it.
>>
>>165674398
Did you really make that logo via that method? That's fucking crazy.
>>
>>165674253
Thanks. I'm not sure how well mangay/comicy ink on paper with some subtle brush techniques will sell on Steam though. It's a weird art style, I admit. Aviary Attorney is a pretty big exception to the rule I feel. I don't have my hopes set any higher than 5-6k.

If I manage to get in a humble bundle, that'll probably be my biggest source of cash.
>>
>>165674246
I'm trying to do something similar with an FPS in gamemaker but I can't think up a good way make maps with different height levels. could you post a screenshot of the gamemaker room editor?
>>
>>165674496
no, actually, I just happened upon an interesting looking stain on the wall, then took a photo of it. the figure in the image I posted was actually very old, and I didn't have a use for it until I realized I could use it as a logo for the game.

I guess it probably won't help if you force it too much.
>>
>>165673787
Damn good.
>>
>>165671473
Fugg I'm so happy for you
>>
>>165671473
what does the 80 and the 90 mean?
>>
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>>165674530
I don't think AA was really an exception, it's more that it had a kind of "pull": wacky Ace Attorney with animals in a victorian setting is an easy grab of attention. I think all you need is to identify that thing that makes your game unique, like a single phrase you could sum it up with that would make people want to check it out... think of those article titles in Gaming news websites like pic related which I just took to exemplify what I mean.
>>
>>165675145
A dark fantasy world of gods and men built atop the bones of a long dead supertech civilization?

To go home alive, first you must die trying?

Myst's darker, chattier, brother?
>>
>>165675435
Yes, something like that, I particularly like the first one because it makes me want to find out more about that civilization and why it fell. Also you'll notice other games often use the same phrases everywhere in their marketing efforts to the same effect.
>>
Trying to record my game for yall but fraps crashes my game when i switch rooms/frames in the game. Any replacement for fraps?
>>
>>165675748
OBS
>>
>>165675748
quicktime
>>
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>>165674545
Sure!
Let me elaborate on the collision.
At every beginning step I have the player check for all instances beneath it declared issolid and compares the returned values. depending on the player's z value I set the "ground" to that solid object's top. When handing x,y movement I simply have it find any objects in the players next x and y coordinate and compare its zvalues/dimensions to the player's. Hope that inspires you to make a solution!

On a side note, it might be easiest to just handle floor collision based on a 3D array, much like 2D array collision.
>>
Is Monogame a real thing? I want to make a 2D top rpg roguelike thing but everyone yells at me when I mention Unity and I've heard GameMaker has trouble with lots of data so I'm trying to decide where to start. I'm comfortable with Java and C# if that matters.
>>
>>165676271
Yes.
>>
>>165676271
Caves of Qud was made in Unity. No reason why you can't make one in it.
>>
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Todays --Progress--

Replaced my launch menu with a Spaceship (that has no textures, shut up) where you make your choices and launch the levels.

It also shows the game loop, you buy upgrades, roll bonuses for the level (damage & enemy bonuses/penalties) and then selects the level and drops into the world.

With that said, the game is actually at an alpha state and i just need to add sound effects. Would you assholes be interested in testing it or should just keep it for myself until i eventually give up?
>>
>>165676353
Good enough for me. Thanks.
>>
>>165676045
how are you drawing the floor? I mean if you create a block where the height is lower than whatever the default ground is
>>
>>165676271
Hows your java? Look at java-libgdx
>>
>>165677495
Well my tiles are 96x96 so for now I have a single object draw a floor tile in all the unoccupied spaces.
Not the most efficient but works!
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